Fall Further - Download and Current Changelog

Agreed. I'd rather have a more stable FF than a version without FF features.

Though I'll say, Fall Flat's RC (built on the back of the new Fall Further patch, but adding even more stuff!) is currently stable in an autoplay game at turn 413...415...416...
 
It'll be a ritual "Make it Moot" Once cast, all buildings except palaces are destroyed and all technologies are reset to starting techs only. You keep current cities and units though ;)

By the way, stripping lots of things from Fall Further is possible, but using our code base to get an "unaltered gameplay" version of FfH is essentially impossible without a massive rewrite in the DLL as well. Many tweaks/adjustments/changes exist in there which will heavily alter gameplay of base FfH XML and Python (decimal XP, extra Barbarians, can only capture a unit OR a slave, HN grouping.... The list is at least 3 dozen items long, some with significant impact, others just tweaks/fixes. But unaltered is pretty seriously unlikely)
 
Patch J (will probably break save games)
(Rev420)
1. Fix for load/save bug (big thanks to MootPoint)

This is a huge understatement, IMO. MootPoint's discovery actually fixed all crashes during the game for me, so far. I do not load the game during play, so the load crash was always irrelevant for me.
 
Yeah, as I've said, I've been able to repeatedly AIAutoplay games up to 300-500 turns and I have only had a single MAF, and that was on a Huge Map, and ONLY at turn 510.

Not a SINGLE other crash. Played under/with many different civs, and all options enabled... lairs back up and running, all hell terrain, etc. Even the Scions.
 
a version of FF without the CPU-intensive new stuff would be nice. but anyway: we need a Great Engineer named MootPoint, yes we do.
 
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.

Well, Magister, I have been toying around FF to scout whether such a request can be fullfilled. I want to play your mod, and I thought this could help you out.

However, unfortunatelly, what you ask is, simply, impossible. :(
It can't be possible to run "FFH2" on the "FF" mechanics, if you wish to keep "Basic FF capabilities".
Everything is interconnected, so, "essential python" is "all python", and the DLL, Xml xchemas and infos, are based on the content.
The only person that could actually strip FF from what you do not want to keep is you, because only you know what exactly you want stripped off and what you'd rather keep.

So, what Xienwolf said is absolutelly correct. It cannot be done in an abstract content. You have to decide what to keep and what not, then remove the ones you don't.

It is a pitty, because I would really like to have your mod sooner rather than later, but I thought you would like to know.
 
Installed the latest patch, but FF is still semi-playable; the AI is better at building improvements now, but still can't deal with the massive numbers of barbarians, and get all their stuff pillaged into oblivion. This is partly related to the fact that: a) the AI defends cities, not territory and b) Barbarians all seem to have the auto-pillage raiders trait.
 
Installed the latest patch, but FF is still semi-playable; the AI is better at building improvements now, but still can't deal with the massive numbers of barbarians, and get all their stuff pillaged into oblivion. This is partly related to the fact that: a) the AI defends cities, not territory and b) Barbarians all seem to have the auto-pillage raiders trait.

Do you mean the Demon-barbs rather than the Savages? The orcs shouldn't have raider. Which difficulty?
 
Do you mean the Demon-barbs rather than the Savages? The orcs shouldn't have raider. Which difficulty?

Demon barbs suck. I've seen three different civs wiped out by the Lich goody in a single game, because he has summoner - it's gotten so bad I went in there and changed it to just a Wraith. Because due to Arcane/Summoner the Lich goody always ends up picking up Death III rather fast (starts with Death II) and then spams 9 strength units that have a three turn duration but are still totally expendable. The Lich himself isn't exactly a pushover either. At turn 90, this is a total death sentance for the civ that let him out of the barrows - and even worse, usually at least one other nearby civ after the original one is destroyed.

The orcs are however, more inclined to smash themselves against cities if they think they can get away with it. It's keeping me on my toes more, so good there.

Was able to play multiplayer with my test group and had no issues. We got up to turn 215-ish with no desynchs, as long as nobody plays Kuriotates (I'll be making a thread about this, too.) and no crashes from all three of us. It's just freaking amazing. Moot needs a great person OF EVERY TYPE named after him. Maybe a random event where any civ can get a Sidar Shade to wane into any kind of GP?
 
because he has summoner

I'll take a look at Demons-sans-Traits. They were originally given them to make sure they were "nasty", but it sounds like they're pretty nasty without that still. The two main comments made so far have been to do with those though (Raiders and Summoner).
 
Part of my problem was the Lich unit itself. The other things that spawn at that level are nowhere near that "big and bad" pit beasts, angry orcs... a treant if you're really unlucky, but those can't come in your culture because they belong to the animal barb faction.

It's just a very very very bad result, even compared to the others.
 
Part of my problem was the Lich unit itself. The other things that spawn at that level are nowhere near that "big and bad" pit beasts, angry orcs... a treant if you're really unlucky, but those can't come in your culture because they belong to the animal barb faction.

It's just a very very very bad result, even compared to the others.

I am pretty sure that animals are allowed within your cultural borders in FF. They just don't attack cities...
 
They can stay in if they start there, but they cannot come in unless you swallow them in culture or they spawn there.
 
Do you have a use of having fallout impassable ?
If not, could you make it passable so that it only reduces to 0 the yields of the tile but allow passage. (I have to manually edit it everytime as I use self made maps with fallout areas that can hardly be colonized and so serve as barbarian generator even end of game).

Thank you in advance :)
 
If I download and instal the media pack and latest FfH patch, the graphics will aplly to Fall Further, right?
 
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