1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Fall Further - The Original Thread

Discussion in 'Fall Further' started by Vehem, Feb 22, 2008.

  1. Elm

    Elm Warlord

    Joined:
    Aug 20, 2007
    Messages:
    202
    With the latest patch (E) my warrior found a ring of perception, and my scout cannot take it from him. Is there a quick fix I can make in the XML? This is annoying ;) In my previous game, when my unit died, the equipment was dropped, so that is one way to pass it.
     
  2. VSPavlov

    VSPavlov Wizard of the Toast

    Joined:
    Feb 17, 2007
    Messages:
    287
    Location:
    Moscow, Russia
    Just a question (excuse me, if it's stupid); aren't you going to include Broader Alignment into FF one day?..
     
  3. xienwolf

    xienwolf Deity

    Joined:
    Oct 4, 2007
    Messages:
    10,589
    Location:
    Location! Location!
  4. Niley

    Niley Chieftain

    Joined:
    Aug 18, 2008
    Messages:
    77
    Location:
    Poland
    Ugh, I have patch E already... so I'll have to uninstall whole FfH, install the C patch and then I'll be able to run Fall Further?! Aaaargh! :mad:
     
  5. Kinjiru

    Kinjiru Chieftain

    Joined:
    Nov 8, 2001
    Messages:
    74
    As more and more people are finding out about FF (and FFH for that matter) we are getting more posts about version incompatibilities. For future updates, it might not be a bad idea to retain (and link) a copy of the FFH version and patch that the current instance of FF is based on, in the first post.
     
  6. BeefontheBone

    BeefontheBone Windbag of the sea

    Joined:
    Nov 7, 2005
    Messages:
    2,018
    May I step in here and suggest you make Combat II block drill rather than Combat I - otherwise anyone with agressive will have drill blocked for most of their units. IIRC you can get Drill I from somewhere free too, so the reverse might also apply.
     
  7. Elm

    Elm Warlord

    Joined:
    Aug 20, 2007
    Messages:
    202
    I found the problem, and fixed it for myself (after comparing with ORTHUSS_AXE)

    In SPELL_TAKE_RING_OF_PERCEPTION_PROMOTION Change:

    <PyResult>spellTakeEquipmentPromotion(pCaster,'PROMOTION_RING_OF_PERCEPTION')</PyResult>
    <PyRequirement>reqTakeEquipmentPromotion(pCaster,'PROMOTION_RING_OF_PERCEPTION')</PyRequirement>

    To

    <PyResult>spellTakeEquipmentPromotion(pCaster,'EQUIPMENT_RING_OF_PERCEPTION')</PyResult>
    <PyRequirement>reqTakeEquipmentPromotion(pCaster,'EQUIPMENT_RING_OF_PERCEPTION')</PyRequiremnt>

    Need to change for all Marnok's equipment. You need to take equipment, not promotions.
     
  8. Vehem

    Vehem Modmod Monkey

    Joined:
    Nov 22, 2005
    Messages:
    3,219
    Thanks - was going to hunt this one down tomorrow so that's saved me a job. Worst of it is that I actually made that equipment for Marnok when he was first developing the lairs code - so I really should have spotted that.
     
  9. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    Multiple mana-nodes are acting screwy. I like to built up multiple nodes, so I can upgrade all my adepts to mages and instantly have them all with Stoneskin and Maelstrom.

    But in this game, my air mana count keeps disappearing. I should have 3; 1 from palace, and 2 from mana nodes. I noticed a few turns before this save that I only had 2, so I tried pillaging one of the nodes and rebuilding it, and then I went down to 1. I just tried it with the other node, and now it displays zero air mana (though mouseover says one).

    Never noticed this before the current patches.
     

    Attached Files:

  10. xienwolf

    xienwolf Deity

    Joined:
    Oct 4, 2007
    Messages:
    10,589
    Location:
    Location! Location!
  11. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    Ooops...
    I don't recall ever agreeing to that though!

    Must have somehow clicked through by accident :)

    Thanks for the catch.
     
  12. Ahriman

    Ahriman Tyrant

    Joined:
    Jun 8, 2008
    Messages:
    13,266
    Location:
    Washington, DC
    Summon Treant is still bugged though - there's a python error message every time a unit with the summon treant spell is activated.

    File "CvSpellInterface", line 21 in canCast
    File "String", line 0 in ?
    NameError: name 'reqSummonTreant' is not defined.
     
  13. Jhoniten

    Jhoniten Warlord

    Joined:
    Jun 26, 2003
    Messages:
    170
    put this in cvspellinterface file, right after spellsteal section

    Code:
    def reqSummonTreant(caster):
    	pPlot = caster.plot()
    	if (pPlot.getFeatureType() != gc.getInfoTypeForString('FEATURE_FOREST') and pPlot.getFeatureType() != gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT')):
    		return False
    	return True
    that should do it
     
  14. Wyrmhero

    Wyrmhero Dragon-Lord

    Joined:
    Jan 30, 2008
    Messages:
    389
    Location:
    England
    Just played my first FF Elohim game (or started it, at least). A few things to note:

    1) Early exploration was very very difficult. I had trouble making enough free, non-barbarian space to build my third city, due to the pacifist promotion.
    2) I was invunerable. My second city was placed next to Odio's Prison, and I could enter it as many times as I like for a free Sanctuary world spell.
    3) I did not want to destroy the new well place (no AC at that time), so maybe an extra option on these sort of world features allowing you to leave it for now. Maybe the sanctification should require a monk?
    4) An option with all unique features would be a nice addition, I think, even if it does overpower the Elohim a bit. If that goes in, maybe the pilgrimage should be with a monk instead of any unit.
    5) Pacifism hurts your scouts badly. Maybe it shouldn't apply to recon?

    EDIT: Maybe pacifism should decrease a unit's strength when in enemy territory only, or it should give a '- City attack %'...
     
  15. woodelf

    woodelf Bard

    Joined:
    Jun 12, 2003
    Messages:
    15,036
    Location:
    Gallery
    +1

    It's a killer having -1 att early game out in the wild. Your suggestions make more sense.
     
  16. Vehem

    Vehem Modmod Monkey

    Joined:
    Nov 22, 2005
    Messages:
    3,219
    It's fixed in the next patch, but that is unreleased as of yet.

    Did you ever actually reset your worldspell using it? You should be allowed to enter it as often as you like, until the time that you actually use the effect to reset your worldspell. After that, you should no longer get the event when entering (making it a single use event)

    ==

    Regarding Pacifism and exploration - the Elohim should pretty much be exploring rather than attacking creatures in the wild. They're still full strength on defense, so they're not more vulnerable to being attacked by animals/barbarians, just not as good at hunting and destroying them. Removing that effect inside your own borders was necessary to allow a pro-active defense of your improvements and cities against barbarian hordes, but there should be very little to defend in the wild.

    For settling purposes, a settler with a couple of defenders should be sufficient to reach the settling location without needing to attack barbarians en-route (if they attack you, the warriors defending the stack will be defending at full strength and pacifism won't make a difference).

    At the end of the day, Pacifism needs to remain a significant downside as some of the other features of the civ are quite powerful (such as being able to get 5 traits in a particularly lucky game, or easy reuse of the worldspell etc). It will require a change of playstyle during the exploration phase - if you really need to eliminate a certain enemy unit, jump onto an adjacent forest-hill and let it attack you. If a barbarian city settles close to you, you might not be able to destroy it straight away - but you can be fairly sure to put cultural pressure on them - especially as Ethne - so you'll probably win the city over without warfare eventually.
     
  17. Skitters

    Skitters Prince

    Joined:
    Aug 14, 2006
    Messages:
    517
    Location:
    Birmingham, UK
    Hi Vehem, will you likely be updating FF to FFH2 patch e - or will you wait until Kael signals that he is done patching FFH2, or just stick with patch c?

    Like Niley, I've made the mistake of patching to FFH2e before going downloading Fall Further...which is a bit of a bummer 'cos I quite like the look of what you've done with the Elohim and Tolerant!

    Regarding Wyrmhero's comment about the Elohim getting benefits from more/all unique features, perhaps a Monk unit could get XP and a specific promotion relating to the Unique Features it has visited (on the lines of the mutated promotion)? The benefit would then perhaps be that when in an Elohim city, it would provide a culture and/or beaker boost on the lines of the Inspiration spell.

    If somehow the promotions could have a cumulative effect so that perhaps visiting one Feature would have a marginal effect and a real bonus wouldn't be seen until a Monk had the promotion for multiple features.

    Perhaps also the first monk to visit 10 World Features should get a rucksack, a digital camera, and gets to publish the Rough Guide to Erebus...
     
  18. Vehem

    Vehem Modmod Monkey

    Joined:
    Nov 22, 2005
    Messages:
    3,219
    I've been tracking the changes as they were made for Patches D and E - I'll release the Patch E version now (will take a few minutes to bundle all the files and upload).
     
  19. Vehem

    Vehem Modmod Monkey

    Joined:
    Nov 22, 2005
    Messages:
    3,219
    Patch F - Download
    1. Updated to FfH 033 Patch e
    2. Fixed Summon Treant
    3. Fixed Unyielding Order
    4. Fixed Equipment passing for FF Magic Items (thanks Elm)
    5. Reworked MainInterface to track current HUD and Religion settings (reduces overhead slightly - not sure if it will have an impact on the speed - feedback welcomed)
     
  20. woodelf

    woodelf Bard

    Joined:
    Jun 12, 2003
    Messages:
    15,036
    Location:
    Gallery
    Real dumb question Vehem...

    What is the best way to continually update FF when FfH has changes as well.

    Right now I simply rename FF or delete the old version entirely and then rerun the main installer. After that I add the latest patch. Is that the best way or can you put a FfH patch on top of FF and then the FF patch on after that?

    Sorry if this is confusing or moronic.
     

Share This Page