Wildmana 6.0 Download and Bugreport

stupid bug that kept force/creation mana from spawning. Forgot to uncomment some code. any idea for a unit as a manadefender for creation or force? Gave them Djinn now, but it doesn't fit that well

How about a Jedi!!! Bada Bada BING!! :D
 
I don't believe none of us found that bug earlier. I just assumed that they were elsewhere on the map... :lol:
 
Having 5 Spirit mana nodes, I was expecting to see a +25% GP bonus in my cities, but all I have is a mere +5% from resources, as from a single node.

Could this lack of accumulativeness (for lack of a better word) also be the case for other mana types?

edit: 2 Life nodes are supposed to give +2 :health:, but I only get +1 :health: as for one node.
 
they work correct, just the display is wrong :( (which I think is a base FFH issue)

edit: yay post 1111
 
I've just installed Wild Mana but, alas, I get errors whenever I load.

Here's a screenshot of the first error that comes up. The others are like it.

civError.png


I tried deleting everything FFH, rebooted my computer, reinstalled FFH (with patch j) and then reinstalled Wild Mana but still no joy.

Can anyone help? :(
 
I've just installed Wild Mana but, alas, I get errors whenever I load.

I have uploaded a patch that should fix this error (see first post)

Patch 6.51 (doesn't break saves)
  • fixed an issue with XML loading
  • Fix: Corlindale is Elohim only
  • Fix: Only Illians and Frozen have access to Winter Tech
 
they work correct, just the display is wrong :( (which I think is a base FFH issue)

You are right. I calculated the GP points manually to see, and It does work. 5 spirit mana really gives +25% GP bonus, even if the display in the city screen wrongly says +5% GP.

I'm not so sure about the number of :health: bonuses from life mana, though. It just seems to give +1 :health: even with access to more than one life mana
 
You are right. I calculated the GP points manually to see, and It does work. 5 spirit mana really gives +25% GP bonus, even if the display in the city screen wrongly says +5% GP.

I'm not so sure about the number of :health: bonuses from life mana, though. It just seems to give +1 :health: even with access to more than one life mana

I tested life mana with worldbuilder and it worked fine.

@lumpthing is the file in the error message still the same? FFHPLUS_CIV4Buildinginfos.XML
 
You are right. I calculated the GP points manually to see, and It does work. 5 spirit mana really gives +25% GP bonus, even if the display in the city screen wrongly says +5% GP.

I'm not so sure about the number of :health: bonuses from life mana, though. It just seems to give +1 :health: even with access to more than one life mana


another base FFH bug, that doesn't show the bonus in the resource box, but if you check the growth bar in the city screen, it should add up. I think this goes for enchantment mana too. The box on the right hand side only shows 1 for a resource, + any building bonuses. I think this may have something to do with base Civ IV doesn't allow cumulative resource bonuses, and FFH does in the case of life, enchant, mind and spirit mana.
 
umh, aren't the discovery techs for the new resources ( awesome to have them btw ) a little bizzarre? I can't seem to get what trade has in common with tea, priesthood with salt, taxation with spices and amber with iron working.
 
@Sephi

With the new version of Wild Mana there are a lot less error messages and they are a lot shorter. Here all the error messages:

Failed Loading XML file modules\NormalModules\FFHPLUS\Buildings\FFHPLUS_CIV4BuildingClassInfos.xml

LoadXML call failed for modules\NormalModules\FFHPLUS\Buildings\FFHPLUS_CIV4BuildingClassInfos.xml

Tag: BUILDINGCLASS_EXPORT_FOOD in Info class was incorrect
Current XML file is: modules\NormalModules\FFHPLUS\Buildings\FFHPLUS_CIV4BuildingClassInfos.xml

Tag: BUILDINGCLASS_IMPORT_FOOD in Info class was incorrect
Current XML file is: modules\NormalModules\FFHPLUS\Buildings\FFHPLUS_CIV4BuildingClassInfos.xml

Tag: BUILDINGCLASS_TOWER_OF_SORCERY in Info class was incorrect
Current XML file is: modules\NormalModules\FFHPLUS\Buildings\FFHPLUS_CIV4BuildingClassInfos.xml
 
I remember back in the old days of FFH2 were there were problems with too many new resources bumping some out (ie regents) so that they would not show up in game. With all the new ones - had/s this issue been fixed?
 
[to_xp]Gekko;8715911 said:
umh, aren't the discovery techs for the new resources ( awesome to have them btw ) a little bizzarre? I can't seem to get what trade has in common with tea, priesthood with salt, taxation with spices and amber with iron working.

::Flexes hands::

Let's see if I can have a go...

Trade & Tea - learn from other nations different types of brewing, so as to make it economically viable.

Taxation & Spices - Spices, being a luxury item, only has a market once the government's econonmy has grown to a sufficient size.

Amber & Iron Working - Erm... Amber, being an item that requires highly skilled artifice to utilise as a luxury is only truly usable once iron tools come in to being.

Priesthood & Salt - err... umm... hmm. Give me a sec. Ok.

Only with the advent of churches to suck the wealth of a nation dry can the barren mineral: salt, be found. How's that? :p

(Apologies in advance to any hyper-sensitive religious people)
 
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