Wildmana 6.0 Download and Bugreport

Comment: The dragons challenge with dragons randomly spawning throughout your empire is quite tricky and a good balance to force the larger civs to work harder on defending their land throughout their massive empire. Really pushes your economy to the test the closer you come to a domination victory.

Frustratingly, the spawning dragons don't trigger the "Enemy has been spotted near City X" alerts (is this because they're beasts?). Makes it very difficult to defend against them in a large empire when you don't realize they're there until they kill your defenders.
 
You know what's frustrating... the powerful Barbs/Skellies are whooping up on the wild mana guardians and beating me to the spell books.
 
Sephi, you may be interested in this post: http://forums.civfanatics.com/showpost.php?p=8627391&postcount=680

Rather than flatout block fort construction for automated workers, I've added a new Player Option (As in, in-game option. "Leave Old Improvements", etc), that blocks automated construction of all <bOutsideBorders> improvements. Since it's only construction by units, the ONLY improvement it conflicts with is Pirate Harbors... Which you generally don't want your workers building on their own anyway.

It only applies to the current player... You could probably write it to apply to AI players as well, but I didn't see much point. They don't spam forts in RifE (too much else to build), and when they do build one it's useful.
 
Idk if this is being addressed yet but in that game I've been playing for ages it feels like, the AI never takes advantage of their mana nodes. They will send an adept to squat on it but they never actually do anything with it. It's a pain having to send my own workers and adepts to my allied Illian's outlands just to build mana nodes for them so I can steal it in trade.
 
You know what's frustrating... the powerful Barbs/Skellies are whooping up on the wild mana guardians and beating me to the spell books.

I once saw a named Ogre bashing a few of the Guardians :lol:I blocked barbarians now from directly attacking the Guardians. They will still battle with the minions not guarding the mana node.
 
the pirate barb civ sounds awesome, but I'm concerned about how the AI will handle that seeing as they are completely idiotic at anything concerning navies :lol:
 
Hyenas don't seem to be working as I think you intended them to - they have the cannibalism, disease, and immunity from disease promos. Thing is, immunity from disease does nothing to get rid of disease's negative effects, so it seems to be a bit pointless atm. I'm thinking you should make a new promo called disease carrier, and negate the disease downsides for them, while letting them give opponents the disease effect.

I don't really get why Hyenas are disease carriers in the first place, though, or why they are so weak for that matter. Disney's the Lion King is nowhere near reality... :p You could always have 'rabid animals' (Any animals have a small chance to start diseased)

Re: Pirate barb civ, and navies: What is the navy AI like atm? I thought you'd taken it out from the AI routines, but I've seen a few caravels floating around.

Edit: barbs just started a golden age.
 
[to_xp]Gekko;8630858 said:
the pirate barb civ sounds awesome, but I'm concerned about how I will handle that seeing as they I am completely idiotic at anything concerning navies :lol:
Then stay away from the open sea! :D
 
I made a fresh install of everything: civ4, bts, ffh and wild mana 6.2. It loaded fine, but crashed when I clicked Launch! in a custom game. I restarted the game 4 times and the same thing happened every time.

I found out what the problem was. I started Fall from Heaven II (without Wild Mana mod) and started a game. I got the "First time playing" screen and closed it. Now I restarted the game again, this time with the Wild Mana mod and it worked as normal. So it seems your mod can't handle the first time playing screen. It's probably rare to find someone who starts Wild Mana before any other FfH game so I thought I should point it out!
 
Blast, I've been posting in the "6.0 beta" thread. Sorry. >.<

K, so I've been playing a custom game (dragons, deadly wild mana, more events, etc.) and it's hanging - I've been waiting about 10 minutes for it to finish its processing after ending my turn. I'm guessing that maybe it's because the AC is at 28 and two AI civs are at war, likely pushing it to 30 and thus blight? Not sure, but anyway, the saved game is attached.

Edit: OK, I reloaded, and didn't have a problem... I'm guessing, then, that it was because on the turn after the save my traits changed to Charismatic, Organized, and one other, and maybe it was having trouble recalculating all the promotions for my units.
 

Attachments

amurites swordmage and battlemage seems to be missing weapon promotions.
see my thread ..
sorry if it is intentionnal
 
Idk if this is being addressed yet but in that game I've been playing for ages it feels like, the AI never takes advantage of their mana nodes. They will send an adept to squat on it but they never actually do anything with it. It's a pain having to send my own workers and adepts to my allied Illian's outlands just to build mana nodes for them so I can steal it in trade.

Yeah, the AI is not building mana nodes in my game either. They are sending adepts to the nodes, but then they just park there. In fact, I think they may even be taking the spellbooks, but they are not taking the promotions.

they have the proper techs.
 
Is there a tutorial or faq for the scions? Especially regarding the whole expansion-Awakened-city growth mechanic?
 
This is from Tarquelmes Scion thread. Shouldn't have changed much.

Spoiler Details on Awakened Spawning: :

The formula determining the odds an Awakened appear each turn isn't complicated, but it is rather long.

The base chance for a Standard-sized world is:
Quick: ~9%
Normal: ~6%
Epic: ~3.5%
Marathon: ~3%

World Size adjustment:
"Population limit" / 40
That limit is 20 for a Duel sized world and goes up to 70 for a Huge world.
The world size also sets a cap on Awakened generation: It ranges from 20 for a Duel world to 70 for a Huge one.

Additive factors:
Capital population / 4
Total buildings:
Gift Temples or Cenotaphs * 1
Halls of the Covenant * 2
Shrines to Kylorin / 2

Resources:
The number of Patrian Artifacts available * 0.75
Then +1 each for having any:
Silk, Gold, Gems, Ivory, Dye, Cotton.

Multipliers:
Civic: Aristocracy? Then * 1.4

Game speed - the numbers are linked to game-speed production adjustments. Divide by...
Quick: 0.5
Normal: 0.75
Epic: 1.125
Marathon: 1.5

Game turn. Every turn it's a little harder by...
Quick: 0.5%
Normal: 0.25%
Epic: 0.165%
Marathon: 0.125%

Ai mod:
The AI gets a 20% bonus.

Difficulty:
At Settler there's a 50% bonus. That scales down to a 30% penalty at Deity. These figures are reversed for the AI - if YOU are at Deity an AI Scion will get a 50% bonus.
 
Yeah, the AI is not building mana nodes in my game either. They are sending adepts to the nodes, but then they just park there. In fact, I think they may even be taking the spellbooks, but they are not taking the promotions.

they have the proper techs.

oops, fixed
 
Running 6.2, I have *lots* of goblin forts and stag lairs. The stags seem to be crowding out the other animals - as of turn 110 at normal speed, I've seen ~30 stags, one baby spider, a handful of wolves and lizards, and no other animals.

Stags make nice defenders, but I was hoping for some gorillas, lions, tigers, and bears (oh my!) so I could build cages.
 
For kicks, I decided to use the high to low challenge option. Also, I gave the AI extra mana. Now on the first high to low change, I've taken over the Doviello, and seem to have their extra mana!! :)
 
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