PDA

View Full Version : Wild Mana 8.0 Revolutions in Erebus


Limper
07-02-2010, 01:00 PM
So this is a full modpack of the full modpack of Fall From Heaven... anyone try it yet?

Hatter
07-02-2010, 01:49 PM
So this is a full modpack of the full modpack of Fall From Heaven... anyone try it yet?

I tried the original Wild Mana awhile back, it was actually a really good mod-mod. I've not seen 8.0.

Limper
07-02-2010, 02:54 PM
I tried the original Wild Mana awhile back, it was actually a really good mod-mod. I've not seen 8.0.

Good enough for me... downloading the 459.9 mb file now.

Janos
07-02-2010, 03:42 PM
That's not one I'm familiar with. What's it do?

Hatter
07-03-2010, 12:34 AM
That's not one I'm familiar with. What's it do?

It's a fairly elaborate FFH2 variant that focuses on improved AI and reduced micromanagement. It adds some of the new civs from Fall Further and independent mods (like the Jotnar). I wonder if they separated the demon and savage barbarians like FF did, that was by far my favorite change in that mod since it made destroying the world really good for the Sheaim.

The notable thing is that the mod also presets most (all?) mana nodes to a predefined mana type to add more variety (so my normal strat of just racking up 7 death and crushing everyone with spectres is not as easy).

Janos
07-03-2010, 03:37 AM
I'm enjoying some of the changes. The AI is DAMN good. I play on Deity in regular FFH2 without problems. I'm getting my ass kicked on Monarch in Wild Mana.

The barbarians seem ridiculously strong. Worse than raging barbarians in the regular FFH2.

The only thing I don't like is some sort of memory allocation bug in the newest version that causes the game to crash to the desktop every 50 turns or so. It's a known issue and been around since April, and it doesn't look like anyone has really fixed or resolved it.

Hatter
07-03-2010, 05:35 AM
Yeah, I just grabbed the latest version and I'm very happy with the difficulty. The main reason I stopped playing FFH was due to the poor AI. This should help a bit.

Janos
07-03-2010, 12:03 PM
The difficulty is great. The Memory Allocation Failures, not so much. Apparently it's caused by bad code in the mod, and Civ is more prone to it than most people.

Unfortunately, I can't find any fixes for it. And it's making the game almost unplayable.

:mad:

Hatter
07-03-2010, 01:37 PM
Vehem has some suggestions for reducing them here (http://forums.civfanatics.com/showpost.php?p=7726003&postcount=22), but they do involve changing boot.ini, which can be risky.

I haven't run into one yet.

Janos
07-03-2010, 07:23 PM
Thanks, I saw that thread earlier. Unfortuanately, I'm on Win7, and it's highly recommended not to play with it's settings the way described there. I may switch to 64 bit and see if that helps.

Playing on a normal map drastically reduced the number of occurances, but it's still happening. I usually play with 8-10 players on a large map. Annoying that it won't work.

Hatter
07-03-2010, 09:43 PM
I'm playing on 64-bit Windows 7, large map 9 players and I haven't had a single MAF, present game is on turn 646.

Hatter
07-03-2010, 10:20 PM
So I was getting rocked by barbs and stupid kuriotates as the Sheaim. I was in last place losing two cities to the centaurs and one to the barbs and a newly founded city to Loki who came out of nowhere. I already had founded AV and I put everything into getting Infernal Pact and jumped over to Hyborem.

It was like turning the dial from Hard Mode to Easy Mode. I found out why I was having problems with the barbs, half the continent was controlled by the Clan and Doviello. Adding Hyborem in just made it really unfair for the non-barb civs.

Janos
07-04-2010, 12:21 PM
Culture and Wealth both seem a ton easier to get. Although I'm not sure what to think of the houses, as they seem very familiar and corporation-like, but also not.

The unique buildings and units make it worth expanding them everywhere I can it seems.

Hatter
07-04-2010, 02:24 PM
Culture and Wealth both seem a ton easier to get. Although I'm not sure what to think of the houses, as they seem very familiar and corporation-like, but also not.

The unique buildings and units make it worth expanding them everywhere I can it seems.

I don't want to spoil anything, but there are reasons not to do so.

Janos
07-04-2010, 11:25 PM
I don't want to spoil anything, but there are reasons not to do so.

Go ahead, I finished a game today without any real drawbacks to doing so. I read in the 'pedia that it can cause one of your cities to revolt, but that wasn't an issue.

I also noticed what a bitch the Council of Esus is. If you create units from another religion there, they start weakened and poisoned, and can't ever heal the weakened.

Hatter
07-05-2010, 03:00 AM
The houses want you to follow their agenda, which pretty much just involves building things they want and avoiding civics they don't want. Their approval drops over time and if it gets too low they revolt. Seemed to impact the AI more than me but I picked the two houses that involved doing things I was doing anyway (mostly slaughtering everyone and teching).

Janos
07-05-2010, 03:08 AM
The houses want you to follow their agenda, which pretty much just involves building things they want and avoiding civics they don't want. Their approval drops over time and if it gets too low they revolt. Seemed to impact the AI more than me but I picked the two houses that involved doing things I was doing anyway (mostly slaughtering everyone and teching).

Yup, I got that and the score things, but I've kept every single house happy relatively easily. And the advantage of having them all is pretty huge.

Limper
07-06-2010, 05:38 AM
Well I had to spend the holidy at the inlaws and have as of yet gotten to play more than 100 turns of this mod... I like those turns but I can't make a solid assessment.

Limper
07-06-2010, 06:59 AM
In the 500 game opions under custom set up I turned off the predefined mana.

I'm also trying out the Calabrim with one of the new leaders with the new triats... dominator, slaver and emergent.

Janos
07-06-2010, 10:10 AM
I'm also trying out the Calabrim with one of the new leaders with the new triats... dominator, slaver and emergent.

That's one of the cool ones.

Overall I like the mod. I had to dig up a command line change to the ini file to get it to run without constant MAFs, but I have it playing mostly stable. I've finished two games so far, and enjoyed both greatly.

I have now seen the house revolt thing, although it's pretty rare. I had two houses that absolutely hated me (intentionally so, I wanted to see what happened). And once every 50 turns or so, one of my cities flips. But the new Protectors of Erebus faction are so weak that it's easy to reclaim your city.

It'll happen again though unless you bring your house rating up. I never let them have more than one city, so I'm not sure if they'll take more than one city given time.

I'm a mana junkie, so I'm trying to win this next game using the Omniscience option with the Amurites. I got 5 of the 8 or so Ancient spellbooks, plus Gonnovan. So I can really crank and train my mages.

There are some odd little changes. Like they only allow 3 Liches. You can have 4 Archmages, but then one less Lich.

I've also found a lot of broken conversations and game features not enabled, or not correctly enabled. Like Pegasus. You can capture them, the 'pedia reads that you can mount and fly them, and the promotion exists, but there is no way to actually do so in game.

Limper
07-06-2010, 10:23 AM
I saw how thats done on Civfanatics this morning in relation to panthers.... its changing the 0 to 1 in the capturable field in the units entry in the code.

Janos
07-06-2010, 10:35 AM
I saw how thats done on Civfanatics this morning in relation to panthers.... its changing the 0 to 1 in the capturable field in the units entry in the code.

In the capturable field lets you ride them? You can capture them now, but they're like any other animal.

Limper
07-06-2010, 10:40 AM
In the capturable field lets you ride them? You can capture them now, but they're like any other animal.

Hmmmm... if I see anything on CivFans I'll let you know.

Limper
07-07-2010, 05:55 AM
I seem to only get the memory allocation error if I try and relaod a saved game.

So my choice seems to be play iron man or go back to the normal mod.

Janos
07-07-2010, 01:52 PM
I seem to only get the memory allocation error if I try and relaod a saved game.

So my choice seems to be play iron man or go back to the normal mod.

All saves or just some saves? I set the auto-save to every turn. But after adjusting my RAM usage for Windows 7, most of my problems went away. I played a large map for several hours without any major problems (2 MA issues maybe).

Hatter linked to the trick above, or I saved how to do it in Windows 7 if that's your OS.

Limper
07-07-2010, 02:51 PM
All saves or just some saves? I set the auto-save to every turn. But after adjusting my RAM usage for Windows 7, most of my problems went away. I played a large map for several hours without any major problems (2 MA issues maybe).

Hatter linked to the trick above, or I saved how to do it in Windows 7 if that's your OS.

I'm on XP.:)

Limper
07-07-2010, 02:56 PM
If I save try something and then try and reload I get the fault.

Name Lips
07-07-2010, 03:32 PM
2 months until Civ 5. It's supposed to be fully moddable. I wonder how long it will be before there's a FFH mod.

Hatter
07-07-2010, 03:50 PM
2 months until Civ 5. It's supposed to be fully moddable. I wonder how long it will be before there's a FFH mod.

Kael won't be doing it, he's working on a standalone game for FFH.

Janos
07-07-2010, 05:03 PM
Kael won't be doing it, he's working on a standalone game for FFH.

And most of the concepts and ideas in FFH are his. Some of the modmod guys have said they'd like to do an adaptation, and Kael has been supportive, but if he actually has a profitable product he's releasing, I imagine he's going to change his mind.

Hatter
07-07-2010, 05:17 PM
And most of the concepts and ideas in FFH are his. Some of the modmod guys have said they'd like to do an adaptation, and Kael has been supportive, but if he actually has a profitable product he's releasing, I imagine he's going to change his mind.

I'd really like to see Kael be successful with his IP. Erebus has an incredibly elaborate backstory.

Janos
07-07-2010, 05:28 PM
I'd really like to see Kael be successful with his IP. Erebus has an incredibly elaborate backstory.

Agreed. Firaxis has done a lot to support him too. Hopefully he's got some professional level advice on how to handle his IP from them as well as the coding help.

And I would kill to play in Kael's D&D campaign.

Janos
07-14-2010, 10:57 PM
Pegasus can only be ridden by Austrin Arcane units. None of the documentation actually says that though. Mages can summon them, and any arcane unit can ride them.

Pigs in Space
07-18-2010, 05:56 AM
Hatter linked to the trick above, or I saved how to do it in Windows 7 if that's your OS.
So what do you have to do for windows 7?

Janos
07-18-2010, 11:03 AM
So what do you have to do for windows 7?

1.-Right-click Command Prompt in the Accessories program group of the Start menu. Click Run as Administrator.

2.-At the command prompt, enter "BCDEDIT.EXE /Set IncreaseUserVa 3072" without the "". You MUST write BCDEDIT.EXE; you NEED the .EXE, that's the key.

3.-Restart the computer.