Wildmana 7.x - Bugreport & Missing Entries

Epic Lairs seriously need to work like they do in FF, where a good result does not destroy them, but they just become unexplorable for 50 turns or so after one exploration attempt. aside from the fact that seeing unique features getting destroyed is lame, a barbarian leader can just keep spawning big baddies that won't go after him, until he gets a good result. very nasty. :lol:

plus random suggestion: it would be nice to allow every Sidar recon unit after the divided soul to use the severed soul ability. it's really sad to have to give it up, it's FUN!!
 
well this is weird. I checked the flavourmod python included in wildmana and the code for jungle and forest softening is definitely there. doesn't work at all for me though. could it be Erebuscontinent's fault? O.o

the only difference I notice is that in FM_Settings iPrForestRemoval is set to 25 instead of 50 like in flavourmod itself, but changing it to 50 doesn't seem to do anything.

it would be nice to have a boolean that can be used to disable just the food balancing function, since that is redundant with ErebusContinent's way of handling starts ( add resources to starting BFC if you don't have much room to expand and/or crappy land in your surroundings ) , leading to starts with ridiculous amounts of food like in this screenshot :lol: all those pigs are clearly added by the food balancing function of FM :D even funnier is that without jungle softening, they're not even going to be useful to improve the start, since you won't be able to use them till after bronze working :lol:


btw, FFH scenarios still don't work under 7.20
 
In my current game, Thessa built the Pact of the Nilhorn in her capital, and the giants just sat in the city. Since I had open borders, I moved a big stack into her territory and slaughtered the giants. Maybe it would be better for the AI to declare nationality on the giants so they don't get killed this way?
 
I think it would be better to actually USE them... problem is, AI doesn't really understand HN right now. that might be a stopgap measure though.
 
WoC error after end turn on atached save. I reload game 10 turns before that point, and slill the same turn leads to WoC error, after completely different chain of events in the second try.

Wild Mana 7.20 with hotfix from 2010-01-18


View attachment Balseraph.CivBeyondSwordSave


Oh, and by the way, trader is just insane! Brand new city over the ocean, and +25 food/hammers! Very like it.
 
there might be something wrong with the Elohim:

1) they have Tolerant as a civtrait, and yet Thessalonica has it as one of her traits.

2) Einion is missing the Defender trait ( so he has 2 traits and Ethne 3, seems wrong )

3) Meelais is missing Defender as well, although that might be intended... I thought Defender was their civtrait too alongside with Tolerant.

I think Spiritual and Defender as civtraits would fit them very well... then you would have ethne with creative, einion with philosophical, thessalonica with organized and meelais with financial for a good variety of different playstyles. but a Elohim without Spiritual and Defender is no real Elohim imho :lol:

aside from this, yeah I think Tolerant is very wrong for them since it encourages warmongering and they are supposed to be peaceful. giving it to Decius like in FF would make the multi-civ leader interesting instead of a pushover for any civ he plays for :lol:
 
wow, this keeps getting weirder. I started a game with the Elohim and Jungle Softening definitely worked, showed by a tile with bananas and no jungle on it ( jungle removed by flavourstarts ) .

however, jungle/forest softening doesn't work at all with the Clan of Embers it seems, based on my previous experience which was always completely jungled and/or forested.
 
[to_xp]Gekko;8876814 said:
aside from this, yeah I think Tolerant is very wrong for them since it encourages warmongering and they are supposed to be peaceful. giving it to Decius like in FF would make the multi-civ leader interesting instead of a pushover for any civ he plays for :lol:

Not discounting your other well thought out points, I had to laugh when I read this quote. For me, when I see the Elohim diplomacy screen I say uh oh. They are constantly pressing me for an unreasonable proposition and never take it kindly when I demur. I consistently end up being declared war on by the Elohim. I too am surprised to hear they are anything like tolerant.
 
ahahah! well then it seems like they need a personality makeover :lol:

Einion for example is supposed to be Gandhi-like ( although he should build more military otherwise he will get wiped out in no time ) , while Ethne should be equally gentle but with a bit more guts...

also, I'd love to see an Hippus leader with Barbarian trait!

edit: why does knowledge of the ether unlock death, fire, creation and force mana? are they special or what? :lol:

edit2: this one is important... my scout was on autoexplore, it walked next to a barb city and was of course bombarded by archers. so... it decided to sit there and heal! this should never ever happen, otherwise he's going to stand there forever getting bombarded :lol:

edit3: food 20/21 . 21? shouldn't it always be a round number? maybe it's just displaying wrong. of course, the city will grow into unhappiness despite the "avoid unhappy" button being on :D

edit4: another bit of oddity: scout on autoexplore walks on a tile despite the fact that he can see that right next to that tile is 6 skeletons who will obviously kill him. he could have walked to a desert hill which was safe, but he preferred to die on that juicy jungle hill :lol:
 
Playing first as ophelia later as the risen emperor of the Scions I noticed the capital grows to size 2 for no aparent reason after first turn (no reborn added).

It also looks like population reduces food even though the scions are fallow. This is just a display issue but its kinda annoying having cities show "starvation!!" when theres nothing to do about it.
 
1) automated ranged attack behaviour needs a tweak to be smarter, I've noticed a couple bad examples:

a) 1 archer sitting on tile, next to it are Orthus and a skeleton ( on 2 different tiles ) . the archer shoots the skeleton instead of Orthus, doesn't seem like a good idea. IMHO they should prioritize stronger targets.

b) this is pretty bad. 3 archers sitting on a tile. 3 skeletons next to them, all on 3 different tiles. instead of each archer shooting a different skeleton like would be optimal, they all shoot the same one, resulting in the third archer doing 0% damage and effectively losing the chance to range attack and damage an enemy.


2) missing text key in the hints, TXT_BUG_HINT_22

3) is "animal in rage" supposed to only give -1 defense ( like it does now ), or +1 atk -1 def? right now it's actually a bad promotion since enraged animals are way easier to kill. also, the mousover lists "-1 defense strength" two times, which looks suspect :lol:

4) follow up on the forest/jungle softening: it works for Elves. cuts some jungle/converts some to forests ( good! ) , however I also suspect it cuts a couple forests, which it shouldn't do for elves since they love forests. I still have no idea why it hate the Clan so much... poor orcs, they are supposed to be strongest in the beginning but all those jungles really set them down :lol:

5) if there's a unit sitting on a mana node the turn it turns wild, no guardian will appear. pretty sad... would be much better to kick the unit out of the tile and spawn the guardian :D

6) AI should keep one scout around their workers to watch out for spiders imho... aside from those blasted baby spiders that can pop out of nowhere, I've been eating lots of Amurites workers with a lone damaged captured giant spider, and despite them having a crapload of warriors they've done nothing about it. building a single scout would have allowed them to spot my spider and keep their workers away from it.
 
The Eyes and Ears Network Wonder doesn't seem to be working. 4 or 5 civs have the same tech after I built this wonder and I didn't get anything. Build is 7.2 with hotfix.

Also, on start up of a saved game, BUG says so and so civ is willing to trade techs. The only problem is I am at war with the civ and they refuse to talk so no trade is possible.
 
The Eyes and Ears Network Wonder doesn't seem to be working. 4 or 5 civs have the same tech after I built this wonder and I didn't get anything. Build is 7.2 with hotfix.

Also, on start up of a saved game, BUG says so and so civ is willing to trade techs. The only problem is I am at war with the civ and they refuse to talk so no trade is possible.

IIRC you have to have open borders with 3 or 4 civs (not necessarily the ones with the tech)
 
Because there is a limit to the number of attachments on a single post, I'm continuing post #201 here.

Diplomacy Text done so far:

* Calabim
* Illians
* Lanun
* Luchurip
* Amurites
* Balseraphs
* Hippus
* Khazad
* Bannor
* Clan of Embers
* Doviello
* Elohim
* Grigori
* Kuriotates

Working on next:

* Ljosalfar
 

Attachments

I played the mod in MP with Patch 7.20 and the Hotfix. Got an OOS.

I have looked at the settings of our save. We had ranged warfare disabled so it can't be the reason for the OOS.
 
first, funny screenshot of an ice mana guardian that got knocked ( I have no idea how ) out of his node. btw, a frostling looks lame as a mana guardian imho, I'd make it an Ice Golem which looks more awe-inspiring ( could apply to others as well, like tigers for example who could get replaces by guardian vines or a treant )

second, Sheaim AI did a bad tactical decision: they DOWed me and moved their stack of pyre zombies next to my city. next to my city was also a couple barb skeletons. and the Sheaim split their stack in half to kill the skellies. what the... :lol:

third, 1 movement looks weird on lizards. they look like they are fast like hell.. I'd give em 2 movements, or maybe even 3 movement and 3 strength to make em more unique and interesting :D
 
well seeing as cavalry exists in the game and is buildable en masse, it seems only fair to have a couple fast animals :D they would be annoying, but at str 3 nothing a couple warriors can't take good care of.

care to elaborate what the major issue was with them? ;)
 
[to_xp]Gekko;8885186 said:
well seeing as cavalry exists in the game and is buildable en masse, it seems only fair to have a couple fast animals :D they would be annoying, but at str 3 nothing a couple warriors can't take good care of.

care to elaborate what the major issue was with them? ;)

I think it was mostly because they were not strength 3. They were a decent strength unit... And animals in RifE can get up to over 20 strength by late game.
 
The 3-move wolf riders currently in the game are a pain because they come out of the fog and eat workers. To be safe, I have to keep all my workers covered by 3 or more warriors if they're on the border.
 
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