Fall Further - Download and Current Changelog

The problem with Conqueror is sometimes it's really, really good (Cabalim player attacking Ljosofar or Svartalfar or Bannor player attacking pretty much anybody with Unique Units because they don't really get any and they can apply their command promos to other civs units) and sometimes it's terrible (Cabalim player attacking Dural, or Dovellio). And you can't shut it off when it's bad... and when its good you can't expand the part you like once you've sliced someone up real nice.
 
Can't you build the statues in taken dural cities? Or even the religious schools lategame

Also they have some really nice stuff. Their market gives culture and no science penalty, meaning you can pretty much build that and skip a monument.

The Dural have obscene research potential in the lategame, thanks to the 7 schools, which can be built in every city, and give +15% research each, plus a large number of other benefits, like extra water yield, lwoer maintenance, more gold/commerce/health, etc

And then there's a free specialist from the college.

Capturing dural cities is actually pretty good.
 
Any ETA on the new version?

I've had too many games ruined by the AI Archer spam (there is nothing at that part of the game that can do anything to stacks of 25 Archers) that I think I'm done with this version.
 
Lemminkäinen;8394398 said:
Any ETA on the new version?

I've had too many games ruined by the AI Archer spam (there is nothing at that part of the game that can do anything to stacks of 25 Archers) that I think I'm done with this version.

Do you know how to mod, at least to replace things? I can pass you the code to stop the AI from doing that.
 
Lemminkäinen;8394398 said:
Any ETA on the new version?

I've had too many games ruined by the AI Archer spam (there is nothing at that part of the game that can do anything to stacks of 25 Archers) that I think I'm done with this version.

Catapults.

Seriously, use them.

Catapults + axemen will annihilate anything in their path. Catapults are essentially archers on steroids. Their ranged attacks cause collateral damage AND have a massive damage cap. Two of them will tip the odds a little in your favour, 5 or so will make winning fairly possible. 10 will steamroll just about anything in their path.

Also, useful T1 spells for assaulting entrenched archers are Blur, Enchanted Blade and Dance of Blades (Shadow, enchantment, chaos)

Archers are a difficult, but not insurmountable problem.


To answer the original question, no we don't have an ETA. Just a to-do list of stuff. Xienwolf estimates at least a week til he can fix a few critical bugs like the mercurians not working, and I still need to finish all the commander authorisations.
 
Do you know how to mod, at least to replace things? I can pass you the code to stop the AI from doing that.
If you tell me what file to mod and what to put in there, I believe that I can do it.

Catapults.

Seriously, use them.

Catapults + axemen will annihilate anything in their path. Catapults are essentially archers on steroids. Their ranged attacks cause collateral damage AND have a massive damage cap. Two of them will tip the odds a little in your favour, 5 or so will make winning fairly possible. 10 will steamroll just about anything in their path.
Yeah, I use catas a lot, but those big stacks of Archers usually come to my door step before I get catas if I'm aiming for a religion or something. I'm not sure if its universal, but I usually fall behind in techs during the early parts, catch up in the middle and then surpass the opponents at the end game. AI also loves Archery and Writing, so most AIs will have Archery very early in the game. In other words, building those five catas while under siege from 20 Archers is annoying and time consuming.

Also, useful T1 spells for assaulting entrenched archers are Blur, Enchanted Blade and Dance of Blades (Shadow, enchantment, chaos)
Aye, Blur especially is very good.

Archers are a difficult, but not insurmountable problem.
Aye, they are mostly superbly annoying - I mean, I wasn't in danger of losing the games, they just became such a drag that they weren't fun anymore.

To answer the original question, no we don't have an ETA. Just a to-do list of stuff. Xienwolf estimates at least a week til he can fix a few critical bugs like the mercurians not working, and I still need to finish all the commander authorisations.
Thank you! I greatly appreciate the work you're doing for our fun! :goodjob:
 
in CvGameUtils.py, add in this

Code:
			if eUnitClass == gc.getInfoTypeForString('UNITCLASS_ARCHER'):
				iCities = pPlayer.getNumCities()
				if pPlayer.getUnitClassCountPlusMaking(gc.getInfoTypeForString('UNITCLASS_ARCHER')) > ((iCities)*4):
					return True

on line 363. It's between some code about settlers and some code about adepts.

It won't let the AI build more than four archers for each city it has.
 
Is anyone else having a problem with 051 where it just refuses to load? The Civ 4: BtS loading screen comes up, then I get a "Civ 4 has stopped working" message
 
Did you update your BTS to 3.19?
 
Been doing some AI testing and... thought: The Cabalim AI would be a lot better if they didn't hard-beline Feudalism and miss Bronze Working, therefore running around with warriors and scouts for the first 120ish turns if not far more. Moroi are awesome.
 
Been doing some AI testing and... thought: The Cabalim AI would be a lot better if they didn't hard-beline Feudalism and miss Bronze Working, therefore running around with warriors and scouts for the first 120ish turns if not far more. Moroi are awesome.
I see them (at least Flauros) regularly with Moroi (and even Archers). Could be traded of course, but in my three last games I've had Flauros as my neighbour and coming at me with Moroi and Archers (and Scouts) in short order.
 
They trade for that pretty aggressively.
Spoiler :

The Cabalim AI is hard coded to drive forward to Feudalism at the start of the game. They won't stop to grab anything that isn't that path.
if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_CALABIM'):
iTech = gc.getInfoTypeForString('TECH_FEUDALISM')
 
They trade for that pretty aggressively.
Spoiler :

The Cabalim AI is hard coded to drive forward to Feudalism at the start of the game. They won't stop to grab anything that isn't that path.
if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_CALABIM'):
iTech = gc.getInfoTypeForString('TECH_FEUDALISM')

If you want to edit this to make them get bronze working first, and then rush feudalism, I'll be hapy to include that. They have a UU there for a reason so it'd be best for them to use it.


Also, where is this code? I'd like to have a look through there.
 
You can do a lot of really neat stuff with that field. I've got the AI actually researching the water techs, and sometimes it even founds or attacks stuff on other continents now.

But it's really sketchy. Wish I could make them do it ala normal civ instead of just halfheartedly throwing up a settler or one boat full of units.

And yeah, Bronze working first would probably do a lot for their survivability and offensive game while they're going all the way to Feud. The code just becomes

Code:
		if pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_CALABIM'):
			iTech = gc.getInfoTypeForString('TECH_BRONZE_WORKING')
			if eTeam.isHasTech(iTech) == True:
				iTech = gc.getInfoTypeForString('TECH_FEUDALISM')
 
I just noticed the new FFH patch had gone live. With lots of pretty new art.
I've already committed the merging. New elohim and balseraph art wll be in FF patch C
 
It's kind of vague. The only possible issue I can see is:
I'm having some trouble with the new art for Elohim. Even though I added all the art in the correct directory, changed all the artdefines to point to it and changed the UnitArtStyle file, the new art still don't show up. Specifically, the new models don't; the new buttons do!

There's nothing to change in the artdefines, only to add new ones. I didn't modify anything existing.

What exactly do you mean by "new models don't show up" ?

1. The old art is still there.
2. The units are red blobs
3. The units are invisible


1. would be a problem with the artstyletypeinfos. You probably messed up there.
2. Would be a problem with the nifs themselves, you put them in the wrong place
3. Would perhaps be a hardware or configuration issue on your machine

I've tested it in FF, and it worked perfectly for me. So there's definitely not a problem with the models themselves.
 
Well, many artdefines were already there in Orbis. So I overwrote them with the new FFH ones.

I mean the 3) of your list. Invisible units. The issue is that we're at least three to have noticed the invisibility of these units.

I'm not sure replacing the Orbis' art defines with the new FFH's one would cause any issue but I guess I'm only left with trying to put them without overwriting the others (which I will remove).
 
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