Fall Further - Download and Current Changelog

Well, when it comes to this code, I'm sitting on my butt :) Wrapped up with school for a while here, so haven't done any work. I suspect Vehem is similarly swamped and just hasn't had time to pack up what we have so far to send out.
 
Where would I go to disable the hell terrain under Bradeline's well? It doesn't appear to be part of the unique improvements XML.
 
Where would I go to disable the hell terrain under Bradeline's well? It doesn't appear to be part of the unique improvements XML.

Civ4improvementinfos.xml

Delete from the entry for the well:
<iBasePlotCounterModify>70</iBasePlotCounterModify>

Repeat for well (explored) and well (purified).
 
We had issues before I invented that field, but I did that right as I was running out of time for modding, so it wasn't tested ultra-extensively like I normally try to. So please provide feedback if disabling it helps you with stability at all. It really shouldn't be an issue, but there could be some things which I overlooked. I had to get... inventive... when I designed how that stuff works so that it did what I wanted it to do.
 
...but I did that right as I was running out of time for modding, so it wasn't tested ultra-extensively like I normally try to.

As I said about Kael recently, "How DARE you try to have a life outside of modding!" :crazyeye:

I can see why a lot of people still like PC games over xBox and the like; we can badger the modders like impatient toddlers screaming for the new sugary cereal we want! :p Of course I don't think you guys get half the credit you should. In fact, I was thinking that while looking through the latest issue of PC Gamer. I mean [civ4] is still listed as one of the most popular PC games and it's people like you that keep it fresh. I mean I haven't played 'regular' [civ4] since I found FfH/FF/Orbis and Rise of Mankind. Considering how so many games like single person shooters end when you run out of levels, the work you guys do makes each game seem new.

Hell, lately you guys have been coming out with so much stuff it's been hard to keep track of what is what. I mean (for example) I played a base FfH game because I wanted to play then Clan of Embers (which isn't a Civ I usually play)...well let's just say the last time I played them, they still razed cities they took! So again, all of you guys should get a lot more attention from the gaming community than you do.

I'll make sure to send you guys a big monetary bonus after I win the Lottery or invent Cold Fusion. :worship:
 
A compilation of recent tweaking and fixes - nothing too earth shattering here, but hopefully an improvement in terms of stability (Xienwolf is still looking at that as well).

Patch H
Will break save games.
1.Low memory fallback routine for terrain updates fixed.
2.Added recent FlavourMod features (forest lock softening etc).
3.Maintenance reduction buildings display the actual gold saved by construction.
4.Lair exploration results are generally validated against the unit exploring.
5.Cannot add immortal units to Flesh Golems.
6.Archos use Shaman (no Mage Guild required) instead of Mage Guild.
7.All Unique techs are now ERA_END, preventing them from being given in appropriately in advanced starts.
8.Scions visiting the Remnants of Patria will find a number of supplies rather than a Great Artist.
9.Barbarian stacks more prone to attacking cities.
10.Lair exploration results are generally validated against the unit exploring.
11.Equipment promotions are generally validated against the unit using them.
12.Ranged combat less dominated by combat strengths and includes a random element.
13.Ranged combat grants a small amount of XP (% can be modified using Global define XML).
14.General bug hunting and fixing.
15.Some stability improvements, still a work in progress (next version possibly includes a partial rewrite of some features to help with this).
16.Religious-warrior units (Paladin, Eidolon, Crusaders, Paramanders, Revenants) gain access exclusive equipment promotions.
17.Added minCitiesConquered, minNumberVassals, fullCiv, minorCiv, isSovereign, isVassal, isColony, femaleLeader, prereqLeader as prereqs for state names.
18.Added "Colony" and "Horde" as State Names.
19.Added ability to track the number of cities that have been conquered by a player in the DLL (may have other uses later, especially for other modders).
20.General bug hunting and fixing.
21.Some stability improvements, still a work in progress (next version possibly includes a partial rewrite of some features to help with this).
22.Scions spawn rate scales better with map size.
23.Mercenaries and Nilhorn Giants are no longer undead if acquired by Scions.
24.Link between luxury resources and awakened spawn rate tweaked.
25.Alcinus' Keep Death add-on only provides 1 death mana and now grants +2 XP for adepts.
26.Alcinus' Keep Ice add on replaced by Metamagic add on.
27.Schola Furio loses health/happy penalties, gains +4 beakers.
28.Fix for OoS due to Scions capital being founded.
29.Minor tweaks to Scions spells (Balefire, Draw Strength, Weird Wrack).
30.Tweaks to Barbarian logic.
31. True Pilgrims removed.
32. Hammer bonus for Reborn from Open Borders. (up to +25). "God King" counts as an open border.
33. Number of luxuries giving a spawning bonus increased, size of bonus decreased for most. (See Gaining Population entry in "Concepts.") Reborn also have more, and smaller, discounts.
34. Hammer bonus for Necropolis, Open Borders show up as buildings.
 
Oooh, shiny Fall Further patch is shiny.
Awesome! Only one question - before I start merging everything - is <TempUnitCombat> fixed to work, or do I need to keep my work-arounds?
 
Sorry, should have made special mention: A few Scion things I don't want sandbagging people.

31. True Pilgrims removed.
32. Hammer bonus for Reborn from Open Borders. (up to +25). "God King" counts as an open border.
33. Number of luxuries giving a spawning bonus increased, size of bonus decreased for most. (See Gaining Population entry in "Concepts.") Reborn also have more, and smaller, discounts.
34. Hammer bonus for Necropolis, Open Borders show up as buildings.
EDIT:
35. Reborn creation-from-combat by Scion priest units (Legate, Doomsayer, Doomgiver) now based largely on the priest's level. Priests without Command will sometimes get a basic combat unit (Warrior, Velite, or Archer) rather than a Reborn.
 
Don't forget to mention the new way the Scion Priest turning seems to work...
 
this post is not here >_>
 
Can some1 please help me?

I just installed Fall Further, and i was very excited to play, but when I try to start a new game, after loading a window pops up saying: "videos are not installed correctly", and it immediatly puts me back to the desktop :(

Can someone please give me a hint how to fix this?
 
Patch H

4.Lair exploration results are generally validated against the unit exploring.
10.Lair exploration results are generally validated against the unit exploring.

14.General bug hunting and fixing.
20.General bug hunting and fixing.

15.Some stability improvements, still a work in progress (next version possibly includes a partial rewrite of some features to help with this).
21.Some stability improvements, still a work in progress (next version possibly includes a partial rewrite of some features to help with this).

...Am I missing something here or are you making this list seem longer than it really is? :p
 
...Am I missing something here or are you making this list seem longer than it really is? :p

Propably a merge of different submissions during the time he was too busy to maintain the mod...;)

Maybe we just did a lot of bug fixing and stability issues :P

====

(I just reordered the changelog a little whilst compiling it and must have "Copied" rather than "Cut")
 
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