Wildmana 7.5 Development Thread

Sephi

Deity
Joined
Jan 25, 2009
Messages
3,314
I think it is time to improve the Documentation of game features.

Some Feedback would be good which game features need more Documentation.

Also please post screenshots if you find some wrong/confusing information ingame. For example the Warrior help listed "can use drown spell" even if you did not follow Octopus Overlords and was a bit confusing.

I have already created new pedia categories for Wildmana Concepts and Wildmana Guides which wait to be filled. So feel free to write a guide about your favorite Civilization or Game Concept :goodjob: And if you do let me know if co-authers need to be credited as well ;)
 
still to do:
TXT_KEY_SPELL_CORPORATION_PREREQ
Doomgiver
Doomsayer
Schemer
Young Kocrachon
 
Something that might bear watching to put in from other mods

Orbis's OO changes- a bit radical though.

I don't know if their planned magic tweaks would fit WM though.

Also, maybe add the Dao civ in with modifications- seems like an interesting concept- though unsure if Dao really fit the base FFH universe.

From Tweakmod- they are putting in a new Svalf UU Champion replacement in their next patch, whenever it is, Mistress- that is recon not melee.

Not what you're looking for- but some things coming up that might be worth stealing.
 
Something that might bear watching to put in from other mods

Orbis's OO changes- a bit radical though.

I don't know if their planned magic tweaks would fit WM though.

Also, maybe add the Dao civ in with modifications- seems like an interesting concept- though unsure if Dao really fit the base FFH universe.

From Tweakmod- they are putting in a new Svalf UU Champion replacement in their next patch, whenever it is, Mistress- that is recon not melee.

Not what you're looking for- but some things coming up that might be worth stealing.

The Orbis version of OO is very interesting, yes...

IIRC, Ahwaric requested the Dao (and Palatinate) not be merged until he's had feedback and has them at a point he's satisfied with.
 
I have an intense love affair with the RifE Jotnar and Austrin, if you are looking for ideas... ;)

Also, I was wondering if it would be possible to have a victory condition for achieving Omnipotence with one of your archmages? I mean, it's very difficult to do, and I think I've only ever gotten there once. It's tied to an end game tech (OK, I guess it's technically possible for a mage to get it, but you'd have to be REALLY REALLY lucky with spellbooks) and it encourages an exploration/adventuring type game, which kind of fits in with the recent additions of adventurer's guilds and gear. ;) If you can't tie victory to a unit, perhaps you have to get him back to a city and he can construct a special victory building or something.
 
Ditto on the Austrin. They're fun, flavorful, and balanced, unlike certain recent imports that may or may not be broken... *cough*Fairies*cough*
 
@arstal I will definetly take a look at the new tweakmod.

Also, I was wondering if it would be possible to have a victory condition for achieving Omnipotence with one of your archmages? I mean, it's very difficult to do, and I think I've only ever gotten there once. It's tied to an end game tech (OK, I guess it's technically possible for a mage to get it, but you'd have to be REALLY REALLY lucky with spellbooks) and it encourages an exploration/adventuring type game, which kind of fits in with the recent additions of adventurer's guilds and gear. ;) If you can't tie victory to a unit, perhaps you have to get him back to a city and he can construct a special victory building or something.

Great idea!
 
regarding victory conditions, please give us a reason to build the tower of mastery even if this option is disabled. the altar of luonotar is the perfect example, even when the victory condition is disabled it is still a very good idea to build it.
 
Ditto on the Austrin. They're fun, flavorful, and balanced, unlike certain recent imports that may or may not be broken... *cough*Fairies*cough*
new civs tend to unbalanced in some ways. There is no way to design a completly balanced civ out of the box. If you think the faeries are still broken feel free to post some feedback. I intend to have them fully balanced in 7.5 / 7.6
 
One thing I would like is the option to enable/disable particular civs.
 
K, so I spent some time digging through the Pedia (I was bored, lol) and here's what I found:

Spoiler :

Missing Text Keys
TXT_KEY_SPELL_DISABLED_FOR_CULT_OF_ESUS
TXT_KEY_SPELL_WALL_OF_FORCE_HELP
TXT_KEY_SPIT_ACID
TXT_KEY_ICY_BREATH
TXT_KEY_SPELL_CORPORATION_PREREQ
TXT_KEY_SPELL_WENCHES_HELP
TXT_KEY_SPELL_OPEN_FISHING_COMPANY_HELP
TXT_KEY_SPELL_OPEN_MINING_COMPANY_HELP
TXT_KEY_SPELL_EXPORT_FOOD_PEDIA
TXT_KEY_SPELL_IMPORT_FOOD_PEDIA
TXT_KEY_SPELL_CANCEL_EXPORT_FOOD_PEDIA
TXT_KEY_SPELL_CANCEL_IMPORT_FOOD_PEDIA

Spells with no text
Accelerate
Birth
The Breach
Ira Unleashed

Promotions/Effects with no text
Assimilate Mind
Clear Faerie
Doomgiver
Doomsayer
Opaque
Polished Diplomat
Schemer
True Clear Faerie
Young Kocrachon

Promotions that need linkage
Air 3 leads to master of earth and air
Enchantment 3 leads to master of body and enchantment
Entropy 3 leads to master of chaos and Entropy
master of chaos and Entropy leads to master of necromancy
master of divination leads to protector
Master of earth and air leads to master of elements
Master of life and nature leads to master of alteration
Master of mind and spirit leads to master of divination
Master of necromancy leads to destroyer
Nature 3 leads to master of life and nature
Shadow 3 leads to master of death and shadow
Spirit 3 leads to master of mind and spirit
Sun 3 leads to master of law and sun
Water 3 leads to master of fire and water
Channeling 1 doesn't lead to Earth 1, Fire 1, Death 1, Chaos 1, Spirit 1, Life 1, Force 1, Entropy 1, Enchantment 1, Law 1
Wall of Force and Birth only level 3 arcane spells explicitly listed with Channeling 3 as a prereq


A couple other oddities:
Spoiler :

Religious fervor should be disabled for Esus if Rally is?
Discover New Adventure opportunity should say exactly what it does (create dungeon)
2 Potency - why not one available to both arcane and disciple?
True White Faerie - double movement in Never Never?
Gear descriptions - some of them have funny descriptions like "woahh" or "where did he learn those words" but that doesn't really say what it DOES.
How to remove negative removable effects in tooltip (like Rusted)
Acid Tongue, Heart of Frost should say "Enables <spell>" in tooltip


More digging when Desperate Housewives is over. ;)
 
Looking at the demographics the strongest military has over a billion soldiers :lol:
 

Attachments

  • Civ4ScreenShot0031.JPG
    Civ4ScreenShot0031.JPG
    187.2 KB · Views: 119
Is it possible to arrange the leaders choice in a custom game alphabetically? There are about 100 leaders (at least it feels like it) finding one particular leader when starting a new game is very time consuming. Something I wasn't very happy about in FFH2 - but now it's really tedious.
 
leaders are sorted by civ. basically good civs and their leaders, then neutral civs and their leaders, then evil civs, then newly added civs.
 
something IMHO very important that I haven't seen mentioned yet is teaching the AI how to properly use the Infernals and Mercurians, since they are both very different compared to all other civs.
 
Is it possible to arrange the leaders choice in a custom game alphabetically? There are about 100 leaders (at least it feels like it) finding one particular leader when starting a new game is very time consuming. Something I wasn't very happy about in FFH2 - but now it's really tedious.

Tip: when the leader choice dropdown box is open, press the letter on your keyboard which the desired leader's name starts with. Like if I want "Goodreau" for the Grigori, I hit "G", and it offers me a couple of different G leaders, jumping down through the list (Gimli of Luchiurp and maybe someone else), until Goodreau is highlighted. I wasted a lot of time before realizing that!
 
Dunno if this is the right tread but whatever.

After i finished my first wildmana game with Hannah(stomping everyone with Styg Guards and tsunami ^^) i am now playing the Calabim as Kro´Mear.
Now i was wondering why shes good, the pedi text was shallow, to say the least, so i came up with some ideas for her while playing and i thought id share them.


Lore(summed up):

Kro´Mear was an ordenary vampire, she however fell in love with a empyrian cleric, they decide to seek a quiet life far away from the conflicts of erberus but the cleric gets killed before that happens.
Kro´Mear wants to follow him into the afterlife but realizes that she would not be able to ascend to the vault of Lugus.
So she seeks to free herself from the curse of vampirism by waging war on all evil on Erberus in hope that she can see her love in the next life.


New Mechanics:

Traits:

Spiritual and Redeeming

Redeeming:
Cannot do anything that would make her neutral or evil.
There is a redemption counter for her, killing an evil unit gives a point, if its a demon its two points and additional point for every sun, law or spirit mana you have.
Killing neutral units does nothing, killing good units lowers it by one, two if its an angel and one more for every death, entropy or shadow mana you have, destroying a city of an evil civ will give you 10 points, destroying a neutral will have you loose 5 points and 10 if it belonged to a good civ.
Every turn the counter goes down a little, depending on the gamespeed.

If you manage to get the counter to a specific value you win the game, if it drops below a specific value you loose.
This value is determinated by the gamespeed and the number of civs ingame, someone whos good at math should try to balance it.


Now it would need some codework and i actually don't know if it is even possible to connect a victory condition to a specific trait or leader, but i wanted to share the idea anyways.
 
Dunno if this is the right tread but whatever.

After i finished my first wildmana game with Hannah(stomping everyone with Styg Guards and tsunami ^^) i am now playing the Calabim as Kro´Mear.
Now i was wondering why shes good, the pedi text was shallow, to say the least, so i came up with some ideas for her while playing and i thought id share them.


Spoiler :
Lore(summed up):

Kro´Mear was an ordenary vampire, she however fell in love with a empyrian cleric, they decide to seek a quiet life far away from the conflicts of erberus but the cleric gets killed before that happens.
Kro´Mear wants to follow him into the afterlife but realizes that she would not be able to ascend to the vault of Lugus.
So she seeks to free herself from the curse of vampirism by waging war on all evil on Erberus in hope that she can see her love in the next life.


New Mechanics:

Traits:

Spiritual and Redeeming

Redeeming:
Cannot do anything that would make her neutral or evil.
There is a redemption counter for her, killing an evil unit gives a point, if its a demon its two points and additional point for every sun, law or spirit mana you have.
Killing neutral units does nothing, killing good units lowers it by one, two if its an angel and one more for every death, entropy or shadow mana you have, destroying a city of an evil civ will give you 10 points, destroying a neutral will have you loose 5 points and 10 if it belonged to a good civ.
Every turn the counter goes down a little, depending on the gamespeed.

If you manage to get the counter to a specific value you win the game, if it drops below a specific value you loose.
This value is determinated by the gamespeed and the number of civs ingame, someone whos good at math should try to balance it.


Now it would need some codework and i actually don't know if it is even possible to connect a victory condition to a specific trait or leader, but i wanted to share the idea anyways.

Kro'Mear is one of Opera's leaders from LENA, and DOES have lore. As all Opera's leaders do. It's just not written down. :P

Your idea is good, but I'm not sure how Opera would feel about someone changing her leader (Would aggravate me, if I had an overall story involving all my leaders and then someone merged and changed them); Might be better off making a new leader for it.

Of course, Opera may like it; My point is just that there IS lore, so as the original creator Opera should be consulted. ;)


Edit: Also, Kro'Mear will likely be fleshed out a bit more soon; She's one of the leaders Opera's bringing to RifE, and will be an emergent leader and so have unique traits. ;)
 
Back
Top Bottom