Fall Further - Download and Current Changelog

I think MootPoint should get a Great Person named after him (or maybe a wonder, available at Omniscience?) Its kind of amazing that this bug wasn't noticed before, considering its base BtS and not Xienwolf++
 
I realize there is great joy over some fixes and bug repairs, but I get this one graphic 'bug' from time to time that I wonder about.

As a fight starts and the 'camera' zooms in on my unit, out of the three animations involved in the fight, only two will fight and the third looks like it takes a lap around the world (even over ocean) and will only came back to where the other two (or one if one has died) are when the combat is complete. Some times this 'lap' can take a few seconds so at first you're wondering if you system has seized up and then here comes the last animation jogging up and then the camera zooms out and you'll hear which ever sound would come from you winning that battle.

This sort of graphic weirdness generally heralds the approach of a CtD due to some graphics issue.
 
It is the exact same issue that you were able to avoid (for a while) by disabling Hyborem, Lairs & Unique Features. Doing those just made this issue less severe by removing a lot of Skeletons from the world. But if you had Luchuirp with their golems parading around, or the Balseraph with Loki, or any other unit which didn't have a UnitCombat, but COULD fight, then this issue eventually bit you and caused a crash at some random, unrelated point.


This fix is NOT included in patch I however, so don't "come back" to Fall Further expecting absolute stability with patch I, wait for J ;)

So, until Patch J comes out, I could imitate the stability fix lazily by giving all units a unit combat? Because I'd like to play sans crashes, and I'm impatient!! :D
 
It is the exact same issue that you were able to avoid (for a while) by disabling Hyborem, Lairs & Unique Features. Doing those just made this issue less severe by removing a lot of Skeletons from the world. But if you had Luchuirp with their golems parading around, or the Balseraph with Loki, or any other unit which didn't have a UnitCombat, but COULD fight, then this issue eventually bit you and caused a crash at some random, unrelated point.


This fix is NOT included in patch I however, so don't "come back" to Fall Further expecting absolute stability with patch I, wait for J ;)

Thanks for the clarification, though I had already figured it out from your post on the other thread (CTD thread).
It isn't a question of 'coming back' to FF, though, because I've been playing it right along :D. From what you said, it seems I got lucky in my latest game: apart from the disabled features, I also have no Luchuirps or Balseraphs in my current game, so I look forward to finally finishing a game :lol:

I've got a huge slugfest going - the Orcs are poised on my border with hundreds of units, mostly Wolf Riders. My War Elephants are waiting for them.... :evil:

Any turn now...
 
It explains why my friend was crashing everything when he played with us - his patron civ is the Balseraphs, and the first thing he does with his capital once he gets a second city is built is Mr. "I have no unitcombat" Loki.
 
will patch J also have better performance? FF 0.50 actually NEVER crashed on me ( I play small maps with 3 gigs of ram ) , but it runs very very slow. I'm eager to play it again after the new fixes and features :D
 
Patch J (will probably break save games)
(Rev420)
1. Fix for load/save bug (big thanks to MootPoint)
2. Fixed python exception related to Demon's Altar
3. Merged latest FlavourMod additions
a. Removed <CivilizationYieldType> tag from CIV4TerrainInfos
b. Removed <CivilizationYieldChange> tag group from CIV4TerrainInfos
c. Add: CIV4CivilizationInfos tag group: <FeatureHealthPercentChanges>
d. Add: CIV4CivilizationInfos tag group: <TerrainYieldChanges>
e. Add: CIV4CivilizationInfos tag group: <FeatureYieldChanges>
f. Add: Dawn of Men and Pedia entries (Improvements, Civilizations, Terrains) for the new tags
g. Add: Made normalization, the Founding AI and some other AIs consider the new tags
h. Change: Moved Lanun food bonus for Ocean and Coast from Buildings (Palace) to Civilization
i. Change: Illian, Infernal and Malakim Terrain Yield Changes moved from Terrain to Civilization
j. Change: Clan of Embers, Cualli, Mazatl, and Savages no longer affected by jungle unhealth
k. Change: Malakim get less Unhealth from Flood Plains and a Health Bonus from Oasis
l. Add: Flavour Info for Balseraphs (Dye, Silk, Cotton, Sheep)
m. Add: Isolation preference (start as far away from everybody else as possible)
n. Change: Sidar and Griogori gain preference for Isolation
o. Change: Marsh will only be added to maps without Marsh
p. Change: Improved algorithm for adding Marsh
q. Change: Food balancing does not to break intercontinental bonus trade groups
r. Change: Gave Marsh a 25% defense modifier
s. Add: Show message on food bar if activated Growth Control triggers
t. Fix: Growth Control stays active if city should grow beyond the happy cap
u. Add: Added some selected Civilization Infos to the Flag Mouse Over Help
v. Change: Revamped the Dawn of Man Screen (resized, centered, BtS bug fixed)
w. Change: Softened some Terrain and Feature restrictions on Bonus placement
x. Change: Allowed Forest to spread to Marsh Terrain
y. Fix: Pearls are no longer allowed for yield normalization​
4. Venenum spiders can no longer also take Textus promotion.
 
...........
 
Glad I hadn't gotten around to merging yet. :lol:

Lucky. I just finished. :P

I'll take the effort of remerging for being able to point everyone at the fixed Patch J though, for sure.
 
Looks quite nice. Unfortunately, I have too much work this week to try it soon.


I still really wish someone would put together a "Fall Not-Quite-So-Far" mod that has all the schema, DLL, and essential python but none of the original content. An unaltered gameplay FfH mod with all the capabilities of FF would be extremely useful for modmoders.


I'd also still really love it if [BtS] JImprovementLimit: Tighter Control and [BtS] JCultureControl: Beyond City Borders were merged in, and if improvements or build orders could have promotion and civilization prereqs, and if improvements/features could have multiple upgrades. (Recent threads have gotten me in the mood to make civ-specific forts again.)
 
If anyone does this, they have to call it "Fall Back."

Though I'd rather the team didn't spend time on that, to be perfectly, brutally honest.
 
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