Wildmana 6.0 Download and Bugreport

there is a gameoption that disables WB. Did you start the game with 6.0 and then updated to 6.1?
No, I started a new game. I did install 6.1 over the top of 6.0. After thinking that was the problem, I uninstalled and reinstalled 6.1. Maybe I need to delete the whole folder and start over.
 
I removed the force loading gameoptions from XML so that the game will remember what gameoption settings you used last time.

check your gameoptions when you start a new game (F8) If they are different from what you want you can solve this by starting a PLAY NOW game (clears gameoption cache.)

Weird cause it works without problems for me
 
Hey, installed 6.1, working fine for me.
Playing desert Malakim, some quick balance comments :

- Giants are animal units ? As a consequence they farm barb lairs and end up combat 5 @ turn 100. bit tough to stop when they become enraged and you only have warriors...

- Playing with advanced terraforming, when I spring riverside desert hills I get... flood plain hills (quite an oxymoron) is it intended ?

- Interestingly, animals keep me safe from invading barbs, and barbs keep aggressive animals too fed to attack my city. Funny consequence is that it's too scary outside my capital to expand...
 
- Giants are animal units ? As a consequence they farm barb lairs and end up combat 5 @ turn 100. bit tough to stop when they become enraged and you only have warriors...

But they stop being enraged after they attack once. So you lose one warrior, and then the giant wanders away.

- Interestingly, animals keep me safe from invading barbs, and barbs keep aggressive animals too fed to attack my city. Funny consequence is that it's too scary outside my capital to expand...

I think the balance between barbs and animals is very good right now. On the Erebus map, I'm seeing valleys of animal-dominated territory and valleys of barb-dominated territory (depending on whether a given valley has more barb lairs or more animal lairs spawn). It really makes it a challenge to expand, so that the whole map isn't full by turn 250. It also gives a great sense of a living world, where lots of bloodshed would be happening even if you weren't around.

I had one suggestion regarding Acheron. I think it would be really cool if proximity to Acheron's city changed barb behavior slightly (since it is sort of a barb "capitol"). For example, what if all barbarians that spawned within, say, 10 tiles of Acheron's city were coded to walk to the city FIRST, and then attack you when they amassed a largeish stack in the city? You'd then see constant barb SoDs coming from that city, all buffed with Enchanted Blade. This would make Acheron's city a true, active threat that would have to be dealt with or at least contained ASAP, rather than just a passive roadblock that you can ignore on your borders for hundreds of turns, as it is now.
 
I think you may have went overboard on strengthening barb/animals throughout the game. 7 str goblins is kinda ridiculous along with 10 str skels. this was before I got iron working.

I feel like I'm pigeonholed in how I play due to barb changes.
 
Still getting random leaders when choosing a civ, as palyer or AI, as opposed to random leaders of the civ. (ie Einon or Ethne for Elohim)
 
Thanks for the reversion of graphics Sephi. What you thought the problem is turned out exactly right. Now you have outside proof of the bug.
 
I removed the force loading gameoptions from XML so that the game will remember what gameoption settings you used last time.

check your gameoptions when you start a new game (F8) If they are different from what you want you can solve this by starting a PLAY NOW game (clears gameoption cache.)

Weird cause it works without problems for me
"Play Now" fixed things :confused:
 
I just had some frostlings spawn.... inside my empty capital, about turn 10. Game over.
 
Bug report: some XP problems remain in Wild Mana 6.1 for heroes. See the two attached save files. Playing as the Ljos, I got Gilden Silveric to 100 XP (and he needs 101 for his next promotion). I fought a strength 7 +100% hill giant (83% chance of victory listed) and won, but Gilden got no XP from the battle. Reloaded the save, fought the battle again, won again, still no XP for Gilden. I made a save after the battle (with Gilden still at 100 XP) so you can investigate the before and after states if you need to.

Note that Gilden was getting at least 1 XP (and occasionally more) from every single battle before he hit 100 XP. I figure the "stop giving free XP to heroes after they reach 100 XP" code is somehow denying them XP from battle as well, which it shouldn't do.
 

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That's how exp works in base ffh as well. You can't farm exp past 100 from barbarians without the help of a great commander.
 
That's how exp works in base ffh as well. You can't farm exp past 100 from barbarians without the help of a great commander.

So it's working as intended, then? Good to know. I've got the Sheaim on my western border just begging to be wiped out early before they get truly nasty... I think it's time to send Gilden over there to play. :mischief:
 
I just had some frostlings spawn.... inside my empty capital, about turn 10. Game over.

I've seen frostlings spawn around turn 20, normal speed, three games in a row, and aim for my city.
They spawn en masse at the same time than all the animals start to appear.

I's a funny feeling all this barb activity, and a real rush to get tier2 units before they all become strength 6 :crazyeye: Quite a challenge at first, but I'm getting addicted.
 
I haven't seen a single barb nor animal before turn 20 (normal speed). I'm guessing the only way for a barb to appear is for the AI to pop a warrior from a hut, then for that warrior to pop a barb from another hut. While it's nice to have a little time to set up for the onslaught, it makes it pretty easy to send out both starting units exploring and build a worker first in the capital. I just make sure I have everybody back home by turn 20.

As with most fixed patterns, this one is exploitable by the human player.
 
I don't think that's a problem. Having to spend the first 100-150 turns doing nothing but building warriors is a problem.
 
I don't think that's a problem. Having to spend the first 100-150 turns doing nothing but building warriors is a problem.

... or you can play as the Svartalfar, produce some animal-capturing scouts, and use captured animals to fight off the other barbs. Kind of a judo move: using the enemy's strength against him :D.
 
A scout, a stag, and a Great Prophet were all standing on a barrow... (Sounds like the start of a joke, doesn't it?)

....

Anyway, the scout explored the lair - annoyingly I can't remember whether the lair was destroyed or not, I think it was - and the next turn three skeletons popped up on a lair on the same square. The Scout and stag were shoved off to a different square. The Great Prophet, however, disappeared.
 
1.) 10 strength skels is definetly not intended. Once the first civ reaches iron working barrows shouldn't spawn anymore on the map at all.
2.) I think the turn 10 Frostling came from an event
3.) The Lair spawn issue is fixed
4.) difficulty level will have a bigger impact on how many barbs/animals spawn
 
1.) 10 strength skels is definetly not intended. Once the first civ reaches iron working barrows shouldn't spawn anymore on the map at all.
2.) I think the turn 10 Frostling came from an event
3.) The Lair spawn issue is fixed
4.) difficulty level will have a bigger impact on how many barbs/animals spawn

it was an event. It was the frostling are playing (end of winter), but it just happened to choose the tile my city was on, so they spawned in my city.

ANd I kind of agree, the 7str goblins is a little radical. I'm not sure why you would have them go from 3 to 7 like that. it's a huge jump, although it seems there are still some 3str running around. I mean, it would be cool if they were supposed to be somewhat rare, like 1 of every 5 goblins was str7, but it seems the majority of them are. Same with skeletons.... although if you were going to for that, ti would be more fun to simply have different barbarians, (like calling them goblin captain, or skeleton captain)
 
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