Fall Further - Download and Current Changelog

Well, to transport one unit at a time? Chariots aren't really fitting to be transport units :lol:
 
Hey, Saverous could ride in a Chariot. Would make up for him not being on a horse.

Also, Hippus mages and disciple units.
 
I think transporting one unit is fine, and maybe a heavy chariot at Warhorses that can transport 2 or 3. Even minimal transportation is really good. Think mages, high movement mages + extra buffer from assasins? a Hippus wetdream.
 
Well, as you wish; I don't like Chariot transportation, that doesn't mean it isn't good.
 
Would be even better if the chariot changed stats depending on passengers. So a freshly built chariot has realy bad stats, but if you add a melee unit you get something comparable to it's current incarnation, while an archer allows ranged atacks and a mage allows spellcasting.

Might not be doable, but would be cool.
 
First off, I think that you folk did a FANTASTIC job with much of the artwork in FF. I also think that some of the Jotnar figures are pretty cool (I particularly like the Troll Hunters!!). But... having said that... I know that there are some limitations on "reskinning" existing figures to produce new ones, but if someone has the time they might want to consider how to improve the Jotnar Cyclops and Titans attacks. They have this big *ss club which they then use to bash people over the head with the... butt of it (NOT the barrel)? I know the Hill Giants have the proper animation on this, hitting their opposition with the barrel of their club so, perhaps, this is a better model for the animation (though I DO like the figure animation itself!!!).

Note that I probably shouldn't be critical since I have absolutely NO conception of how difficult it is to come up with good artwork (which you folk DEFINITELY have!!!). It's just that it looks kind of funny when the Cyclops and Titans attack.
 
Again, not being picky but... One thing I REALLY miss about some of the units is the ability to "heal" others (i.e. a "heal" button). For example, Yvain was always able to perform this spell. I don't know why this was removed (perhaps NOT from all the units), but if you would potentially consider putting it back in, it would be MUCH appreciated. This ability is very nice to have when you're in the middle of a battle...
 
OK... I guess it's my day to be a royal pain in the *ss!!! I've never gotten this deep into a game Jotnar in the past due to various game problems, but I've got a question regarding them: Is there a limit to how many Jotnar citizens are born in a given game? I haven't had a new Jotnar citizen born in like 30 turns and this seems a little unusual to me. I THOUGHT that after I planted some new cities, I would have some citizens born but this didn't prove to be the case...

Have I reached some type of internal limit to the number of citizens that can be born? There's still several units that I would LIKE to train and I don't believe that I can do so without the citizens being available.

Thanks.
 
I think the hitting with the butt of the club, might actually be fixable. There are some parameters concerning distance in the artdefines. I wonder what playing around with those would do...
 
I think the hitting with the butt of the club, might actually be fixable. There are some parameters concerning distance in the artdefines. I wonder what playing around with those would do...
If you could do something, it would sure make these two units' attack look better. Do you, by any chance, have an answer regarding the Jotnar citizen birth? This is really bothering me. I think all the Jotnar have gone sterile... :lol:
 
So here's an odd question - one I don't know where to ask, so here goes.
Would it possible to make it so conqueror civs' cities are built based on the culture of the city the settler was built in? I am stuck in the very odd position of not wanting to destroy my enemy just yet in the hopes he founds more cities for me to take with the right culture... >_>
 
So here's an odd question - one I don't know where to ask, so here goes.
Would it possible to make it so conqueror civs' cities are built based on the culture of the city the settler was built in?

Thinking about it, it would also seem normal.
Or maybe a chance that it happens (like a percentage depending of the proportion of culure in the original city ?).
 
Well, you can only control the Civ type of a city right now through the DLL, so it would require DLL work to do, but it would be possible.

I think in python you can get the percent of each culture in the city though, don't you ?
Maybe it's possible upon creation of the settler to somehow throught python assign an hidden promo indicating the civ which would own the city when founded and then through python again apply this civ type when founding. Maybe a bit complex and requires python works.

Would it work ? :)
 
I know only Decius uses Conqueror and it's strong as it stands, but I really love using the mechanic and would like to see it more user friendly - the way I described would be the first way, and then, another thing that's out of my league, make it so that on capture you could choose to keep the existing culture or supplant your own. Example: Calabim - Decius gets pretty much nothing out of taking his third Doviello city, so I'm just razing them and replacing them with my own settlers. Seems a bit pointless/silly, but I'd much rather have a Calabim city there at that point - the Doviello are one of those civs, like the Bannor, that don't have much going for them if you're not actually starting as the civ.

Makes me wish that I could mod the DLL, but that's just firmly out of my league, reading the idiots guide written by Xien while I try to do it or not :)
 
OK... I guess it's my day to be a royal pain in the *ss!!! I've never gotten this deep into a game Jotnar in the past due to various game problems, but I've got a question regarding them: Is there a limit to how many Jotnar citizens are born in a given game? I haven't had a new Jotnar citizen born in like 30 turns and this seems a little unusual to me. I THOUGHT that after I planted some new cities, I would have some citizens born but this didn't prove to be the case...

Have I reached some type of internal limit to the number of citizens that can be born? There's still several units that I would LIKE to train and I don't believe that I can do so without the citizens being available.

Thanks.

There's a limit on citizens per city, but no limit for the civ as a whole... You probably just hit a bad patch in the RNG. :lol:

So here's an odd question - one I don't know where to ask, so here goes.
Would it possible to make it so conqueror civs' cities are built based on the culture of the city the settler was built in? I am stuck in the very odd position of not wanting to destroy my enemy just yet in the hopes he founds more cities for me to take with the right culture... >_>

Well, you can only control the Civ type of a city right now through the DLL, so it would require DLL work to do, but it would be possible.

I know only Decius uses Conqueror and it's strong as it stands, but I really love using the mechanic and would like to see it more user friendly - the way I described would be the first way, and then, another thing that's out of my league, make it so that on capture you could choose to keep the existing culture or supplant your own. Example: Calabim - Decius gets pretty much nothing out of taking his third Doviello city, so I'm just razing them and replacing them with my own settlers. Seems a bit pointless/silly, but I'd much rather have a Calabim city there at that point - the Doviello are one of those civs, like the Bannor, that don't have much going for them if you're not actually starting as the civ.

Makes me wish that I could mod the DLL, but that's just firmly out of my league, reading the idiots guide written by Xien while I try to do it or not :)

First off... Changing city type has to be possible in Python, as the Elohim modmod for Orbis does it. :p

That said, I'd rather see this for Tolerant, and have Conqueror get something else... Possibly Influence Driven War. ;)

Of course, FF doesn't actually HAVE Tolerant....
 
@WarKirby: Orbis exposed the function themselves IIRC. But maybe we also have it exposed, not sure.

@Sylvain: You could use that to indicate the nationality of the settler, the issue you need some DLL for (if it isn't already exposed) is the setting of the CITY nationality.
 
Back
Top Bottom