Fall Further - The Original Thread

Barbarians need to be balanced: played in deity level ( so it helps AI, "cripples" player): w/o Raging barbarians even human player barely notes barbarians( yeah, without advanced start), AI expands pretty quickly. But Raging barbarians on: usually by turn 50 in huge map epic speed, deity, 4 or 5 civs are already dead. Human player CAN survive.

"barbarian world" option does not make the difference, but raging barb does.
 
Barbarians need to be balanced: played in deity level ( so it helps AI, "cripples" player): w/o Raging barbarians even human player barely notes barbarians( yeah, without advanced start), AI expands pretty quickly. But Raging barbarians on: usually by turn 50 in huge map epic speed, deity, 4 or 5 civs are already dead. Human player CAN survive.

"barbarian world" option does not make the difference, but raging barb does.

I think the main issue here is that the AI doesn't appreciate that Raging Barbarians are turned on (as far as I know). Might be one for Wiser Orcs to look at...
 
I got a fever of 100.1 so I'mma start reinstalling civ 4.
 
It did not work... does Fall Further need Warlords as well as BTS?
 
Patch H looks great.

The Light of Lugus and Chosen of Esus rituals appear to be religion specific. Are you adding a religion and/or state religion prereq tags? I was planning to add several religion specific rituals too, and would find such tags a lot better than needing a python block. Adding Civilization, AC, and Feat prereq tags too would make def cannotCreate(self,argsList) unnecessary (although you might have to add civ prereqs like were done in promotions and make most available to everyone if you still want to stop the Khadi from using Birthright Regained.)


Care to add some improvements to the Malakim in this patch too, as per the the Malakim Desert Mechanics thread? I'm still leaning towards adding a Desert Stealth promotion and making Desert Shrines grant +1 disciple xp per desert tile in the city radius.
 
New Feature: Foxford

A long while ago (2006), Kael ran a NotW game set in a village named Foxford. I've implemented this village as a Unique Feature with an associated event for the first to reach it. After the event is resolved, the feature remains with yields identical to a normal village (though it cannot be improved to a town).

Event: Night of the Werewolves
Trigger: Entering Foxford
Your unit has encountered a village on the verge of hysteria. Rumour has it that werewolves are preying upon the villagers.

Option 1: We must uncover these creatures and save the village.
  • +5 Experience
  • Unit promoted to "Adventurer"
  • 20-30 gold
  • Unit renamed "Hero of Foxford"
  • OR: 15% chance of unit being killed by the Werewolves

Option 2: Werewolves could be powerful allies, try to strike a bargain.
  • Requires Evil Alignment
  • Unit promoted to "Werewolf"
  • OR: 33% chance of unit being lynched by the villagers
  • EITHER WAY: Village yields removed (-3 commerce - the werewolves win even if the player's unit is discovered)

Option 3: We have no time to involve ourselves in village gossip.
  • No effect - event remains in place for next unit to arrive.

=====

The main reason I'm posting this here however is to request that anyone who remembers any specifics from the game that may make good event options, posts them here.


Vehem, I love you!


do you mean from that particular game? or all NOTWs... i've played in all except number 1
(i tried to get Kael to implement an event in FFH using NOTW, but he didn't :( )
 
Vehem, I love you!


do you mean from that particular game? or all NOTWs... i've played in all except number 1
(i tried to get Kael to implement an event in FFH using NOTW, but he didn't :( )

I was mostly thinking about the original Foxford game that Kael ran, but if I remember rightly there was at least a Khazad game based on the FfH backstory. Anything that seems appropriate would be considered in anycase...
 
No. Have you patched BtS to 3.17?

Don't be condescending, of course I did.
 
I was mostly thinking about the original Foxford game that Kael ran, but if I remember rightly there was at least a Khazad game based on the FfH backstory. Anything that seems appropriate would be considered in anycase...

all fit into the backstory, though some were sort of writing it as wel...
 
Don't be condescending, of course I did.

I don't think he was trying to be condescending at all - it's a fair question given that you've just reinstalled Civ - I know that I've forgotten to do it before whilst setting up an old machine to do some testing on.

===

Can you turn on Python exceptions (in the Civ4Config) and let me know what the message is saying? Can you also run a search from your BtS folder for all instances of "SDToolkit" - to see if you have multiple copies of it.
 
Patch H - Unreleased
14. Reagents not revealed until Sorcery.

:( But it is +1 food +2 trade. It is nice to be able to increase science output with Calendar.

I am not too keen on invisible resources. There is always the chance of building a city on them.

Also, if I see reagents, I will go out of my way to build a city nearby before another civ does. Same with incense or gems. I suppose you are trying to increase the reasons to start wars? ;)
 
I have SDToolkit and SDToolkitAdvanced in python in Fall Further. Another SDToolkit in that Rhye's and Fall of Civilization thing that comes with bts. Cides that no SDToolkits.

When I did the python thing, and launched Fall Further I got innumerable errors messages, too many to quote here. First one was "Traceback (most recent call last):" and all the errors start when init python is loaded.
 
I'd rather reagents be revealed by Knowledge of the Ether. It would also make more sense for it to require Alteration, as that is basically the beginning of Alchemical research, and is currently the weakest of the 4 branches of magic. (Yet, because the tech file is in alphabetical order, the an AI trying to get sorcery (especially the Amurites or Sheaim, who are forced to go for Sorcery as soon as they have KotE) goes for it first.)
 
I have SDToolkit and SDToolkitAdvanced in python in Fall Further. Another SDToolkit in that Rhye's and Fall of Civilization thing that comes with bts. Cides that no SDToolkits.

When I did the python thing, and launched Fall Further I got innumerable errors messages, too many to quote here. First one was "Traceback (most recent call last):" and all the errors start when init python is loaded.

A Traceback goes through each error message in turn, the last part is the important bit. Those error messages are always there, but aren't shown until you turn on the exception popups. You may also be able to get the full text for the error message from the logs (if you have them enabled).
 
How do I turn on logs?
 
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 24, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 10, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 29, in ?
File "<string>", line 52, in load_module
File "BugScoreOptions", line 7, in ?
File "<string>", line 52, in load_module
File "BugOptions", line 5, in ?
File "<string>", line 52, in load_module
File "BugPath", line 77, in ?
File "BugPath", line 70, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface


I think I found it...
 
:( But it is +1 food +2 trade. It is nice to be able to increase science output with Calendar.

I am not too keen on invisible resources. There is always the chance of building a city on them.

Also, if I see reagents, I will go out of my way to build a city nearby before another civ does. Same with incense or gems. I suppose you are trying to increase the reasons to start wars? ;)

Use the new ritual and you will still know where to rush off to for settling a city to claim Reagents, as well as Mithril, Gunpowder, and even Pearls if you find large enough of a stash to make it worth running the Dowsing Ritual repeatedly.
 
what can I say about the changelog for patch H? brilliant, simply brilliant, can't wait to play it ! :goodjob:

btw giving the Erebus mapscript x and y wraps wasn't my idea, it was xienwolf's. ;) --> http://forums.civfanatics.com/showpost.php?p=7241967&postcount=13


not that I don't like being in the credits of course ( even though the name is wrong :lol: ) , I'm actually flattered, but I have to be honest with you guys :P can't take credit for something that's not my own idea I guess :D
 
Yo Vehem!

Whats your opinion on the Malakim Desert Mechanics thread?
 
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