Fall Further - Download and Current Changelog

As currently implemented, the penalty woks via an autoaquire promotion.

Prereqs.

UNITCOMBAT_ARCHERY
Forest or Ancient Forest or Jungle on tile

suffice to say, implementing a terrain specifc exemption into this system is not simple. best option seem to be multiple instances of the promotion (which requires multple exemptions for woodsman,etc)

Have another effect promotion that requires Archer, Lizardman and Jungle and blocks this promotion. Wouldn't that do it?
 
suffice to say, implementing a terrain specifc exemption into this system is not simple.

An autoaquire promotion that requires jungle and Lizardman (or whatever). That promotion in turn prevents the Short Sight promotion (or whatever the no ranged attack promotion is called).
 
Add to PROMOTION_LIZARDMAN:

<PromotionImmune1>PROMOTION_THING</PromotionImmune1>

imo.

Javelin throwers are weak enough as it is.
 
My little opinion...

Make forests and jungles provide additional def bonuses against ranged units. That sounds more true to life anyways.
 
yea, giving a defense vs archer units or ranged attacks while in forest or jungle makes more sense, than simply making archers weaker.

Or additionally. Either way though, javellins really need not be thusly penalized. In addition, blowguns by definition are probably more effective in the jungle xD ... so yea, lizzies need not have their ranged units weakened.
 
I'm fine with the way it is as long as the lizardmen are safe in their own jungles.

The Javelins, I'm also fine with but realize they already get Skirmisher and a bigger attack buff - so they're already different from standard archer units.
 
Time to start up our weekend game ... any forcast for C this weekend?
 
You need to un-nerf Sacrifice the weak, or at least leave it less nerfed somehow (like immunity to blight, fire unhealth, ect) (or removal of the base 4 unhealth)

Anyone that wishes to tell Sac the Weak success stories vs another religion/civic choice under similar circumstances, please come forth. (and I mean population growth, not military victory)
 
Yeah, even as the Calabim I don't look at Sac the Weak and go "Yeah, that's a good choice." I just run agrarianism and farm out the tiles around a few cities for feeding cities and move on with my life. STW is nothing compared to Social Order or Guardian of Nature, now. Both it and the Arete civic could use some help. Especially Arete, since it tries to compete with the awesome Caste System civic.
 
How do I tell what patch I have installed?
 
any voice from the creators/ modmodders as to the Sacrifice the Weak civic?
 
Fantastic MOD!

Sorry for this stupid question:

First page says FF is now independent from FFH2. Does this mean I don't need to install FFH2 at all? What things do I "loose" when not installing FFH2.
 
Fantastic MOD!

Sorry for this stupid question:

First page says FF is now independent from FFH2. Does this mean I don't need to install FFH2 at all? What things do I "loose" when not installing FFH2.

AFAIK,the only thing you might care to get is the FFH media pack, and copy the files from that into FF. I don't think we have those integrated. IT just adds short wonder movies.

everything else is entirely independant. The main FFH download is not needed at all.
 
AFAIK,the only thing you might care to get is the FFH media pack, and copy the files from that into FF. I don't think we have those integrated. IT just adds short wonder movies.

How do we do that? It's an auto installer, so there's no easy way to tell what files and where they are.
 
rename the FfH directory (add a 1 at the end or something simple), install media pack (it will create a new FfH directory of proper name), copy contents of FfH directory to FF, delete media pack created FfH folder, restore proper name of FfH real folder
 
that's some great news. by major issue you mean, for example, the onunitkilled function and the elves building stuff incredibly slow in forests got fixed?

I'm also very curious about the new scion worldspell.
 
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