Fall Further - The Original Thread

Ah, buggerific. I hadn't tried it at all myself :( Sorry bout that one.

Shouldn't take too much longer for a C compliant version though, I'd venture 10 hours or so if Vehem happens to be on when I wake up. Quicker if he merges the DLL while I am asleep ;)
 
a very interesting bug:

As Austrin, i cast my world spell tempest so i could invade my allies the ljosalfar who had the fellowship holy city, which i wanted. i had 5 cities and got a VERY nice ammount of air elementals. so i moved as many as i could to the ljosalfar lines and declared war.

the next turn, the ljosalfar cast their worldspell, march of the trees, which i had conveniently forgotten about. their entire land was ancient forest, but after they cast it, all ancient forests turned to new forests (which i know is meant to happen... BUT there were NO tree ents spawned, at all. AND on top of that ALL my air elementals vanished, even if they had 5 turns left on their duration and were on the opposite side of my empire to the ljosalfar. to make matters even more strange, ALL my units were booted back into my territory... surely none of this was meant to happen???
 
PL, you are on an old patch (or the fix is for next patch... can't remember). I broke the code initially for 42 though so that all units with a duration would die instantly upon processing a turn (so start of next turn for units acquired by Worldspell/Python, and instantly upon summoning if by normal spell).

Jhoniten: We changed that field to work as a Float, but only in the DLL, so whatever is entered is divided by 100 when the game uses it. So 100 = 1 (50 = 0.5)
 
caught that myself, after i posted. I was hoping noone saw that. Teach me to post while half asleep
 
Does the attitude modification from winning/losing Somnium actually work???

I finally won a game against the orc leader Jonas Whatsit, but the attitude displayed seemed unchanged.. :(
 
I've found it doesn't, Dragonlord. Which reminds me... The 'city X will become unhappy next turn' is always said, even if the city is not set to grow next turn.
 
about somnium: at least in normal FFH you only get an attitude change if you bet your pride.
 
ahhh i didnt notice the new patch xien :) thanks. but that still dosnt explain why my troops were booted out of the ljosalfar borders :confused:

Not sure where the confusion is - unless you were Council of Esus or had another reason *not* to be booted out - that's default behaviour if war is declard. Also, if you were stood on their forests when the treants spawn, you would most likely be kicked to a free square, possibly in your territory.

Does the attitude modification from winning/losing Somnium actually work???

I finally won a game against the orc leader Jonas Whatsit, but the attitude displayed seemed unchanged.. :(

about somnium: at least in normal FFH you only get an attitude change if you bet your pride.

Betting Pride does seem to modify diplomacy correctly - the other option doesn't have any impact on diplomacy at all, but can be used every (or multiple times per) turn.
 
Not sure where the confusion is - unless you were Council of Esus or had another reason *not* to be booted out - that's default behaviour if war is declard. Also, if you were stood on their forests when the treants spawn, you would most likely be kicked to a free square, possibly in your territory.

i was already at war when my units were in their borders, i guess it must have been the tree ents spawning which booted my guys. no matter, i still wiped the floor with those pointy eard gits :)
 
oh, and while im thinking about it can we get the unique feature changes from orbi mod accross to FF? the standing stones providing nature rather than earth and the new underworld pass feature which gives earth mana would be nice :p
 
oh, and while im thinking about it can we get the unique feature changes from orbi mod accross to FF? the standing stones providing nature rather than earth and the new underworld pass feature which gives earth mana would be nice :p

I kinda did something almost the same already. Standing stones give Nature mana, Mount Kalshekk gives Earth mana (the mountain/volcano in which the Mazatl sheltered in the Age of Ice - Kalshekk = Kilmorph hence Earth Mana rather than Fire...).

I also have a plan for "Bradeline's Well" as an Entropy mana source and minor demon spawning location - just short of artwork for it at the moment.
 
oh, and while im thinking about it can we get the unique feature changes from orbi mod accross to FF? the standing stones providing nature rather than earth and the new underworld pass feature which gives earth mana would be nice :p

awsome :) thats a good subsitute then :D do you need unique art for mount kalshekk? a more jungle themed volcano?

Did that one myself - Jhoniten pointed out HRochland's new Volcano which I've substituted in for the default Volcano, and then added some of the Deep Jungle terrain to the nif to make Mount Kalshekk.

===

Not sure yet how to handle Bradelines Well though. As I understand it - it's pretty much a hole in the ground where Meshabber broke through - a portal to Hell that was never fully closed. A crater-style graphic might work nicely, but I haven't found anything like that so far. Fancy taking a shot at it? :mischief:
 
yeh ive actually been thinking about that myself :p

have you ever played age of mythology? there is a mythical norse well which is a portal to the underworld aswell, looks very cool. id be tempted to make something along those lines, but dont know how to make the mist animate
 
yeh ive actually been thinking about that myself :p

have you ever played age of mythology? there is a mythical norse well which is a portal to the underworld aswell, looks very cool. id be tempted to make something along those lines, but dont know how to make the mist animate

I haven't played AoM, but that does sound about perfect - might even have been part of the inspiration for Bradeline's given how much Norse Mythology can be found in FfH anyway...

Regarding the mist - not sure myself, but if you do the base model someone with a bit more model editing knowledge than I may jump in with the solution :D

Zakouski said:
Hello,

I'm new to this mod ; I have FFH2 .33b installed, downloaded your 0.42 version + patch A, and when I begin play i do not have any interface showing up. What am I doing wrong ? Thanks !

Edit : I have also installed the "patch b" fir FFH2 0.33 (http://forums.civfanatics.com/showthread.php?t=287291)

Sounds like a Python problem - can you first confirm that your install order was:

1. Fall from Heaven 033
2. Fall from Heaven 033 Patch B
3. Fall Further 042
4. Fall Further 042 Patch A

The most common cause of problems like this is having a patch installed in the wrong order.
 
Back
Top Bottom