Wildmana 6.0 beta

repeatable CTD in 2 turns.
 
The barbarians and animals being on different teams makes the barbarians a lot less threatening. I have a lot of unsettled land around me in the midgame, but I hardly ever have to deal with barbarian incursions because they all get killed by the animals. The animals, meanwhile, will only come after you if they are enraged and they see you--they don't target cities from far away, meaning that as long as I keep my units well inside my borders, I have no animal threat at all.
currently animals vision blocks barbarians from spawning which I still need to change. And the barbarian cities probably could use some free hammers in the late game when units cost are high.

[to_xp]Gekko;8590598 said:
I see that Raging Barbarians has been brought back but is now on the bottom of the list along with Wildlands... does that mean the AI can't really handle those well?
no, they just don't do much. wildlands for example should also increase spawn rates from lairs.

[to_xp]Gekko;8590598 said:
oh, and I see you like No Acheron, what would you think of making him a random event instead of having him spawn 100% or 0% ? maybe the same could be done with orthus, while the other bad spawns like mary, the leviathan and the great apes could get more common, then you would have a lot more variety.
I think they all need some finetuning. I see mary in maybe 1 out of 100 games or so.

[to_xp]Gekko;8590598 said:
maybe add in FF+ Wyrms for added danger :D
There is already a gameoption for Dragons ;)

After passing through Maelstorm I found my ship encased in ice.
fixed

A city with lighthouse and The Great Lighthouse only has 2 trade routes.
you need more cities to trade with

[to_xp]Gekko;8591904 said:
edit: uh, a couple turns later he moved out. I wonder why he just sit there for some five turns or so, and if this is WAD.
animals won't move every turn

[to_xp]Gekko;8591904 said:
btw, is it intended that barbarian lizardmen have 4 attack and 2 defense? why did you change it so? it seems they'll be far too easy to kill now, ruins that spawn them will be easily got rid of :
hmm, maybe 4/3?

[to_xp]Gekko;8591977 said:
not sure how the sheaim got that Hill Giant either, it's early game and giants are beasts... it's not one of the three stooges, it's definitely a wild hill giant with 4XP, he still has UNITAI_ANIMAL :lol:
there is an event that spawns one

[to_xp]Gekko;8591977 said:
btw, it often happens that an animal goes crazy, kills a barb lair defender and starts guarding it himself. I've seen both griffons and stags guarding barrows :lol:
fixed.

Also, is it intended that Lizardmen are on the Beast team, while Griffons are on the Barbarian team? Seems like it should be the other way around.
I have never seen a barbarian Griffon. Would be a bug. Lizardmen are on the beast time, else they kill too many animals :lol:
 
Found something else. At least the Hippis can build Tumtum.
 
hmm, maybe 4/3?:
not sure about that. you could make barbarian skeletons 3+1 death again, like it used to be a while ago, and make lizardmen 2+1 poison. that way skeletons will be strong but slow, and lizardmen weak but quick.


there is an event that spawns one
oh, I see, they probably decided to lose pigs ang gain the giant. is it supposed to have 4 xp and have UNITAI_ANIMAL though?

speaking of events, the crazed swordsman event in FFH is bugged cuz it should have 10 xp and it has none, not sure if WM fixes that but would be nice.


@Cabbagemeister: "Deer resources already kind of do, since about half the time when I kill a stag lair, it pops a deer resource underneath. Same thing happens with Gorilla lairs and banana resources. Do elephant lairs exist in the game? I've never seen them."

that's cool but not what I was saying, I'm saying that deer and ivory should ACT as lairs, i.e. always have a lair on them that spawns animals. I think you're right there's no elephant lairs, we need them :D and that's a cool idea about bananas, bananas should act as gorilla lairs and always have a lair on them :D

btw Sephi, I see that after you added the Scions to the game now a couple haunted lands tiles spawn on the map here and there even if the scions are not present ( very uncommon, but I've seen a couple tiles with them. while you're at it, you could also add kelp to make coastal cities more interesting. making sea monsters more common would be nice too. ;)
 
Running beta III, I was chugging along when I suddenly couldn't work the cotton tiles in Nubia, which is a pain since I'm already hurting for commerce. It's as if another city was working the tiles, but there isn't one there. I checked in worldbuilder, and there aren't any invisible units on the tiles.

Here's the city screen (note the lack of yield icons to the right of the city):
Spoiler :
attachment.php

Here's an overview:
Spoiler :
attachment.php


Save file attached.
 

Attachments

:( should be fixed now. I had changed some code in the CvCity::canWork function while tracking a base FFH bug.

I have finetuned the Scion Lite module. They should fully work now except worldspell.

Animals and Barbs have a new spawn mechanism now. Basically every plot has a Animaldensity and Barbariandensity (number of animal/barb units close by) and if the density is below a targetvalue the plot has a chance to spawn a barbarian or animal.
Lairs have a high chance to spawn a unit if the Density is low.

Also Lairs aren't created at the beginning of the game, but throughout the game. And goblin forts will now always start with goblins. This should make the beginning less of a mess. So the world starts empty and after some turns is filled with animals, barbs and lairs.

Raging Barbs increases the max barb density by 50% and Wildlands the max Animal density by 50%.

oh, and Gorillas will use their taunt ability now :)
 
awesome stuff Sephi, thanx! a new beta with these fixes and tweaks would be great, I plan to have a nice WM game tonight, hopefully that will allow me to give some good thorough feedback.


question about Aggressive AI: any idea if the worst case scenario with it is "doesn't do anything" or is it a "AI reverts to BTS behaviour" ? :D
 
BTW, Sephi, which Scion worldspell are you going to use? The Breach (if that's what it's called) or Create Dark Council?
 
latest patch, Loki is a unique unit for animals and beasts... damn I was Perpentach XD

btw, I think animals should be able to enter cultural borders. otherwise they always stay in the wilderness killing barbs. just make sure they don't attack cities unless enraged and everything will be fine... dragons and other beasts should probably be able to attack to, like spiders, griffons... FF+ system about animals becoming beasts after a while is nice, and making the animals that aren't really "animals" beasts would be cool too. like spiders, griffons, sea monsters...

and something is wrong with giant spiders, they're 5 attack 1 defence and they're not invisible... plus 5% chance of generating baby spider seems low.

oh, and a lion spawned on a peak :lol:
 
[to_xp]Gekko;8597051 said:
latest patch, Loki is a unique unit for animals and beasts... damn I was Perpentach XD
already fixed

[to_xp]Gekko;8597051 said:
and something is wrong with giant spiders, they're 5 attack 1 defence and they're not invisible... plus 5% chance of generating baby spider seems low.
fixed. changed the chance to 10%

[to_xp]Gekko;8597051 said:
oh, and a lion spawned on a peak :lol:
I noticed that too. not sure if it should be considered a bug or feature? I can easily change it, but I kinda like the fact that animals and barbs spawn at hinterlands. Was the lion able to attack you?
 
he just lazed there for a while, now he's gone, not sure where. he was sitting right next to my cultural borders so he could not enter. I don't think units should be allowed to spawn on tiles they cannot enter anyway.

another possible cool thing: making animals become beasts not only after a certain strength increase through age, but also after they get enough XP.
 
a couple more things: animals are still guarding barb lairs, and tribal villages too. actually I think each different kind of lair should only allow its own kind of units as defenders. this would also keep Orthus and other strong barbs from sitting on a tile doing nothing instead of going around killing :D demons should not be allowed to guard tribal villages though.

one question... what happens now when someone completes that ritual that turns all barbs into animals?

btw, are barbs now a bit more suicidal than they used to be? they've been killing themselves on my walls quite a lot.
 
taking a look at some animals special abilities, the numbers still seem wrong somewhere:

giant spiders -> baby spider spawn chance after combat 10 % seems low and so does the 20% baby spiders have to mature into giant. the numbers seem to indicate that they will rarely spawn babies, and the babies are very likely to die before they get a chance to grow bigger. and imho spiders should use this system of kill -> spawn -> kill -> grow a lot more.

lions have a 25% chance to grow into a lion pack, which seems fine, problem is that the lion pride's ability to create dens is A LOT less appealing now that lairs are everywhere already :lol:

wolves have 70% chance to grow into wolf packs, good since they're weak. wolf packs have 100% chance to spawn a new one, but don't they also have an innate ability to spawn wolves every now and then without combat? that mechanic would be good for lion prides imho, if it exists of course :lol: but it could also be created from scratch I guess :D
 
[to_xp]Gekko;8597145 said:
a couple more things: animals are still guarding barb lairs, and tribal villages too. actually I think each different kind of lair should only allow its own kind of units as defenders. this would also keep Orthus and other strong barbs from sitting on a tile doing nothing instead of going around killing :D demons should not be allowed to guard tribal villages though.
animals only guard the lair of their own kind, barbarians will guard any barb lair.

[to_xp]Gekko;8597145 said:
one question... what happens now when someone completes that ritual that turns all barbs into animals?
not quite sure, I think I just disabled that part of the ritual for now

[to_xp]Gekko;8597145 said:
btw, are barbs now a bit more suicidal than they used to be? they've been killing themselves on my walls quite a lot.
yes, they are more suicidal. I plan to have different kinds of barbs, some which are smarter, some which are not :p So you never know what they will do next :)
 
yes, they are more suicidal. I plan to have different kinds of barbs, some which are smarter, some which are not :p So you never know what they will do next :)

that's great. unpredictability will make things a lot more fun :D

one more small thing: lesser dragons should really be beasts instead of recon... if you0re worried about beastmasters capturing them, just give em loyalty. problem solved ;)
 
[to_xp]Gekko;8597180 said:
wolves ... they're weak.

The starting scout has >90% odds against wolves, and it only gets better as he wins battles; they're pretty much free money as things stand. They also don't seem to get any defense bonus: I had just as good luck attacking them on hills/forests as in clear tiles.
 
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