View Full Version : FfH version 1.10b


Kael
Apr 04, 2006, 05:45 PM
Download here: (retired)

Requires civ version 1.61.

Version 1.10b includes the following updates from 1.10a:

*1. Added the Brigand unit (Hippus unit, replaces horse archer).
*2. Added the Orc Archer unit (Clan of Embers, replaces archer).
*3. Added the Orc Maceman unit (Clan of Embers, replaces maceman).
*4. Added the Charmed promotion (charmed units can't attack).
*5. Changed the Promotion OR prereqs into AND prereqs.
*6. Added Buildings to the FfH editor.
*7. Added all the Civ specific palaces.
*8. Put in the real caster experience point system.
*9. Added all of the "Light" mana resources.
*10. Added all of the "Light" mana improvements.
*11. Global Define for caster xp modifier.
*12. Added Global Defines to the FfH editor.
*13. Added the Dwarven Smithy building (Khazad).
*14. Added the Palisade building.
*15. Added the Chancel of Guardians building (Elohim).
*16. Added the Reliquary building (Elohim).
*17. Added the Righteous Cause spell (Divine, Law3).
*18. Added the Eternal Flame wonder.
*19. Added The Nexus wonder.
*20. Added Donal Lugh (Bannor hero).
*21. Added the Enforcement Office building (Order speciality temple).
*22. Spell Spheres are now handed out correctly to starting adept units.
*23. Added the Halls of Granite building (Runes speciality temple).
*24. Added the Runevault building (Runes speciality temple).
*25. Added the Runeguard unit.
*26. FfH editor allows you to enable or disable Avatars and Armageddon spells (for Lunargent).
*27. FfH editor lets you adjust the chance of disease spreading, crusaders spawning, the turn orthus appears, chance a chaos maraurder will betray, capturing a slave and making a werewolf.
*28. Added the Wraith unit.
*29. Added the Summon Wraith spell (Summoning, Death 3).
*30. Added the Host of the Einherjar unit.
*31. Added the Summon Host of the Einherjar spell (Summoning, Law 3).
*32. Added the Elven Immortal unit.
*33. Added the Elven Maceman unit.
*34. Added the Pit Beast unit.
*35. Added the Summon Pit Beast spell (Summoning, Chaos 3).
*36. Added the Trojan Horse (hero).
*37. Added Chalid (Malakim hero).
*38. Added the Chaos Marauder unit.
*39. Added the Summon Chaos Marauder spell (Summoning, Chaos 2).
*40. Added the Text Info to the FfH editor.
*41. Added the Pitch Wagon unit (Clan of Embers, replaces catapalt).
*42. Added the Ash Bearer unit (Infernal, replaces axeman).
*43. Added the Sect of Flies unit (Infernal, replaces maceman).
*44. Added the Infernal Lord unit (Infernal, replaces immortal).
*45. Added the Hunting Demon unit (Infernal, replaces ranger).

woodelf
Apr 04, 2006, 06:03 PM
Great looking list of new units, buildings, and spells. :dance:

loki1232
Apr 04, 2006, 06:37 PM
Waiting unhappily.;)

woodelf
Apr 04, 2006, 06:42 PM
This will severely affect my bedtime. :p

I better fire up another pot of :coffee:

loki1232
Apr 04, 2006, 07:21 PM
Um its been uploading now for 1/2 an hour. Oh well I'll get it in the morning.

Kael
Apr 04, 2006, 07:46 PM
Sorry, critical failure on the upload. Reuploading.

It says it has 7 hours left. So your definitly better off to wait until morning.

Lunargent
Apr 04, 2006, 08:18 PM
Ooo nice, especially the ability to diable certain armageddon spells!

Kael
Apr 04, 2006, 08:21 PM
Ooo nice, especially the ability to diable certain armageddon spells!

I figured you would like that.

woodelf
Apr 04, 2006, 08:23 PM
Sorry, critical failure on the upload. Reuploading.

It says it has 7 hours left. So your definitly better off to wait until morning.

7 hours? Holy cripes. Are you on dial-up? :p

It'd be 7 days if you were....

Kael
Apr 04, 2006, 08:38 PM
7 hours? Holy cripes. Are you on dial-up? :p

It'd be 7 days if you were....

I don't know whats going on. I know that Thunderfall had me host FfH on another site because in the past month about 20% of the downloads on this site were for Fall from Heaven (considering that we didn't release a new version during that time period thats pretty good).

He was looking at running out of bandwidth because it had been such a good month for downloads so I moved the main FfH source to another site. Maybe hes having some link issues on his end.

I switched to another computer and I seem to be getting results here. On my laptop I was getting about 2-3 then disconnected, reattach, do another 2-3 meg and repeat. According to this PC its another 40 minutes. We will see.

woodelf
Apr 04, 2006, 08:43 PM
No problem on my end. I'll be at work in 7 hours so I'd better get some sleep. Might not be a bad idea for you as well. ;)

I'll download while watching Barca and Benfica tomorrow afternoon.

Kael
Apr 04, 2006, 09:13 PM
K, its up.

talchas
Apr 05, 2006, 04:01 PM
Ok, I've been playing with the spells and found some bugs:
1. If I do defile in unowned land:
Traceback (most recent call last):
File "CvSpellInterface", line 22, in canCast
File "<string>", line 0, in ?
File "FFHSpells", line 141, in reqDefile
AttributeError: 'NoneType' object has no attribute 'getTeam'
ERR: Python function cast failed, module CvSpellInterface

looks like pPlayer is returning none for some reason, which would mean CvPlayer.getTeam returns none sometime. Unfortunately CvPlayer.getTeam is merely "return GC.getInitCore().getTeam(getID());", so thats untouchable.

2. 2x per unit selection, in enemy land I get:
Traceback (most recent call last):
File "CvSpellInterface", line 22, in canCast
File "<string>", line 0, in ?
File "FFHSpells", line 141, in reqDefile
AttributeError: 'int' object has no attribute 'isAtWar'
ERR: Python function canCast failed, module CvSpellInterface
eTeam is an int, not a CvTeam (it would be if you used PyPlayer for the player).

And interestingly enough, you can't get all the spell promotions on one guy w/o using the worldbuilder. :(

Kael
Apr 05, 2006, 04:05 PM
Ok, I've been playing with the spells and found some bugs:
1. If I do defile in unowned land:
Traceback (most recent call last):
File "CvSpellInterface", line 22, in canCast
File "<string>", line 0, in ?
File "FFHSpells", line 141, in reqDefile
AttributeError: 'NoneType' object has no attribute 'getTeam'
ERR: Python function cast failed, module CvSpellInterface

looks like pPlayer is returning none for some reason, which would mean CvPlayer.getTeam returns none sometime. Unfortunately CvPlayer.getTeam is merely "return GC.getInitCore().getTeam(getID());", so thats untouchable.

2. 2x per unit selection, in enemy land I get:
Traceback (most recent call last):
File "CvSpellInterface", line 22, in canCast
File "<string>", line 0, in ?
File "FFHSpells", line 141, in reqDefile
AttributeError: 'int' object has no attribute 'isAtWar'
ERR: Python function canCast failed, module CvSpellInterface
eTeam is an int, not a CvTeam (it would be if you used PyPlayer for the player).

And interestingly enough, you can't get all the spell promotions on one guy w/o using the worldbuilder. :(

Awesome feedback, thanks Talchas. Defile is one of the spells that starts wars if you do it to an opponent. As part of that it checks the tiles owner to see if they aren't on the same team and declares war if they are. I will add a check to skip it if the tile is unowned.

Kael
Apr 05, 2006, 07:25 PM
Here is the updated font files which fixes the font issues and adds resource icons for all of the mana types.

Uncompress and copy the files into the "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 110\Assets\res\fonts\" directory.

woodelf
Apr 05, 2006, 07:35 PM
Awesome, thanks Kael.

woodelf
Apr 05, 2006, 07:46 PM
Fantastic improvement. Works on saves easily enough, thankfully as I'm on turn 270.

Kael
Apr 05, 2006, 08:52 PM
Fantastic improvement. Works on saves easily enough, thankfully as I'm on turn 270.

Are you guys seeing Orc Spearman or Warriors as the first barbarian melee unit?

Lunargent
Apr 05, 2006, 10:28 PM
Spearmen I think.

woodelf
Apr 06, 2006, 05:00 AM
I saw orc something, but they killed my wolf so fast I didn't pay much attention.

Corlindale
Apr 06, 2006, 10:10 AM
I first encountered Spearmen too, but it seems the level of barbarian activity has been drastically lowered. Perhaps it's because I played on standard for this game(usually I play on large), but still, I only saw 1 Orc barbarian approaching my borders, and he even turned back again. I did find a barbarian settlement though.
Frequency of animals and monsters seem to be fine, but actual barbarians were few and far between.

I think I found one rather weird bug, playing as the Sheaim it gives me the option of building a Bannor palace, but only in one of my cities.

Sometimes my casters wouldn't get new spells when I upgraded them, but I assume this is because not all spells are added yet.

I experienced one issue with lingering summons, a Nightmare staying put for a second turn before disappearing.

Some of the text seems to be rather jumbled together in a lot of the menus.

Still, it's great to play with the new spell system, I've always been a huge fan of magic and mages, and know they are finally getting true power and versatility. I still get overwhelmed by the menu with all those spheres to choose from.

Frequency of Reagents seemed good, in many of my earlier FFH games I have been very frustrated when wanting to play a magic focused Veil civilization, only to find myself reagentless, but in this game I've found 3 reagents in or near my own territory, on a standard map. I've only seen one mana node yet, though, and it's in the possession of my neighbours the Kuriotates. I'm on very good terms with them so I'm quite reluctant to attack and grab it. However, they recently rejected my generous offer of a permanent alliance, and furthermore they've turned their backs on the mighty and all-powerful Ashen Veil to go play with some whiny old elves hiding in forests. I think it IS time to make the attack after all:)

woodelf
Apr 06, 2006, 10:23 AM
Good point about the barbs. I saw plenty of animals, but only 1 orc spearman and 1 horseman. And it isn't because the land is overpopulated. For turn 270 there is a ton of land still available.

Kael
Apr 06, 2006, 10:23 AM
I first encountered Spearmen too, but it seems the level of barbarian activity has been drastically lowered. Perhaps it's because I played on standard for this game(usually I play on large), but still, I only saw 1 Orc barbarian approaching my borders, and he even turned back again. I did find a barbarian settlement though.
Frequency of animals and monsters seem to be fine, but actual barbarians were few and far between.

Imteresting, I will check it out.

I think I found one rather weird bug, playing as the Sheaim it gives me the option of building a Bannor palace, but only in one of my cities.

You're right, a few civs had the bannor palace instead of their own. I fixed them.

Sometimes my casters wouldn't get new spells when I upgraded them, but I assume this is because not all spells are added yet.

Yeap, once all of the spells are added this shouldnt be the case.

I experienced one issue with lingering summons, a Nightmare staying put for a second turn before disappearing.

The Sheaim have the "Summoner" trait. This allows their summoned units to stick around for 3 turns instead of 1.

Some of the text seems to be rather jumbled together in a lot of the menus.

Check the updated gamefont files I linked above to fix this.

Still, it's great to play with the new spell system, I've always been a huge fan of magic and mages, and know they are finally getting true power and versatility. I still get overwhelmed by the menu with all those spheres to choose from.

Frequency of Reagents seemed good, in many of my earlier FFH games I have been very frustrated when wanting to play a magic focused Veil civilization, only to find myself reagentless, but in this game I've found 3 reagents in or near my own territory, on a standard map. I've only seen one mana node yet, though, and it's in the possession of my neighbours the Kuriotates. I'm on very good terms with them so I'm quite reluctant to attack and grab it. However, they recently rejected my generous offer of a permanent alliance, and furthermore they've turned their backs on the mighty and all-powerful Ashen Veil to go play with some whiny old elves hiding in forests. I think it IS time to make the attack after all:)

:D I increased the chance of finding mana nodes. We will have to figure out how common/rare we want them to be.

Corlindale
Apr 06, 2006, 10:31 AM
The Sheaim have the "Summoner" trait. This allows their summoned units to stick around for 3 turns instead of 1

Ah, I knew I should have done my research better. I even specifically chose a civ with that trait to check it out...:rolleyes:

Corlindale
Apr 06, 2006, 04:41 PM
Ok, THIS time I think I've found an actual bug. The Great Library does not give 2 free sages, it merely allows 2 sages. I hope that isn't how it's supposed to be.

woodelf
Apr 06, 2006, 04:52 PM
Ok, THIS time I think I've found an actual bug. The Great Library does not give 2 free sages, it merely allows 2 sages. I hope that isn't how it's supposed to be.

:eek:

I hope this isn't true as well. I'm close to building one in my game so I'll be able to check soon.

Kael
Apr 06, 2006, 05:28 PM
Ok, THIS time I think I've found an actual bug. The Great Library does not give 2 free sages, it merely allows 2 sages. I hope that isn't how it's supposed to be.

K, I switched it from 2 sages to 2 free sages.

Chalid
Apr 06, 2006, 05:36 PM
You might want to switch
<bFlatlands>0</bFlatlands>
to 1 for Mana. right now it appears only on hills.

woodelf
Apr 06, 2006, 05:36 PM
Yippee!

I think that was the reason I never tried real hard to build it. Now it's a nice Wonder.

Kael
Apr 06, 2006, 05:52 PM
You might want to switch
<bFlatlands>0</bFlatlands>
to 1 for Mana. right now it appears only on hills.

Awesome, will do.

Chalid
Apr 06, 2006, 05:53 PM
After pillaging Magic nodes a mana resource of the specific kind remains. So you can only rebuilt an node of that kind.

Kael
Apr 06, 2006, 05:54 PM
I first encountered Spearmen too, but it seems the level of barbarian activity has been drastically lowered. Perhaps it's because I played on standard for this game(usually I play on large), but still, I only saw 1 Orc barbarian approaching my borders, and he even turned back again. I did find a barbarian settlement though.
Frequency of animals and monsters seem to be fine, but actual barbarians were few and far between.


Ahh.. your right. This is a side effect of letting the animals stick around. Since the barbarians (which inlcudes animals) has an upper limit as to how many can be in the game at once but letting the animals stick around the barbarians got squeezed out. Trying to fix it now.

Kael
Apr 06, 2006, 05:55 PM
After pillaging Magic nodes a mana resource of the specific kind remains. So you can only rebuilt an node of that kind.

Good point, Ill have a pillage set it back to a base mana node.

woodelf
Apr 06, 2006, 05:57 PM
Any plans on redoing the mana resource? Roland or anyone? For now steal something from the Moon mod. :D

woodelf
Apr 06, 2006, 06:02 PM
Is it hardcoded that when you "capture" an animal it still says "you Hunter has destroyed a lion"?

C.Roland
Apr 06, 2006, 06:14 PM
Any plans on redoing the mana resource? Roland or anyone? For now steal something from the Moon mod. :D

With nif viewer i think i can do something that look "magical"

woodelf
Apr 06, 2006, 06:16 PM
With nif viewer i think i can do something that look "magical"

Beautiful. I can't wait to see your magic! As I still have yet to build a node...are they a new improvement or a Vanilla one?

Corlindale
Apr 06, 2006, 06:18 PM
I think the AI has some trouble dealing with mana nodes. I had some units stationed outside the Kuriotates border for...ahem...peaceful reconnaisance purposes, and they were within view of their mana node. The thing was, they did have an Adept atop the mana node, but all he did was stand there, and kept standing there until i "removed" him about 50 turns later. It's like the AI has understood that it needs to get Adepts to mana nodes, but not what to do about the nodes then. I don't assume nodes are supposed to take +50 turns to build.

woodelf
Apr 06, 2006, 06:24 PM
I think the AI has some trouble dealing with mana nodes. I had some units stationed outside the Kuriotates border for...ahem...peaceful reconnaisance purposes, and they were within view of their mana node. The thing was, they did have an Adept atop the mana node, but all he did was stand there, and kept standing there until i "removed" him about 50 turns later. It's like the AI has understood that it needs to get Adepts to mana nodes, but not what to do about the nodes then. I don't assume nodes are supposed to take +50 turns to build.

Did you change the iWorkrate for Adepts? I can't remember what thread it was stated in that Kael didn't set it to a workable number. Let me check...

edit - check here Corlindale: http://forums.civfanatics.com/showpost.php?p=3894159&postcount=67

Corlindale
Apr 06, 2006, 06:28 PM
Ok, thanks. Must have missed that.

Kael
Apr 06, 2006, 06:44 PM
Ok, thanks. Must have missed that.

Good to know that the AI was trying to do it though.

Kael
Apr 06, 2006, 07:08 PM
I first encountered Spearmen too, but it seems the level of barbarian activity has been drastically lowered. Perhaps it's because I played on standard for this game(usually I play on large), but still, I only saw 1 Orc barbarian approaching my borders, and he even turned back again. I did find a barbarian settlement though.
Frequency of animals and monsters seem to be fine, but actual barbarians were few and far between.

K, this seems to be fixed. I lowered the amount of animals a bit and increased the amount of barbarians to account for the fact that a portion of their slots will be filled by animals. It seemed to work out well in the test game I just ran.

Kael
Apr 06, 2006, 08:05 PM
After pillaging Magic nodes a mana resource of the specific kind remains. So you can only rebuilt an node of that kind.

Fixed this by adding the following to the CvUnit:: pillage() code:


if (pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_BODY") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_CHAOS") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_CREATION") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_DEATH") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_DIMENSIONAL") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_EARTH") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_ENCHANTMENT") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_ENTROPY") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_FIRE") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_LAW") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_LIFE") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_METAMAGIC") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_MIND") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_NATURE") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_SPIRIT") ||
pPlot->getBonusType((TeamTypes)-1) == (BonusTypes)GC.getInfoTypeForString("BONUS_MANA_WATER"))
{
pPlot->setBonusType((BonusTypes)GC.getInfoTypeForString("BONUS_MANA"));
}

Chalid
Apr 07, 2006, 02:46 AM
With nif viewer i think i can do something that look "magical"


Great. I tried some things yesterday as well, but mine didnt work out quite right.