Wildmana 7.x - Bugreport & Missing Entries

I disabled culture for barbs because it was a major slowdown for whatever reason. That alone makes a game on a large maps with barbarian world option a few seconds faster.

The problem is that barbs build cities in spots that assume the city will eventually expand to the second ring: I just captured a city with garbage tundra tiles in the first ring, but copper, deer, and sheep in the second ring.

Does it even make sense for the barbs to build cities? The weak archer defenders are no obstacle at all once I'm ready to conquer them, and they are just a free city if well placed, or a bag of gold and +1 to the AC if not.
 
the barbs don't actually "build" these cities, they just spawn like most barb units. And they spawn completly randomly, no tile yields or bonuses are taken into account. The barbarian cities probably could use a little production bonus. While barbs can produce warriors in a reasonable time, they need far too long for champions or chariots.
 
Well I would suggest letting barbs have the Sacrifice the Weak and slavery civics from start and block them from ever changing. This way they can grow their city faster (in their single ring) and have slaves from captured units (so they can work their land without wasting time building workers). IMO this fits their theme nicely.
 
With the general buffing of barbs in wildmana, maybe the city-barbs could be improved a bit? Removing the "weak" promotion from the archers, for instance. I think it'd be fun if the barb cities were actually well defended, with walls/palisades, anti-stack units (siege weapons, mages) and a few assassins. :) Right now, to get at the cities you usually have to make it through a couple of dragons anyway, so you'll still be able to handle it, but it might be somewhat of a challenge.
 
You dont want the barb cities getting too big - or they might declare war on themselves... seriously though with one ring to work (no culture) they shouldn't get too large. I am sure even Orthus has a small village to call home, one that is well protected when he is off looting.
 
1/ as illians, my cannons were susceptable to getting the "frozen soul" trait when the Frozen cast their worldspell; i think they should not since they are mechanical?

2/ not a bug, but blizzards all over the screen make it very hard to see/play
 
Playing 7.11, the Clan researched infernal pact but no infernals appeared anywhere.

When ordered to attack units in cities fireballs will bombard city defenses instead.

I have subdue beasts but can't capture dragons, they just end up being destroyed.
 
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I have subdue beasts but can't capture dragons, they just end up being destroyed.

Wild Mana removes the ability to capture dragons... It changes them from beast to something else.
 
no, only the new (lesser) dragons aren't beast units and can only be captured with command promotion. Archeron for example is still a beast unit.
 
Another thing - can't cast mask on my shadows or assassins with CoE, they're not grouped or anything.
 
In my current game, I didn't check the passive experience option, and can't build barracks, but I can still build the Guild of Fighters, which says it will give me a barracks in every city.
 
no, only the new (lesser) dragons aren't beast units and can only be captured with command promotion. Archeron for example is still a beast unit.

Just curious, but why is that? The tech requirements to capture these dragons aren't exactly the cheapest things around, nor are the dragons so powerful that it would seem a balance issue any greater then the current ones.
 
Another thing - can't cast mask on my shadows or assassins with CoE, they're not grouped or anything.

You need deception first.


Design flaw/ bug

Galleons are useless, and cost more than a frigate. I can't remember why at the moment, but I could never see any reason in any of my games to build a galleon. I think it's the Caravel that has 1 more power, same cargo, same movement, and costs like 35 gold less to upgrade.

Just curious, but why is that? The tech requirements to capture these dragons aren't exactly the cheapest things around, nor are the dragons so powerful that it would seem a balance issue any greater then the current ones.

Even with domination, even with just the 10% you can give to priests, I captured enough dragons to know that letting them be capturable with subdue beasts would make the game downright unfun. You'd steamroll.

Another bug / design flaw:

Roar is way too powerful. In one of my games, I roared an entire city full of elven longbowmen empty. They all ran away. There should be greater resistance to it in a city, or even perhaps it should not be applicable to city defenders, since they can't retreat from cities normally.
 
Probably a bug -- when the Frozen cast their worldspell it removed all my forests, leaving he lumbermills standing in an empty field. I was playing as the illians, and a lot of my terrain was forest-on-ice. From looking around the world it looks like other forests which were not originally on an ice tile weren't detroyed.
 
no, only the new (lesser) dragons aren't beast units and can only be captured with command promotion. Archeron for example is still a beast unit.

Really? I had stopped getting the beast capturing promo cause I thought all were of the same cloth (:mwaha: Archeron is mine sayest the lord Sephi)
 
fixed the fireball issue (AI logic was also applied to human), fixed the Guild of Fighters issue.
 
Design flaw/ bug

Galleons are useless, and cost more than a frigate. I can't remember why at the moment, but I could never see any reason in any of my games to build a galleon. I think it's the Caravel that has 1 more power, same cargo, same movement, and costs like 35 gold less to upgrade.


Another bug / design flaw:

Roar is way too powerful. In one of my games, I roared an entire city full of elven longbowmen empty. They all ran away. There should be greater resistance to it in a city, or even perhaps it should not be applicable to city defenders, since they can't retreat from cities normally.

yeah, Galleons is a bug, they shouldn't be around anymore.
Changed Roar to not effect cities.
 
Probably a bug -- when the Frozen cast their worldspell it removed all my forests, leaving he lumbermills standing in an empty field. I was playing as the illians, and a lot of my terrain was forest-on-ice. From looking around the world it looks like other forests which were not originally on an ice tile weren't detroyed.

It's not a bug, forest shoulb be replaced by winter feature (which is much better than forest).
 
During game load, I got hint text "TXT_KEY_BUG_HINT_22". A quick check of the XML files indicates that bug hint #21 is also missing.
 
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