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  1. Vehem

    New Version - October 9th (10/9)

    UNIT_WORKER has a base WorkRate of 90 (vs 100 in Vanilla). BUILD_ROAD has a Time of 400. (Base) 400 / 90 = 4.44 turns (+25%) 400 / 112.5 = 3.55 turns (+50%) 400 / 135 = 2.96 turns The numbers mentioned above for time taken (4 Turns/3 Turns/2 Turns) are accurate, which implies it's taking the...
  2. Vehem

    Issues Downloading (Fixed)

    Thanks - I've switched the download link over to point your way. I'd still recommend people take a look at RiFE for a more actively developed mod, but this is back up here for those who want it, thanks to Athaboros. I've also been in touch with the chap that used to host our server...
  3. Vehem

    Issues Downloading (Fixed)

    Thanks for that - if you're happy to keep that file on the drive for a while, I can redirect the posted download link to it for others to find it that way? I don't think the traffic is particularly high these days, but it is a fairly hefty file so I wanted to check with you first...
  4. Vehem

    Issues Downloading (Fixed)

    Whilst I'm certainly not active in the Civ-modding community of late, having bowed out a few years past when my family was going through "a bit of a rough time" (which if I'm being perfectly frank, was a lot more important), I did pass by the forums just now so I will address the lack of...
  5. Vehem

    Fall Further - Download and Current Changelog

    Whatever next?
  6. Vehem

    [Media] Sounds for deamon/vampire

    Nice one :goodjob:
  7. Vehem

    Fall Further on Hiatus

    It's not really a case of deleting things. We're actually starting from scratch based on the final version of FfH2. When I first started work on the mod it was during the Fire phase and I believe the first release came shortly after Shadow began. Since then there have been so many changes that...
  8. Vehem

    Is less more?

    Are you sure? Thought you just did... :D
  9. Vehem

    Fall Further on Hiatus

    Think we're actually going to start with "everything" and work from there...
  10. Vehem

    Fall Further on Hiatus

    See that was the first mistake I made... I actually released something :D
  11. Vehem

    Fall Further on Hiatus

    *cough* Well, my timing appears to suck... ==== I've been away from Civ for a while - a combination of the factors listed above. Initially my computer needed replacing which the team knew about shortly after I did fix it - then a period of RL troubles that I didn't tell them about (was...
  12. Vehem

    Fall Further 051 Bug Report Thread

    Tactics 1 is still a quick-path to March and is required for Ambush, whilst Battlefield Tactics itself is required for any of the Melee line formations (Battleline, Block, Loose). It also means that you'd only need one actual unit promotion (Tactics 2) to fulfill the prereqs for Blitz, rather...
  13. Vehem

    Documentation

    If anyone knows how things work well enough to document them as they are - I'll be more than happy to add them to the Concepts section or the relevent 'pedia entries. Otherwise it'll be a case of waiting until things are stable/final enough to do it ourselves. As Kael once said - "it's a bit...
  14. Vehem

    Ljosalfar archerrush is waaay overpowered!

    That's pretty much it exactly :D Offense tends to be carried out by the stronger player - the expectation is that you need more offense than the opponent has defense in order to be successful. In the pre-archer-everywhere days, the human player could carry out rapid offense and rely upon...
  15. Vehem

    Fall Further 051 Bug Report Thread

    Ah - learning an ability from spending some time with the commander was intended, though in hindsight Battlefield Tactics would be better as a two tier promotion (requiring the second tier to grant TACTICS2), but having the first tier still allow the current other commander promotions to be...
  16. Vehem

    Ljosalfar archerrush is waaay overpowered!

    On that note, I'd actually prefer to make Archers the start of the promotion tree for that line (no Warrior -> Archer) than remove the AI's upgrade bonus completely (can still scale it down a lot for low difficulties). The reason there is that the AI doesn't manage it's gold on the basis that...
  17. Vehem

    Fall Further 051 Bug Report Thread

    Such is the benefit of the Tactics line. You get a bit of a bonus to survivability, but also some shortcuts to higher level promotions. Combat promotions are good for making solid fighting units due to their more significant direct strength bonus, Tactics promotions are good for making a...
  18. Vehem

    Fall Further 051 Bug Report Thread

    I've added Festivals to the economic preferences - they should pick it up around the same time as Courthouses if they haven't already got it and aren't busy with something else (shortly after gaining their 4th city). The way it actually goes is that the AI looks for a few early game essentials...
  19. Vehem

    Earlygame Scions

    I did use to find the Scions really quite strong on certain tech-paths, but haven't been able to keep up using them with the AI tweaks. Now that the other civs tech a little more smartly, getting the techs required to make Scions conquest most effective means that I fall behind on the techs...
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