Fall Further Plus

now that version e wont be released for some time: could u tell me how to stop trolls from spawning before hunting is researched as it was intended? would do it myself then but im no modder (yet)

ty

Easiest way would be to go to Assets/xml/civilizations/civ4civinfos, search for "Orc", change the entry for unitclass_hunter from troll to "UNIT_LIZARDMAN"
 
I'll answer all posts in detail later(no wifi, using a phone), but the best way to stop trolls, without either nerfing the Jotnar or doing alot of work(which Vermicious is already doing), would be to go into civinfos, go to the savages, and find UNITCLASS_HUNTER and change it to whatever the lizard hunter is called.... check the Clan to find out. @Sarisin- I'll have to check on the research, but Xienwolf set it so if you are at peace with a barb civ, they'll spawn in your borders.
 
Two things:

1. First game as Mechanos. I have been using my Adeptus to spread my religion allover the world. Am I correct in reading that each time I spread it to another city my Research should increase by +2? If so, then Houston we have a problem. I have spread it to at least a dozen cities without that Research budging.

Stupid quseation, but have to ask, do you have the Steamworks yet? If you don't any tech. I just played a Mechonos game, and got 1 beaker per city with Ordo, listed on the Steamworks building it self.
 
oh gawd, it is spreading...any ETA on civfanatics Plus?

edit: oh yeah, g'luck
 
No idea, was just a request. Honestly I'd be happy with just a modmodders forum, as half the FF posts are about either mods or potential mods haha. Only reason I'd like my own nested within it is this thread has gotten a bit... unwieldy.

Naw I meant when are you releasing CivFanaticsPlus.
 
I already made the base changes while I was jerking around last night (was taking a break from entering Jotnar text keys). Added upgrade versions would be pretty easy...


What are your feelings on spawn chance? 1 in 10,000 seems very low. You are basically looking at it happening once or twice a game, maybe. I think at that level it functions more as an additional minor event than a predictable feature of the improvement.

I tried 1 in 1000 on the yurt upgrade...that seems a little too common.

If it's set up with upgrades, start at 10000 and work down to maybe 2 or 3000. Alternatively, set up like I'm going to do the Yurt with it upgrading to a clone of itself that has an onbuild check, giving it a high chance to spawn an animal for the Doviello only (and potentially your Frost Giant leader... :p), and then have it rapidly revert. Say 100 or so turns to get there, and then 1 to get back... then repeat.

I found a bug. I was playing the amurites on prince difficulty and teched up to Adepts. When I gave him Metamagic I and used the floating eye, I tried to explore with it but that's when my game crashed. Any ideas?

Same bug as the hawk, explore causes a CTD.

Can it made so that the Jotnar units are UU"s? As is, Father Kasingas can only train warriors and their UU's as the Jotnar can't build units like Mimics. Their goes my plans to have armies of mimics and such as fodder.:(

Vermicious is working on that... Think he's done, actually. :lol: Also made some other changes... ;)

Oh, and when the Jotnar are in the game, ALL captured cities get a Jotnar Staeding added to it, even if the Jotnar never owned it. I reperted this in the main FF bug thread, but it was never logged.

I'll check it, going to be a python issue.

Valkrion, I have a Civopedia Idea for Tyr-The other amurite minor leader, and I want to know which idea you want to follow: A) That she was a mage from the Elohim who left/was baished for her reckless usage and dvelopment of magical might, or B) That she was, as intended, an amurite student who lost her child in the Cave Trials.

A) Matchers her Great Person Quote, while B) matches what I'm pretty sure the first draft of Kylorin's Lecacy had in mind.

I'd prefer to leave the lore alone, so go with B. Can easily change the quote.

I got a CTD in my previous game and one in this game that I think was caused by the same thing. Unfortunately, it is not one of those you can reproduce or post a saved game on.

It happened in FF+, but I think you would get it in FF too.

You have an HN Giant Spider attacking defenders in a city. Along comes a couple of barb Warrior units and they occupy the same tile as your Spider.

You attack and kill a defender. It seems like you might hear the noise you get when you get a Baby Spider from the combat, but instead you get the CTD.

It seems whenever you get the Baby Spider it is created on the same tile as your Giant Spider. However, apparently that cannot happen with the barb Warriors there - and, you get a CTD.

I've never seen a Baby Spider spawn as a result of combat on any tile other than the same one as the Giant Spider that spawned it.

Would this be causing CTDs?

Along the same lines, if I attack a Worker belonging to that civ, I can capture the Worker with the Baby Spider, but the Giant Spider just kills the Worker. Both spiders are HN. Are both stealth/invisible or not? It would seem they are, but then why the possible CTD?

No idea about the worker, but you're right about what's causing the CTD I believe.

some things that may have been adressed already or are FF relevant, but I use FF+ so I suppose it has to be posted here. sorry if some things are redundant.

Infernal
-the civilopedia should mention that you need to build the ritual 'demon pact' for to activate them. now I know it. but for everyone new to FF(+) it would be helpful.
-is it intended that they can't build ritualists etc.?
-playing the Recon Leader (exp/min) with 11 :strength: with M. (sp?) I had peace with Bhall, but not with Agares (I could attack demons, even though they could not attack me back), I was still allied with Agares and won the game together with him.
-is hyborems whisper still in?
-I started with 2 Champions instead of sect of flies. (long before I researched iron working, which was a bit destructive to my opponents..)

Mercurian
-They die the turn they are "summoned". I've re-built them with worldbuilder, and gave them the city where I've built the Mercurian Gate. After that I was able to re-build the wonder ("3 left").

Great Commander
-is a red blop.

Mechanos
-their religion is found the first turn, is this intended? I was under the impression it would be available with steam engine, but I could be wrong, of course.

Scions
- I suppose that's correct, but still, I'm not sure: If playing as Korinna, you don't get the Lady as a Unit - but you get the emperoer as a unit - and vice versa?
- when conquering many cities, do you still get new "settler"-people or are the new cities (their population) taken in account of the calculation?
- if you don't play the scions, the event with the king of death is a bit annoying. a bit too frequently. and if you do play the scions it's quite devastating after a while.

-Malakim+
-the oasis is very difficult to produce, escpecially if there are many rivers (flood plains everywhere), or with wild mana enabled, and/or many mushrooms flipping up.
maybe 4 tiles next from the next one instead of 5 would be enough? or leave it at 5 but maybe to let them be built even if there is another resource nearby?
- camels seem to not show up sometimes (with erebus_continents 2.0)

I appologize for all the spelling errors ;)

I'm thinking of removing the Infernal and Mercurian minor leaders... Causing quite a few problems.

Commander art is known, I just haven't been able to fix it.

The Ordo Machinarum is meant to be founded immediately upon settling your capital, yes. I set it to be founded at Steam Power because you must follow the religion to research it in the first place... If I don't set a tech, and the Mechanos aren't in game, it will be founded by a random civ after a few turns.

For the Scions, Korinna is a hero for the Emperor and the Emperor is a hero for Korinna. They don't get themselves. :lol: The event can't be helped, although the D'tesh have an option there as well now and I'd like to add one for the Sidar. And with the Awakened spawning, if you conquer too many cities you'll be put over the population limit, and no more will be spawned unless you go back under. Have to resort to building Reborn.

For the Malakim, Oases are meant to be difficult. If I make it less than 5 squares, you have the potential for two in a city... Which I don't want. It annoys me that I can't change the feature on top of an improvement though... Gonna look into that. And Camels aren't meant to be too common.. In a map without much desert you won't find many, if any.

Naw I meant when are you releasing CivFanaticsPlus.

Haha oh. Yeah, that one I doubt. :lol:
 
If it's set up with upgrades, start at 10000 and work down to maybe 2 or 3000. Alternatively, set up like I'm going to do the Yurt with it upgrading to a clone of itself that has an onbuild check, giving it a high chance to spawn an animal for the Doviello only (and potentially your Frost Giant leader... :p), and then have it rapidly revert. Say 100 or so turns to get there, and then 1 to get back... then repeat.

I went with 2500. If you are working 50 tiles and play 500 turns you get 10 resources to pop...that seems pretty reasonable.


[THREAD DERAIL]

I might release that chunk of work as a module...I took a pass at rebalancing the basic improvements. Allowed plantation, camp, pasture, etc... to be built without a resource. Changed yields slightly. Most have a chance to pop resources.

Should (if I balanced it correctly) encourage more varied improvement schemes and discourage improvement spam.

[/THREAD DERAIL]
 
What are the Infernal minor leaders? Is Judecca one of them? I'd kinda like to borrow Judecca as a minor leader for the hippus. (Spiritual, Aggresive) and the portrait art u have for Judecca in the pedia is alot like what I was going for, a-la the "Priest" manga

The Hippus Judecca was born during a string of MP games, where I was highly caffeinated and listening to much nine inch nails very loudly. I lost one game, where I "tried to take on the precept of Arawn" or somthing. (I got killed by lizards and very luckily took my capital back, cause req complete kills was on) so I escaped from the "death" of my civ, and I was suddenly playing very risky, I raided St. Alia of the Knife and lost a close battle. I was quickly defeated by a string of bad luck with the barbs, and became Judecca- as I was aided by Agares to enter the next world (game) with a vengeance, from then on I was to show the flames of hope to the new people of Erebus. For the most part it was obey the Dark Lord or die. Alas, that Judecca game has been in Stasis for a very, very long time. And with the new patch it will be alot harder to continue it. Nontheless, The character Judecca is going to be my favorite hippus leader still.

He is going to need Spiritual, and then one of Tasunke's traits, although I cant decide between aggressive and raider. Probably aggresive actually, as he is aggresively spreading the Faith.
 
Haha, go ahead. I already said you should... Just don't be surprised when the majority of the changes are absorbed, if not the whole thing. ;)

:lol:


No no no, just the improvement changes...not the whole Jotnar thing. That will not work as a module. No way I'm doing an installer. :eek:
 
Even then, I might steal it haha. It's not a bad idea at all... I'd have to look at it, but what are the base yields on the improvements? Might want to consider lowering them, and increasing resource bonuses for them.


Roughly similar...I evened out the resource bonuses slightly.

Cottage line: Starts at +1 hammer (manufacturing) and +1 commerce. Stays split roughly 50/50 as it matures.

Farm: +1 food, +1 w/irrigation. Slight boost.

Pasture: + 1 food, + 1 hammer

Plantation (which, by definition, are cash crops): + 2 commerce

Camp: + 1 food (balances because you can build them on forest)

etc....


Nothing very radical. Just made all of the improvements useful.
 
And with the Awakened spawning, if you conquer too many cities you'll be put over the population limit, and no more will be spawned unless you go back under. Have to resort to building Reborn.
oh I completely forgot about *building* them :lol:

sounds reasonable with the oasis. even though it would be nice if they could be built, if there is another bonus nearby (especially with wild mana enabled), but oh well, nothing too important ;)

I suppose flood plains makes it difficult for the camel to show up. not sure about hills? (rocky terrain)

can the infernal build priest units, if they start with hyborem?
 
@Tasunke- Sorry, missed your post. Yes, that's one of the Infernal minors. If I remove them, I'll make your leader... Want an evil, AV aligned Hippus anyway. If you don't mind, repost it in the Minor Leaders thread... Less likely to be burried. I'll need his personality too... How quickly he goes to war, who he does and does not like, etc. @Gelvan- Yeah, flood plains and hills will prevent camels, same as horses. They can only spawn on flat, non-river tiles. What do you mean about priests?
 
Stupid quseation, but have to ask, do you have the Steamworks yet? If you don't any tech. I just played a Mechonos game, and got 1 beaker per city with Ordo, listed on the Steamworks building it self.

Not a stupid question. I am the stupid one. I thought I used a Great Engineer to build the Steamworks, but after going back and checking...I am the proud owner of a Master Rancher.

Small buttons and failing eyesight are not a good combination. ;)

I got another GE, built Steamworks and it is working fine.

Sorry for the stupidity on my part.
 
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