Fall Further - The Original Thread

good question, i been doing same as you recreating the whole thing from scratch. Keep FFH patched up, rename FF, Copy it entirely into new FF, then rerun FF installer and patches. Seems like a lot of work.
 
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.

The guaranteed way is to do what you're doing at the moment. In a lot of cases though, you can just install the FF patch and it will include all the updates of the FfH patches too.

After the original installation (where the files are copied) FF no longer relies on any of the FfH content - it should still work fine if the original mod is deleted and also won't be effected at all by the FfH patches that you add. The only time that the FfH content is copied across is during a main version install (040, 041, 042 etc). The patches for 042 have included the FfH patches.
 
while playing sarisin's save game for FFH i ran into a python error. Since this was not what i was actually looking for while doing that game. I just looked at it and went on.
it dealt with reqcommanderjoin in cvspellinterface, said pplot not defined. Looking at the section in FFH mod it is very different from yours. This would not be an issue I have run into in FF though. Just informational in case you want to check it.
 
while playing sarisin's save game for FFH i ran into a python error. Since this was not what i was actually looking for while doing that game. I just looked at it and went on.
it dealt with reqcommanderjoin in cvspellinterface, said pplot not defined. Looking at the section in FFH mod it is very different from yours. This would not be an issue I have run into in FF though. Just informational in case you want to check it.

Kael fixed this one in Patch E, it's included in FF042 Patch F.

Code:
def reqCommanderJoin(caster):
	pPlayer = gc.getPlayer(caster.getOwner())
[color=green]+	pPlot = caster.plot()[/color]
	if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_GREAT_COMMANDER')):
		return False
 
hey Vehem, great work on the new patch, and patch G looks promising also, I love windmills and watermills :D

btw, did you take a look at how hippus' stables are working right now? they should have been deleted in 042 IIRC, but in my last game I could build them and I needed them for horseman. svartalfar's hunting lodges may have the same issue but I'm not sure, I'll check.
 
[to_xp]Gekko;7181784 said:
hey Vehem, great work on the new patch, and patch G looks promising also, I love windmills and watermills :D

btw, did you take a look at how hippus' stables are working right now? they should have been deleted in 042 IIRC, but in my last game I could build them and I needed them for horseman. svartalfar's hunting lodges may have the same issue but I'm not sure, I'll check.

I think the Hippus stable is acting pretty much exactly the same as a normal stable at the moment. Should have been removed, but isn't doing any harm at the moment. I'll either pull it out or reassign it's effect in the next patch.

(all it does is re-add the Horselord promotion to mounted units, which should already have it - otherwise it's just a stable).
 
I believe that FF is relatively independent of FfH. When you first install FF it copies the FfH folder and makes the needed changes, and then FF doesn't need FfH anymore. Most of the files that a FfH patch changes would be overwritten by FF anyway, so reinstalling wouldn't do much. Whenever a FfH patch is released its contents make it into the next FF patch.
 
There's a problem with infernal grimoire -- Python exception when I click on it. When I cast "take the item", I get multiple copies of the grimoire.
 
There's a problem with infernal grimoire -- Python exception when I click on it. When I cast "take the item", I get multiple copies of the grimoire.

I've just checked this with Patch F and can't reproduce the problem. There was an issue in an earlier version of FfH033 that was shared by FF042 regarding the Infernal Grimoire, but this was resolved in a FF patch once the base mod was patched.

Tests performed:
Selecting unit form of Infernal Grimoire
Picking up item
Passing item to other unit in tile
Dropping item by disbanding the carrying unit​

Did you have the latest patch (or at least Patch E)?
 
No, I'm still on FF patch b (I didn't want to break my save with the later patches).

The exception was:
Spoiler :
File "CvSpellInterface", line 16, in cast

File "<string>", line 0, in ?

File "CvSpellInterface", line 2562, in spellTakeEquipmentBuilding

AttributeError: 'NoneType' object has no attribute 'getBuildings'
ERR: Python function cast failed, module CvSpellInterface


Was this handled in a later patch?
 
I think the Hippus stable is acting pretty much exactly the same as a normal stable at the moment. Should have been removed, but isn't doing any harm at the moment. I'll either pull it out or reassign it's effect in the next patch.

(all it does is re-add the Horselord promotion to mounted units, which should already have it - otherwise it's just a stable).

yeah, it's not like it's an annoying bug or something, it's just that in the 042 initial release info there was this line : "7. Hippus Stable removed (original reason is gone and no need for a further boost)." , so it's pretty strange when you notice you can still build them. :D
btw, if they were removed that would mean hippus would be able to train horsemen without building a ranch first, right? it kinda makes sense imho.
 
No, I'm still on FF patch b (I didn't want to break my save with the later patches).

The exception was:
Spoiler :
File "CvSpellInterface", line 16, in cast

File "<string>", line 0, in ?

File "CvSpellInterface", line 2562, in spellTakeEquipmentBuilding

AttributeError: 'NoneType' object has no attribute 'getBuildings'
ERR: Python function cast failed, module CvSpellInterface


Was this handled in a later patch?

Sounds like it. I'd assume the "NoneType" object was returned because it couldn't find "EQUIPMENT_INFERNAL_BRIMOIRE" (Kael's original typo). Try it again with the latest patch once you've finished your game and let me know if there's still a problem?
 
OK -- will do. Which file has the typo by the way?

Assets\XML\Units\Civ4SpellInfos.xml under the entry "SPELL_TAKE_INFERNAL_GRIMOIRE_BUILDING", the PyResult has "EQUIPMENT_INFERNAL_BRIMOIRE". I'm not sure if changing it mid-game will resolve the issue, but it's worth a try.
 
[to_xp]Gekko;7182054 said:
patch G already sounds good. a much-needed variation imho, will allow civs stuck into dry hills to not suck so badly anymore :D

It's basically just an idea from the "Khazad/Food Crisis" thread in the main forum. Whilst I'm not sure the Khazad specifically need a significant change, the underuse of Windmills/Watermills seems to suggest that they'd be better off further down the tech tree. I still don't think they're going to outshine the standard cottages/mines/farms, but at least they give a few more options for the initial cities (by the time they turn up normally, most cities have been founded in locations that suit the farm/cottage/mine set)
 
I still don't think they're going to outshine the standard cottages/mines/farms, but at least they give a few more options for the initial cities (by the time they turn up normally, most cities have been founded in locations that suit the farm/cottage/mine set)

and more options is always good :D

edit: btw, the first post still says Fall Further Version 042 for Fall from Heaven 2 033c , should be 033e
 
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