A stable version

mo123567

Worst modder ever!
Joined
Sep 4, 2005
Messages
279
I recently started a game as the Scions and was having a really good time. They may be the most creative and interesting civ I have ever played. It was really fun until I went to resume my game one time and it wouldn't load without crashing. Even my previous saves wouldn't load and I hadn't updated FF or FFH. The fact that the mod is so fun made it even more disapointing.

I like how you guys keep adding stuff and I thank you for making this mod available for free, but have you ever considered locking the features and stabilizing the game? Maybe after it was stabilized you could start adding more features until you reach another stable checkpoint and so on, for as long as you feel like working on it.

Either way, thanks again for making the mod. It was really fun until the crash. I would love to try the Scions again when there is a stable version.
 
Basically all periods of time when school is in session are "lock-down and stabilize" periods. Some new things creep in, but generally as a side-effect or helper for stability. It is partly to get stability, and partly because it takes up less time and we just don't have much time available while teaching/learning/working.


And of course, the things we introduced over Holiday break are somewhat ambitious and caused a TON of errors which we hadn't even dreamt of since we are running into the limitations of what Firaxis made available for modders.
 
If you want feature lock, play vanilla FFH =) the awesome thing about FF is that it's a place where we can go to try out new things even after the main mod has stabilised!
 
Basically all periods of time when school is in session are "lock-down and stabilize" periods. Some new things creep in, but generally as a side-effect or helper for stability. It is partly to get stability, and partly because it takes up less time and we just don't have much time available while teaching/learning/working.


And of course, the things we introduced over Holiday break are somewhat ambitious and caused a TON of errors which we hadn't even dreamt of since we are running into the limitations of what Firaxis made available for modders.

Yeah, you guys added a bunch of cool stuff recently. I can see why it would take some time to get it all working properly, especially when this mod isn't the only thing in your life. It would be cool if the stability of each current version was rated some how but I guess bugs just pop up. I guess I'll wait for late alphabet versions like "patch Q" or something. Thanks again for the mod.


Blackmane said:
If you want feature lock, play vanilla FFH =) the awesome thing about FF is that it's a place where we can go to try out new things even after the main mod has stabilised!.

It's not that I don't want them to add new things, it's that I would like to see what it's like to complete an entire game with those new things.
 
Yeah; I've been running into a lot of errors, as well.

Just for reference, in case I'm doing something wrong; is there a specific version of base Fall from Heaven that Fall Further is designed to be run off? Because I am using the current version of Fall from Heaven, and I'm wondering if it's some kind of compatibility issue.
 
I have definitly been through the same thing. Sometimes you hit a wall, and all you can do is push through the wall. ;)

The FF guys have a great team so I know that not only will they work through the issues, but they will come out with an even better product when its all done.

As for the constraints of the Civ4 engine. I have no doubt that there are some, and I had a few times where it really felt like I was running into them. But in every case it turned out to be a problem in my code, not an inherent problem with Civ4.

If you want to test to see if your hitting a constraint wrapping the game data you may want to try putting out a test version with all the events and event triggers removed. That will remove hundreds of game objects, all with array and save data. From an object count perspective you will be well beneath FfH.

If your problem is a threshold issue and isnt specific to a particular object type (no reason to think that units/civs/etc would have a specific limit) removing all of those events should clear up all the issues. If the issues remain then it probably isnt a threshold issue but a coding issue (sized value that is exceeded, array that isnt being cleaned up, etc).

Just something to consider.
 
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