Fall Further - Download and Current Changelog

Every 20-30 turns I get a CTD, doesnt seem to repeat when I reload. Rather late in the game, turn ~500+ (epic speed).
 
The only real CTDs I seem to get are when I really, really overload the system, because I'm stupid and keep putting way too many AIs in the game, who then build way too many units.

I don't suppose we could come up with a way that told the AI it had enough dudes and it should try researching... better dudes?

EDIT: Oh yeah, and instant memory failure if I build Dowsing.
 
Hi.
In the initial post, it would be nice to mention which FFH2 version and patch one should install Fall Further on. Or mentioning the fact that it should be unpatched.

The main mod probably won't change, but you can't be sure (patch size creep helping). So just saying "use FFH2 0.4 and don't patch it before installing FF" will prevent confusion.
 
THe best idea is to patch the main and then install this. It will copy the files over and create a new folder. No need not to patch it, because I don't think there will be any conflicts, and besides, I'd much rather have the updated. "Crazed/Enraged no longer possible with Mutated." :)

Also,

>>EDIT: Oh yeah, and instant memory failure if I build Dowsing.<<<
? This works for me.
 
well just wanted to say... even thru all the bugs.. i love this game. keep up the great job Guys. I know you guys may have other things that are more important but i think I speak for everyone when I say we all appreciate you guys spending some of your freetime working on this wonderful mod.
 
2. Would it be possible add fish as one of the Smokehouse's bonuses? Makes sense to have smoked fish, no? ;)

It's possible. But I wouldn't want my Smokehouse to use fish unless it were on the coast. Or a coastal city had a Salthouse. Or I were Scandinavian. (Who needs preservatives when you've got mashed potatoes and an iron stomach?!)
 
The health bonus for fish is attached to the harbor anyways.
 
That's what the lighthouse does >_> If you give the harbor extra food, then you have three food ocean spaces - four if you're Lanun.

Oh man, four-food sea tiles as the Lanun. My kingdom for a map full of one tile islands!
 
Under the current system, it's hard to have a city that does well as a major fishing center, unless you are the Lanun. Giving an extra food for all sea spaces of a harbor would be overkill I agree, but I think there's a need for something along those lines.
 
Under the current system, it's hard to have a city that does well as a major fishing center, unless you are the Lanun. Giving an extra food for all sea spaces of a harbor would be overkill I agree, but I think there's a need for something along those lines.

Replace the Lanun's food bonus with a commerce or hammer bonus, add a +food bonus on a second building.
 
I don't think that would be a good idea - fishing cities are completely possible now, if founded with 3 or 4 or so fish/clam/crabs they are very viable to grow to the decent size, appropriate for their role. But it shouldn't be possible to turn any coastal city into a metropolis regardless of whether it is even a prime fishing spot, and without prime farmland.

Not to menotion coastal city spots don't need a boost. The trade benefits are already substantial.
 
I'm thinking that the Seafaring tech should be removed, the extra food handled by a UB, and maybe an extra movement promotion from a UB or civ trait. It would work better with the Tolerant/Conqueror trait, imho.
 
Under the current system, it's hard to have a city that does well as a major fishing center, unless you are the Lanun. Giving an extra food for all sea spaces of a harbor would be overkill I agree, but I think there's a need for something along those lines.

Not so hard with the fishing guild if there are fish/crabs around. If there aren't any seafood resources, then "fishing" probably isn't going to be that useful anyway...

The main solution involving harbours that I can think of is to do something like the "Buildings from Improvments" mod did for BtS. Harbours become a workboat built improvement, which grants a harbour back in the city. The tile containing the harbour improvement also gains improved yields if worked. The trick is restricting it to one per city - and also it would require merging the other mod into the FF codebase.

===

Wouldn't be of massive interest to the Lanun as they already get their Pirate coves, but would allow other races to build a one off-version of that. It might even be feasible to make the Lanun version the only one that upgrades and replace the cove-functionality with that.
 
I dunno, I've never had any issues with the way coastal cities are handled for the non-lanun players. Cities in range of food resources do fine - especially more than one - and with a lighthouse the two-food seatiles can be worked while you continue to grow for commerce. A coastal city without food resources does need some way to work nearby farms - but that's probabaly the way it should be. Otherwise, what are they going to do, filter out the empty sea spaces for plankton?
 
Vehem, you should update the Fall Further thread in the Modpacks forum. it still says it's version 043 for FFH 0.34h, which might be scaring away potential new players ;)
 
Fall From Heaven: Now, almost out of letters!

In any case there's been news of one coming down the pipeline to fix the overspawns of hell terrain. I'm waiting personally because a function my modmodmod is dependant on will be fixed, but I can wait longer if it means we get a more stable version down the road. I know the FF team isn't sitting on their butts, and that's enough for me.
 
Back
Top Bottom