View Full Version : FfH version 1.10f
Kael May 05, 2006, 06:01 PM Download here: (retired)
Casters now get a free level on upgrade. So when you upgrade one you will immediatly be able to pick a spell from the new rank. With this in Id be curious to hear if you guys like the "upgrade only" units like this or should we go back to the building required method?
Im also building a list of must-haves for the public beta. Let me know about things you guys notice that we need in before the 19th.
1. Added the Elven Ranger unit (ljosalfar).
2. Added the Elven Longbowman unit (ljosalfar).
3. Added the Elven Pikeman (ljosalfar).
4. Added the Doviello Pikeman (doviello).
5. Civ Flavor- Removed the barracks requirement for the doviello versions of the axeman, maceman and pikeman. Raised the cost of these units by 25% and gave them +50% defence in tundra tiles. Blocked the barracks from being able to be built by the doviello.
6. Civ Flavor- Removed the library requirement for the doviello and clan of embers versions or the adept (witch doctor). Raised the cost of the unit by 50%. Blocked those civs from being able to build libraries.
7. Added Diplomacy to the FfH Editor.
8. Removed Spread Religion ability.
9. Added the Regeneration spell (sorcery, body 2).
10. Added a python cannotAttack block.
11. Added the iMinLevel build and upgrade block.
12. Added the Aquae Sucellus wonder.
13. Added the Soul Forge wonder.
14. Barbarian trait enabled.
15. Added the Ring of Warding building.
16. Added a No Settler game option for scenerio makers.
17. Added the Summon Law Bringer spell (summoning, law 2).
18. Added range to spells.
19. Split Elven Archers and Dwarven Soldiers into religious and civ versions.
20. Added the Tomb of Sucellus wonder.
21. Added the Loki unit (balsearph hero).
22. Added a free level on upgrade for spellcasters.
23. Added the Gypsy Wagon unit (balseraph).
24. Added the Malakim Mage (malakim).
25. Added the Malakim Pikeman unit (malakim, replaces pikeman).
26. Added the Malakim Knight unit (malakim, replaces knight).
27. Added the Malakim Maceman unit (malakim, replaces maceman).
28. Added the Elven Swordsman unit (ljosalfar, replaces axeman).
29. Added the Elven Hunter unit (ljosalfar, replaces hunter).
30. Added the Elven Phalanx unit (ljosalfar, replaces spartiatoi).
31. Added the Elven Horseman unit (ljosalfar, replaces horseman).
32. Added the Pirate unit (lanun, replaces privateer).
33. Added the Pirate Cove improvement.
34. Added the Lanun Galley (lanun, replaces galley).
35. Added the Graft Flesh spell (divine, body 3).
36. Added the Rust spell (sorcery, earth 2).
37. Added the Hideous Thoughts spell (divine, mind 3).
38. Added a gamestart check that spawns up to a min number of resources.
39. Added the Contagion spell (sorcery, death 2).
woodelf May 05, 2006, 06:26 PM YES! Waiting patiently... ;)
Kael May 05, 2006, 08:17 PM Its uploading so slowly. Gonna have to leave it to upload over night. Ill check it in the morning.
woodelf May 06, 2006, 03:58 AM :wow:
You switch to dial-up? ;)
Kael May 06, 2006, 04:09 AM :wow:
You switch to dial-up? ;)
Feels like it. Its 1-2 hours to upload a version.
I have been fixing spell problems this morning, im reuploading now.
Kael May 06, 2006, 05:47 AM Okay, its up. Sorry for the delay.
woodelf May 06, 2006, 05:52 AM :woohoo:
Thanks man. I can't wait to see some of Chalid's new stuff.
Kael May 06, 2006, 03:23 PM After you play make sure to let me know what you guys think about the "upgrade only" units.
woodelf May 06, 2006, 03:31 PM I love the new mana graphic and button. Gorgeous.
Kael May 06, 2006, 03:40 PM I love the new mana graphic and button. Gorgeous.
There is so much amazing art in the mod. Next weekend im going to do the "Spotlight on Chalid" and release pictures of some of the amazing art he has done. Its going to blow people away, and hopefully build up some excitement the week before release.
woodelf May 06, 2006, 03:42 PM There is so much amazing art in the mod. Next weekend im going to do the "Spotlight on Chalid" and release pictures of some of the amazing art he has done. Its going to blow people away, and hopefully build up some excitement the week before release.
Great idea. Leak a pic of his daily in the main thread.
woodelf May 07, 2006, 04:20 AM I just had a "Bad Allocation" crash in turn 1. I'm trying to reload now and see if I can duplicate it. If so...you'll see it here.
woodelf May 07, 2006, 04:24 AM Confirmed. Here's the savefile, but maybe it's solely because of my machine, hopefully.
edit - Not sure if this causes it, but I moved my scout down 2, left 1 both times just to duplicate the crash. Maybe another movement won't cause it?
Kael May 07, 2006, 09:41 AM Confirmed. Here's the savefile, but maybe it's solely because of my machine, hopefully.
edit - Not sure if this causes it, but I moved my scout down 2, left 1 both times just to duplicate the crash. Maybe another movement won't cause it?
I can't reproduce from your save. Can anyone else reproduce woodelfs crash?
talchas May 07, 2006, 10:24 AM Confirmed here on 110f, testing just my stuff.
EDIT:
On just my stuff it crashes on load, so can't test that.
Kael May 07, 2006, 10:28 AM Sorry, meant to say that i couldnt reproduce the crash. Checking again.
talchas May 07, 2006, 11:09 AM I just gave a rt-click move order, down 2, right one and it crashed. If I hit end turn, no crash.
Chalid May 07, 2006, 11:09 AM I had that bad allocation on running a Scout (in teh first turn) recently too, but mine was on 110e.
Kael May 07, 2006, 11:12 AM I had that bad allocation on running a Scout (in teh first turn) recently too, but mine was on 110e.
Doviello scout?
Chalid May 07, 2006, 12:22 PM Ja Doviello Scout.
One other thing. You have to put your Alignment code somewhere else. The leaderhead information is not stored in the savegame, so Alignment changes are lost upon reload. (And one cannot recalculate them on reload as you can archive an alignment with two changes of religion, that is not your innitial alignment, nor the alignment of your religion. eg. Good Civ -> veil => evil -> fellowshop => still evil)
Kael May 07, 2006, 12:37 PM Ja Doviello Scout.
One other thing. You have to put your Alignment code somewhere else. The leaderhead information is not stored in the savegame, so Alignment changes are lost upon reload. (And one cannot recalculate them on reload as you can archive an alignment with two changes of religion, that is not your innitial alignment, nor the alignment of your religion. eg. Good Civ -> veil => evil -> fellowshop => still evil)
Sounds like we may have an art problem with the scout, or some way ive implemented the scout.
The alignment is my bad. I had it being written in the save games as an info object but when I switched it to the player object I didn't include it in the save and load process. I fix it, thanks for the heads up.
woodelf May 07, 2006, 03:26 PM Should an Elven Hunter get penalized for moving in normal Forests? It looks like they do now.
Chalid May 07, 2006, 04:33 PM We could add some Racial specials directly to the Race Promotion if not already done. Eg. Elfes movement in wood, Demons always heal and so forth. We might tha even hand the promotions out for units that are not uniqe units and not mechanized (eg. settler, worker, priest, disciple, and so forth)
Corlindale May 07, 2006, 04:49 PM A few minor issues:
-My Adept didn't get a free promotion when upgraded to Conjurer. Maybe because he had just leveled up and because I then chose a new promotion for him just before I upgraded him.
-Should Loki gain xp? Right now his development is completely static, is this meant to be?
-The summoning chamber can still be built, but I don't really see what the purpose of it is anymore. Right now it just seems to be 1 unhappiness.
Kael May 07, 2006, 05:33 PM A few minor issues:
-My Adept didn't get a free promotion when upgraded to Conjurer. Maybe because he had just leveled up and because I then chose a new promotion for him just before I upgraded him.
Ill check it out, I thought the xp boost would garuntee a level up.
-Should Loki gain xp? Right now his development is completely static, is this meant to be?
Nope, he's non-combat.
-The summoning chamber can still be built, but I don't really see what the purpose of it is anymore. Right now it just seems to be 1 unhappiness.
I havent stripped them yet because Im waiting for your guys feedback. Assuming you guys are cool with the upgrade only units I'll strip the buildings.
Kael May 07, 2006, 05:55 PM Unitcreated isnt kicking on upgrade so units wont get there level when they upgrade. Ill get it fixed.
loki1232 May 07, 2006, 06:33 PM But then how does loki learn new spells?
woodelf May 07, 2006, 06:52 PM But then how does loki learn new spells?
He better study!
Kael May 08, 2006, 06:10 AM But then how does loki learn new spells?
He doesn't, he is an early game unit. Quite an advantage for the Balseraphs out of the gate, but he becomes less useful as the game goes on.
woodelf May 08, 2006, 04:23 PM Is this normal:
I started a game in the second era as Ljosalfar and my started units included a settler, worker, Elven Hunter, and 2 Gilden Silverics!?!?!? And they were each gaining xp.
Kael May 08, 2006, 04:39 PM Is this normal:
I started a game in the second era as Ljosalfar and my started units included a settler, worker, Elven Hunter, and 2 Gilden Silverics!?!?!? And they were each gaining xp.
Yeah, the vanilla code for starting eras doesn't take limits into account when handing out starting units. I'll see what I can do.
woodelf May 08, 2006, 05:02 PM I've been starting in the 2nd era since 0.80 on occassion and have never seen this before. I thought I was in for a great game until I realized the AI might have 2 even better Heroes, so I started a new game in era one. ;)
Kael May 08, 2006, 05:13 PM I've been starting in the 2nd era since 0.80 on occassion and have never seen this before. I thought I was in for a great game until I realized the AI might have 2 even better Heroes, so I started a new game in era one. ;)
Its always been like that, if you started in later ages you would have gotten multiple duins. You still have to have the requirements (meaning the unit has to just have just a tech requirement) so you will only have heroes you could have build.
I dont really mind that it hands out heroes, i dont like that it doesnt check the global limit when it does it.
woodelf May 08, 2006, 05:31 PM Really? I've never been handed Heroes before. But I guess they were always based on Religion before and not the civ itself.
Chalid May 09, 2006, 02:51 PM Restricted Techs are Handed out also i think. eg. All could build GolemShops and Copper Golems. If i remember correctly only the lruchip should be able to do so or ?
Kael May 09, 2006, 03:09 PM Restricted Techs are Handed out also i think. eg. All could build GolemShops and Copper Golems. If i remember correctly only the lruchip should be able to do so or ?
I left copper golems in for everyone, they serve a pretty important function in the mod, they are the unlimted t4 units and become very important on large maps. The Luchuirp have access to all the other golem types, mud, stone, iron, nullstone and arcane.
woodelf May 09, 2006, 05:04 PM Is Recruit dead? I clicked the button, heard the sound effect, but received no recruits. :confused:
woodelf May 09, 2006, 05:15 PM I'm playing as Malakim, who I suppose is a Goddy-goody. Should I be able to build a Death Mana Node? I did and now my former allies have a -8 against me. :D
I'm not so sure that option should have been available.
Chalid May 09, 2006, 05:40 PM WTF. I had 2 Orthus spawned (or built?)
Killed one and several turns later the next one appeared
Chalid May 10, 2006, 03:46 AM Had a "Spinlock" yesterday evening. Not sure if it can be reproduced as i went to bed after it.
Kael May 10, 2006, 01:31 PM I'm playing as Malakim, who I suppose is a Goddy-goody. Should I be able to build a Death Mana Node? I did and now my former allies have a -8 against me. :D
I'm not so sure that option should have been available.
Yeap, no plans to block civs for certain spheres. Do you think they should be blocked?
AI malakim players wont tend to make death mana, but I was thinking players can do whatever they want.
woodelf May 10, 2006, 01:33 PM Yeap, no plans to block civs for certain spheres. Do you think they should be blocked?
AI malakim players wont tend to make death mana, but I was thinking players can do whatever they want.
Maybe not blocked, but is it possible to have a pop-up asking "Are you sure?"
Kael May 10, 2006, 01:40 PM Is Recruit dead? I clicked the button, heard the sound effect, but received no recruits. :confused:
Got it fixed, thanks Woodelf.
woodelf May 10, 2006, 02:15 PM I'm glad my confusion is helpful. :p
woodelf May 11, 2006, 05:17 AM I had a later game crash (~turn 238) late last night. Wasn't a Spinlock, but for a minute Alt-Tab did nothing and my cursor was completely locked up. I have an autosave from turn 236 if you'd want that later, but otherwise I wasn't going to reload that game.
Chalid May 11, 2006, 05:39 AM My spinlock could not be reproduced by reloading. But another one occured some 20 or 30 turns later. so i decided to continue dragoning and let woodelf find all the crashes...
woodelf May 11, 2006, 05:44 AM My spinlock could not be reproduced by reloading. But another one occured some 20 or 30 turns later. so i decided to continue dragoning and let woodelf find all the crashes...
Well since I can't model or program I guess that sounds fair Chalid. ;)
Kael May 11, 2006, 06:26 AM Ill have a new version out tonight. Once that is out I will need every spinlock and CTD you guys come across. I'll be gone most of the weekend but I think I have everything in that I want for next week so I should just have next week to do some writing and fix bugs.
woodelf May 11, 2006, 06:37 AM Ill have a new version out tonight. Once that is out I will need every spinlock and CTD you guys come across. I'll be gone most of the weekend but I think I have everything in that I want for next week so I should just have next week to do some writing and fix bugs.
Sounds good. If it does come out tonight with no uploading troubles I may take tomorrow off. :)
Kael May 11, 2006, 07:28 AM Sounds good. If it does come out tonight with no uploading troubles I may take tomorrow off. :)
Im going to Paris for the next few days with my wife. So it better come out tonight. :)
Chalid May 11, 2006, 08:00 AM Did you think on doing a differential release?
i think we already have most of the Graphic, Sound and Music files so there is no need to include those into the download. Only the new files might be needed, the rest could simply be copied (At least for the team and the weekly updates)
Kael May 11, 2006, 08:06 AM Did you think on doing a differential release?
i think we already have most of the Graphic, Sound and Music files so there is no need to include those into the download. Only the new files might be needed, the rest could simply be copied (At least for the team and the weekly updates)
I do switch around art files, decide to use the elf ranger art for the elf longbowman, etc etc so it is much easier for me to just wrap everything as a new release rather than keep track of all the changes. Plus then I don't have to worry about ctds and issues caused by bad diff's as we are going through this.
Chalid May 11, 2006, 01:41 PM Lurchip should become an unique Golem Workshop that is available with construction. Right now they cannot produce ther axemen replacing Stonegolem until golem Mastery :crazyeye:. Also the stone golem is listed twice. in teh tech screen when researching construction.
woodelf May 11, 2006, 01:52 PM Yeah, Luichurp is in deep trouble right now in our SG!
Chalid May 11, 2006, 01:59 PM had again two orthus spawning with 110f :(
Mud golem has pink dot on the map-bubble
Kael May 12, 2006, 12:35 AM had again two orthus spawning with 110f :(
Mud golem has pink dot on the map-bubble
What era did you start in?
Chalid May 12, 2006, 01:30 AM First Era.
Shouldn't yoi be in France ;) ?
|
|