Fall Further - Download and Current Changelog

Does the Jotnar Wonder block all types of barbarians or just savages? It could be overpowered if it blocked riders of apocalypse and avatar of wrath.

Also, Vehem, I have time to play just while it's evening here (will go to sleep etc. after a few hours), could you please post the needed change in .py files so we could fix Jotnar by ourself? I really want to play them but unability to change civics... ruins fun a bit.
 
Does the Jotnar Wonder block all types of barbarians or just savages? It could be overpowered if it blocked riders of apocalypse and avatar of wrath.

Also, Vehem, I have time to play just while it's evening here (will go to sleep etc. after a few hours), could you please post the needed change in .py files so we could fix Jotnar by ourself? I really want to play them but unability to change civics... ruins fun a bit.

Assets\Python\CvGameUtils.py

Code:
	def cannotDoCivic(self,argsList):
		ePlayer = argsList[0]
		eCivic = argsList[1]
		if gc.getPlayer(ePlayer).getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_JOTNAR'):
			if gc.getCivicInfo(eCivic).getCivicOptionType() == gc.getInfoTypeForString('CIVICOPTION_GOVERNMENT'):
				if eCivic != gc.getInfoTypeForString('CIVIC_TRADITIONS'):
					return True

... should do it.
 
Oh, it's easy, thank you :)

[EDIT]
Actually you haven't removed the line, you just commented it out :). Even easier, thanks!

[EDIT2]
Wait, no... The commented out string causes python exceptions on start. What was wrong in that? I wonder (and I need to know :)). Thanks.
 
Oh, it's easy, thank you :)

[EDIT]
Actually you haven't removed the line, you just commented it out :). Even easier, thanks!

[EDIT2]
Wait, no... The commented out string causes python exceptions on start. What was wrong in that? I wonder (and I need to know :)). Thanks.

If you remove the comment, you need to reindent it too (the return true needs an extra tab before it)
 
Now that we can't really do anything at all to loki, how about removing the "Here I am" from balseraph puppet summonings. Or even just from loki's version.

When he enters your territory and spams it every turn, it gets annoying.

He shouldn't be able to summon one every turn, that was the entire point of making it a permanent summon with a 5 turn duration inflicted outside of borders or loki's tile.
 
It does if they turn on you. And as a compensation you get a cool unit, the Thrall Cultist at Mystisism. Can cross enemy borders, Marksman, Collateral damage, Str 1, can use bronze and iron weapons.

I actually don't see the point behind the cultists. They seem too weak, even with mithral weapons, to even take out adepts... So I don't quite get them. Is there something about them that I'm missing?:confused:
 
Well, they're minor assasins.

If you create a ton of them, they're always going to hit the weakest unit in a stack. One may not be able to do much, but I bet 5 of them could kill an adept.

With each failed attack, the victim will take some damage. Just keep up a relentless cannon-fodder assault on their weak points.

The collateral damage sounds nice too.
 
Patch Lhttp://grahamcox.co.uk/ffh/fallfurther/FF050-PatchL.exe (will break save games)
1. Fixes missing Jotnar Text Keys
2. Allows Jotnar Adults to upgrade to Hill Giants properly
3. Egrass has Sun I instead of Fire I (Scorch instead of Blaze)
4. Troll artwork updated to fix animations (had to lose the "stumpy" appearance - would like to find a way to convert animations to get that back)
5. Mazatl and Cualli maintain jungles when building improvements properly again.
6. Egrass is now just a World Unit (was previously a World-Team-National unit - made the display funny)
7. Mouth of the Divine has Medic 2 (for cure disease)
8. Jotnar civic switching fixed
9. Mouth of the Divine religion spreading fixed
10. Jotnar Thralls have the "Free Unit" promotion
11. Giant Spiders are no defensive bonus (as with all animals) and iCombatDefense 3 (was 4). I want to keep them potent attackers, but this should help players to hunt down Barbarian ones before they get too out of control).
 
Just as I'm getting ready to give up on my game because I can't spread religions, you pull me back in... Gonna have to start a new one. :lol:

On the Jotnar "Wall of the Covenant", if it's just the vanilla great wall it SHOULD only block the Orcish barbs... The Animals already can't enter your territory, so Demons should be the only ones you need to worry about.
 
Jotnar Wall even blocks demons? That doesn't seem right at all. And won't work very well unless it also blocks hell terrain, since that would allow demons to spawn inside your territory anyway.

A fix for that one is going to be to have that tag only block "BARBARIAN_TEAM" (still the same as "ORC_TEAM"?) rather than use "isBarbarian" - though I suspect you may have a better idea of how to do it than me...
 
Arg, patch L already? My jotnar game hasn't even reached iron working yet :(

What changes, exactly, cause savegames to break? Would it be possible to post an alternate version of L without the save breaking stuff? It's really unusual to release another patch so soon after the last one, and one that breaks saves at that.
 
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