Fall Further - Download and Current Changelog

Man, just updated my mods yesterday, now I've gotta do it all over again... You guys don't make life easy. *grumbles some more* ;)

Ran into the same thing doing the "independent" Scions. They do it on purpose, I'm sure.
 
There's one fix that will knock a couple of seconds off the time between turns (more with large maps, less with small maps) in the latest patch. It may also be slightly more a of reduction on slower machines (depends how long that particular function took in the first place - if it took 10 seconds on your machine, that's 10 seconds you'll be saving now that it's optimized to run only when needed...)

It will still be slower than FfH due to the extra workload, but I'm hoping the DLL profiler will help us do some proper analysis and speed it up some more.

Tarquelne said:
Still sluggish, but for me it made a pretty big difference. (The difference between "Arg! TOO SLOW!" and "Slow.")

Oh good! Any improvement in that area is greatly welcome! Thanks for the info. :goodjob:
 
So, what's a sticky promotion? Something that causes "end turn" hangs? I'm confused.
 
Is there a write up on how archery units work now? With all the ranged attacks, defensive strikes and what not?
 
Ditto. I was sitting down to play Fall Flat as the Usurper, and wham... patch G.

Now to see where I can save time copying data over.

As a question - where/what was the sticky promotion problem? Most of this is an easy transfer, but I don't want to accidentally overwrite the fixed xml file with the broken one.
 
Ah, good. That means I can move XML over :D. I appreciate quick patches, better than waiting with bugs :D.
 
In addition to my first post:
I would like to thank the FF team for this great modmod.
Thank you!
:goodjob:

Also report a very little cosmetic issue in civilopedia:
The new Archery Promotions don't graphically lead to the next level like combat 1 leads to combat 2.
Need to switch Drill in "PromotionPrereq" with Archery in "PromotionPrereqAnd".

Edited:
Just remembered something from my last khazad game: when my units move to a forested tile the python exception pops up saying that "reqCreateBatteringRam" isn't defined. And I can't cast this spell. I looked in SpellInfos.xml in FF and FFH and there is no such requirement in FFH. I think the line with python requirement in spell info should be deleted, because all the conditions are described in xml.
 
In addition to my first post:
I would like to thank the FF team for this great modmod.
Thank you!
:goodjob:

Also report a very little cosmetic issue in civilopedia:
The new Archery Promotions don't graphically lead to the next level like combat 1 leads to combat 2.
Need to switch Drill in "PromotionPrereq" with Archery in "PromotionPrereqAnd".

Edited:
Just remembered something from my last khazad game: when my units move to a forested tile the python exception pops up saying that "reqCreateBatteringRam" isn't defined. And I can't cast this spell. I looked in SpellInfos.xml in FF and FFH and there is no such requirement in FFH. I think the line with python requirement in spell info should be deleted, because all the conditions are described in xml.

Thanks - will get both sorted ready for the next patch :goodjob:

Welcome to the boards :D
 
I'm not sure there is interest in pushing ahead this topic (bear with me for a moment). This is about how religions might have a greater impact on civics, diplomacy, and behavior.

One assumption is that possibly two religions could have an impact on a Civ:
1. Its official State Faith (if any)​
2. The religion that is the most prevalent among its cities (at least more than half the civ's cities).​

Another basic concept is that religions should have basic attributes on how "compatible" they are with each other. The gist is that for each religion there is at least one other diametrically opposed (hated). Religions can also be "Intolerant" of some others.

For example, religions diametrically opposed to each other could be:

1. Good vs. Evil -- the Order vs. Ashen Veil in particular
2. Life vs. Death -- Fellowship of the Leaves vs. Veil
3. Light vs. Darkness -- Empyrean vs. Council of Esus
4. Law vs. Chaos -- the Order vs. Octopus Overlords
5. Above vs. Below -- Fellowship of the Leaves vs. Runes of Kilmorph
(etc?)

Opposing Religions: As demonstrated above, some religions tend to be more exclusive of others by design (the Order, the Fellowship, and Veil each appear twice in the list. There are multiple consequences for making a religion one's State Faith:

1. Civs with opposing State Faiths cannot maintain Open Borders or initiate Trade.
2. There could also be hefty diplomacy penalties between them (defense treaties, permanent alliances, and vassalage may be forbidden).
3. Some State Faith may demand at last one specific civic, while others may/may not be available.
4. Opposed religions existing in the same city would provoke some unhappiness in that city.​

Obviously, an agnostic state would not suffer any of these effects, except that they should not have access to the Religion civic. Agnostic states can be therefore a lot more flexible than Civs with a State Faith, especially one like the Order or the Ashen Veil.

Intolerant Religions: Some religions, if they exist in a city, could make it harder for another to spread there, especially one that is opposed. Here are some additional schemes:

The Order: intolerant of all other religions
Ashen Veil: intolerant of Empyrean
Fellowship: intolerant of the Order
Empyrean: intolerant of Octopus Overlords, Ashen Veil
Council of Esus: intolerant of the Order
Octopus Overlords: intolerant of the Order, Empyrean
Runes of Kilmorph: none.

Majority Religions: Depending on the religion most prevalent in a Civ, that civ might benefit from a modified set of bonuses/penalties from its chosen civics. Majority Religion may not necessarily be its State Faith.

One event that could be added is Religious Unrest -- which could result in a few population points lost and some religions getting suppressed in the affected cities. This could happen especially if a foreign religion starts spreading among one's cities. The point is that it could make the State Faith a minority religion if the player does not take action when earlier symptoms manifest themselves. There could also be Quest-style events for Civs picking the Religion civic, demanding that the State Faith be spread to a certain number of foreign cities in exchange for an religious-based reward.

By the way. . . why aren't there any Quest-type events in FfH and FF???

General Character: Some religions could also be more appropriate for certain civs (easier to research, more attractive for the AI, or providing yet more bonuses/penalties). This may change during the game if a Civ's profile changes. For example:

The Order: any large empire (need laws and stability to function).
Ashen Veil: any Civ that values the dark arts, scientific knowledge at any cost, magic.
Fellowship: elvenkind of course, and any Civ that honors nature, the "World Above," organic life, the elements of air and water, etc.
Empyrean: any civ that values Honor Above All.
Council of Esus: any civ that values Pragmatism Above All (rather than honor-based values).
Octopus Overlords: powers wanting to explore, trade, change and adapt, or grow quickly (barbarian empires, sea-faring traders for example)
Runes of Kilmorph: dwarvenkind naturally, or any Civ that honors wealth, the "world below," inorganic objects (stone and steel), the elements of earth and fire, etc.

Small or Primitive Civs (early in game) might favor religions like Fellowship, Octopus, and Runes. Other religion choices might be more attractive/useful later in the game, based on a Civ's actual size, alignment, geographic location (frequency of ports for example), general wealth, etc -- compared with other Civs in play at the time and other existing circumstances. This is to make sure that Civs don't end up playing the same way in every game. That sounds pretty vague (sorry), but I think it's important.

The benefits of switching religions later in the game ought to be more attractive than they are now. Few players want to give up their religious heroes and associated unique units, and therefore stick to their old religion, especially if they have its Holy City. But I could see a player wanting to switch religions at some point and actually come ahead despite the loss of heroes and such. Right now, the penalty of switching religions seems to exceed any gains.

Although I think they are logical in a general sense, I'm not sure the above ideas are welcome, or even practical given the present processing "workload" of all other features available in FF (let alone the additional new coding needed for something like that). These are just "pet thoughts" I wanted to toss on the forum. :D
 
Regarding religions, I just wish there were more than there are now.

I find myself being drawn to Agnostic civs/leaders just so I'm not shoehorned into making a choice for religion. Some civs, like the Sheiam and Lanun, are designed for certain religions, in those cases AV and OO. Then some races don't really have anything that fits them - it's part of the reason for example, the Order Calabim are so popular... AV? No, the apocalypse kinda does damage to your food supply. OO? The Calabim are way too structured and mired in aristocratic history to want to encourage localized insanity. Esus is the closest thing, and that's only if you imagine sneaky vamps from the shadows as opposed to a blizkreig of city-comping doom.

Honestly, if you look at Fall Further, a lot of the time Agnostic really means "has a religion that doesn't show up in the Religious Advisor screen" as opposed to the Grigory and "really do have no religion."

Archos? Religion of Big Queen Spider
Cualli? Shadow PRIEST of Agruonn. Nuff said.
Illians? Auric Ascended - does as say on tin.
Kahdi - Serves Oghma (wrong or right, that's his intent.)
Mazatl? More lizard-people gods.
Scions of Patria? The biggest personality cult ever.
 
I'd like to have the white hand as a real religion, so that the doviello can adopt it and ally with the illians to bring back the cold :D
 
Long-time FfH and FF player and board lurker, first-time poster.


Also, I seem to be getting a repeated CtD the second time I try to start a game.

i.e., start up Fall Further, start a game. Exit to menu, try to start a new game, CtD. Seems to also happen when loading a save.

EDIT: And now I'm getting frequent CtDs, for no apparent reason. Which is actually quite odd for me, I also never suffer them, especially not early game.

I'm also getting frequent CtDs whenever loading a save game, during play, with patch G. It's every time, basically. Also getting random crashes while playing that I can't pinpoint. It should be noted that I am also getting crashes with FfH patch t. Have never had problems crashing before.

Civ choice does not seem to matter. Have used Ljolsalfar, Sheim, Dural, all with the same result. Options I'm using are: living world, wildlands, raging barbs, all unique features, flexible difficulty starting at monarch, and random seed on reload. Erebus style map, 50% less peaks.

If there is any other info you need please let the noob know.

Absolutely love this mod, although it's not very conducive to getting anything done!
 
Getting the same CtD's as the above posters.

Performance seems to have increased qutie a bit =) the game is definately playable now. It can still get pretty painful with 6-7 AI by turn ~150/200 though.
 
Not only am I getting lots of CtD's, I'm also having trouble with moving a unit and then not having their turn 'end' and having to click on another unit to get the cursor to go to the new unit.

Got an almost immediate CtD playing the Austrin on turn 6 or so. Plus, each time I install a new patch, I've been doing the whole "Play Now!" to clear out any odd stuff. So far, no joy. :(
 
While the latter is true for me, the CTDs aren't affecting me as much as the others here. Very weird.
 
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