Wildmana 7.5 Development Thread

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Some Feedback would be good which game features need more Documentation.
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The Noble Houses of Erebus, obviously.

I considered playing without them, because they do not seem to work as intended. Alas, then I would not be able to supply any feedback concerning the Houses and if everybody shirks from testing them, this feature may never mature. Then again, I cannot give proper feedback anyway, because I do not know how they are supposed to work. I have only the vague feeling they may become a nice feature one day. :rolleyes:
 
About Kro'Mear:

She was a noble vampire among many others. She used a revolt to seize the power of a small Calabim oversea colony. She became the master of a slave trading network throughout all Erebus. She also created an order known as the Myriads, really just pirates. She used them to pillage coastal cities not wanting to let her network settles in their city. Basically, she founded a civilization of pirates, vampires and slavers, known as the Nafshahim.
(maybe I'll add it at some point in some mod)

She's definitely not good.
 
Well ill postpone the redemtion thing for now. ^^

Maybe the Calabim could build an unique ritual called "Kro'Mear putsch" or something, it must be built in a costal city.
That city brakes loose from the Calabim with Kro'Mear as leader, traits: Greedy and Slave Trader

Slave Trader:
Can buy slaves without the undercouncil.
Can sell Slaves for gold in ther citys(of cource for less gold then buying them).
All land units have a 10% chance of generating a slave after combat, this stacks with the slavery civic bonus.

They get all techs known to the Calabim when they where summoned, they have the same buildings and units, if the player is the one to summon them you can play as Kro'Mear(like Mercurians/infernal).
They start at peace with the Calabim but get a diplo penalty, after all they broke loose from their motherland.
They can build the Pirate Ship(the Lanun version)
 
Sephi,

when do you anticipate publishing 7.5 ?

debating whether to start a fresh test or continue with my current test as the faeries. Though I will probably try to trudge through and at least build the Altar of the Luonatar VII wonder first.
 
They are two of the Scion priest units (Third being Doombringer) unique to the Emperor (and any other agnostic scion leader that may be added).

my question was not about units but there are effects - doomgiver and doomsayer - and no info.

no description so far in "effects" section in pedia:
assimilate mind
clear faerie
doomgiver
doomsayer
heart of frost
opaque
polished diplomat
schemer
true clear faerie
young cocrachon - it has no picture also
 
Is there any fluff/lore text that could be written for Wildmana? I can't do python worth jack and honestly, I still get my butt kicked on Noble on occasion (although thankfully that's become more and more rare). Fluff/bio/history stuff, though, I can do- if it helps, I also am a huge Eberron fan if the houses need anything. I know Valk has a crew that peeks through Rife for such things, and there's one for Orbis as well, but I didn't see anything for Wildmana.

(...of course, that means I probably missed it.)

Someone going through and doing some quality checks on what's there might be of help as well. It's little quality of life things, but like uniformly making sure quotes are written in similar style when it comes to punctuation and making sure strategy is at the end of fluff rather then before, etc etc blah blah... if any of that would be useful, I'd be glad to try and help poke it with stucks.
 
well, for 7.5 Illians definitely need a tweak for their AI... not sure about other leaders, but at least under Auric they're refusing to build temples of the hand in cities stuck in crappy tundra, which is VERY BAD for them.
 
I must admit I don't understand the current logic behind building Temples of the Hand at all...

Code:
iValue[sProd.index('BUILDINGCLASS_PAGAN_TEMPLE')]+=20*pCity.getCurrentProductionDifference(False,False)+20*pCity.getPopulation()

No mention of terrain whatsoever? And surely big cities are the ones that need them least? :confused:
 
the code is a leftover from long ago and can probably be removed at all. I loaded up a tundra start for the Illians and after ten turns most of the BFC was covered in snow thanks to a blizzard. With the Blizzard Age of Ice modcomp by TC01, I don't see much reason for the Illians to quickly build a pagan temple.
 
Is there any fluff/lore text that could be written for Wildmana? I can't do python worth jack and honestly, I still get my butt kicked on Noble on occasion (although thankfully that's become more and more rare). Fluff/bio/history stuff, though, I can do- if it helps, I also am a huge Eberron fan if the houses need anything. I know Valk has a crew that peeks through Rife for such things, and there's one for Orbis as well, but I didn't see anything for Wildmana.

(...of course, that means I probably missed it.)

Someone going through and doing some quality checks on what's there might be of help as well. It's little quality of life things, but like uniformly making sure quotes are written in similar style when it comes to punctuation and making sure strategy is at the end of fluff rather then before, etc etc blah blah... if any of that would be useful, I'd be glad to try and help poke it with stucks.

thanks for your offer!

Pedia text for the Noble Houses would be very helpful. I only got to write one for House Ghallanda, the other Houses and the Units/Buildings could definetly use some pedia text.
 
the code is a leftover from long ago and can probably be removed at all. I loaded up a tundra start for the Illians and after ten turns most of the BFC was covered in snow thanks to a blizzard. With the Blizzard Age of Ice modcomp by TC01, I don't see much reason for the Illians to quickly build a pagan temple.

weird, after a loooong time their capitol was still all tundra, and in a very crappy spot... dunno why but instead of moving south towards grassland they decided to move east and settle on the coast, all tundra and no food ( only "good" tile a flat tundra with stone ) ... imho they should definitely proritize temples of the hand on crappy terrains, blizzards are unpredictable.
 
with all the different kinds of barbarians spawning in WM, it seems weird that only skellies got a lair. what about beastmen, frostlings, mercenaries, etc. ? imho they should have lairs too! same with those animals that lack them, like lizards and hyenas ;)

btw, I think you forgot to change the Lizardmen UNITAI when you changed them so they behave like animals instead of barbarians. IIRC they enter cultural borders, unlike other animals. I also think they can't get in a rage. all in all, I don't think they really fit the animal civ and would be better off being barbs again, since the clan also gets them.
 
i second that request: give every barbarian unit a lair and remove that annoying in fog of war spawn.
with this i could at least tell where they are coming from. it's just painful seeing mounted mercenaries spawn in the last fog of war tile in my back without any lair.
 
there is a game option that barbarians only spawn from lairs? i guess you read me wrong i just don't like the total unpredictability of the barbarian spawn. if they would only spawn from lairs i would know where they come from.
 
oh, I was talking about the "barbarians only spawn in fog of war" option. I don't use that since it makes it too easy to prevent their spawning, but you want something even more radical it seems :D combining that one with Tamed Wilderness should help though!
 
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