Fall Further - The Original Thread

[to_xp]Gekko;7251817 said:
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

Fixed :D

Yo Vehem!

Whats your opinion on the Malakim Desert Mechanics thread?

I read the first part of it, but then lost track a little. I'll have another read and see what has been said since then...

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...

Hmm - I can honestly say I've never seen that one before. Looks like an issue looking up a path in the registry in order to find the options for the BUG mod.

Is it on Vista? Do you have UAC turned on? Is your account a limited account?
 

:lol: !

on a side note: have you looked at the fyrdwell, deer and stuff thread? in case you like the concept, feel free to use it in FF... it would make me happy, and it would save me some time and headache, while it would probably take you 5-10 minutes or so to get that done :D

edit: btw, the title of this thread is largely outdated. I suggest changing it to "Fall Further - Unofficial Fall from Heaven 2 Expansion" if titles can be modified - or maybe "Fall Further - Fall from Heaven 2 with stuff" :lol:
 
Is it on Vista? Do you have UAC turned on? Is your account a limited account?

Yeah its on vista, I don't have UAC turned on, and my account is an admin account.
 
Yeah I'm sure.
 
Vehem - while it is awful kind of you to wait until i finish my current game before releasing the next patch it hardly seems fair to everyone else. You can go ahead and release patch H any day now! ;)

Oh, and sorry if this seems obnoxiously ungrateful.. Thank you and the rest of your collaborators for your tons and tons of hard work!
 
I absolutely love what you've done with FF Vehem, Xienwolf, and company. It's got so many hooks for modders and the changes to the game make it so much better. I played a game as the Elohim and the mechanics for both the "Defender" trait and the changes to their playstyle are a ton of fun.

Good luck with the future releases, I think I might graft my project onto this framework ;).
 
Vehem - while it is awful kind of you to wait until i finish my current game before releasing the next patch it hardly seems fair to everyone else. You can go ahead and release patch H any day now! ;)

Oh, and sorry if this seems obnoxiously ungrateful.. Thank you and the rest of your collaborators for your tons and tons of hard work!

Heh - I keep getting halfway to releasing it, then thinking of something else I can tweak a little. This will probably be one of the last 042 releases though (with the option of a couple more should bugs arise). After this it'll be looking at 043 and the Scions.

Good luck with the future releases, I think I might graft my project onto this framework ;).

Feel free to - with all the work Xienwolf has done on the promotion prereqs, I couldn't imagine not using them anymore.
 
could the Sailor's Dirge get a "minimum turn" prereq before of which it can't happen? I just got it on turn 5 and of course I died, not really fun, this should spawn a bit later imho ;)
 
35. Added "Nomad Camp" improvement. Malakim only. Desert Only. Grants +1 Food/Hammer/Commerce. Cannot be built adjacent to another camp. Allows Incense to be worked at full value (+5 commerce - early access as no need for Calendar).

Awesome! Now u just need to include camel mounted rocket launchers and I'm set!
 
Awesome! Now u just need to include camel mounted rocket launchers and I'm set!

Don't forget Bomb Trucks and those Irridaters from Red Alert 2.
 
I still think that desert stealth and Desert Shrine free disciple xp based on the amount of desert in the city radius were better ideas....


Even having these every other tile would make the deserts look rather crowned. Maybe they should have greater distance requirements but higher yields, behaving basically like Pirates Coves.


You might want to look inot implementing the distance though code from JImprovementLimit, or and to see if there are other things you want to borrow from Jeckels other modcomps found here.
 
I'd say that depends MC.
What do these camps even look like?
Besides If this was easy to code overnite I would have done it myself already, Vehem and Xien are pretty busy and they do need to get the patch before feydras finishes his game...
 
I still think that desert stealth and Desert Shrine free disciple xp based on the amount of desert in the city radius were better ideas....

Even having these every other tile would make the deserts look rather crowned. Maybe they should have greater distance requirements but higher yields, behaving basically like Pirates Coves.

Behaving like Pirate coves is pretty much what I was aiming to avoid - it's a mechanic that already exists and is possibly a little too potent based on feedback on the boards. The camps are very nice on Oases, and vaguely useful on normal desert. I've actually blocked the floodplains since posting the item - camps are available pretty much freely (doesn't require a tech or cost the worker) and floodplains are pretty common. In testing I did get a start location with 3 Oases on opposite diagonals of the first ring (which is very nice even before a Nomad camp) - but I think that's somewhat of a rarity.

Overall, I see Nomad camps as being a flavoursome mechanic for the early game, rather than a major alteration to the Malakim. I may toy with other things later to increase the usefulness of keeping desert after spring is available.

I'd say that depends MC.
What do these camps even look like?

Standard camp graphics, with a camel added. Doesn't look too intrusive really.
 

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Behaving like Pirate coves is pretty much what I was aiming to avoid - it's a mechanic that already exists and is possibly a little too potent based on feedback on the boards. The camps are very nice on Oases, and vaguely useful on normal desert. I've actually blocked the floodplains since posting the item - camps are available pretty much freely (doesn't require a tech or cost the worker) and floodplains are pretty common. In testing I did get a start location with 3 Oases on opposite diagonals of the first ring (which is very nice even before a Nomad camp) - but I think that's somewhat of a rarity.

Overall, I see Nomad camps as being a flavoursome mechanic for the early game, rather than a major alteration to the Malakim. I may toy with other things later to increase the usefulness of keeping desert after spring is available.



Standard camp graphics, with a camel added. Doesn't look too intrusive really.


Vehem...

considering the wages I pay you I think the whole camel+camp graphic meets the standards of excellence I have become accustomed to while playing your most kick biblical donkey + sublime mod. Please stop showing off and continue, with your partner Xienwolf, to produce a wonderful playing experience.
 
Patch H
1. Guardian of Pristin Pass spawned Gargoyles set to UNITAI_ANIMAL (won't enter borders - prevents games being *very* short if you start near the guardian).
2. Lizardman Berserker animation issue resolved.
3. Player "Feats" are now defined in XML rather than hard-coded in the DLL (very handy for modders).
4. Leaders will now correctly forget the diplomacy boost from promotions.
5. Corlindale granted "Soft Spoken" - provides a diplomatic boost with a civ if close to their cities.
6. Archos start with 1 Baby spider instead of 2.
7. Foxford unique feature and events added (Night of the Werewolf tribute).
8. Added "Light of Lugus" ritual - reveals all units in territory for 3 turns. (benefit for non-founder, repeatable)
9. Added "Chosen of Esus" ritual - grants invisibility to all your units within your borders for 10 turns. (benefit for non-founder, repeatable)
10. Added "Dowsing" ritual - shows location of hidden resources on resource overlay for 3 turns without need for the "Reveals" tech.
11. Added "Curse the Land" - expensive ritual that afflicts all nations you are currently at war with. Each nation loses access to all bonus resources whilst ritual is in effect.
12. Added "Appease Divinity" - cheaper ritual that most be completed 5 times in order to reverse the effects of "Curse the Land" (can be constructed in multiple cities at once).
13. Religion adoption chance for units modified. Units now most likely to adopt state religion, then an equal chance of any other (used to favour the later defined religions)
14. Reagents not revealed until Sorcery.
15. Animals can no longer purchase "Feral" with experience.
16. Harmatt cost increased to 90, also requires Tracking.
17. Prereqs added to promotions for PrereqEvent and PrereqFeat (again - handy for modders).
18. Landmark signs for Unique Features temporarily disabled (very strange behaviour in MP - one sign per human player per feature in random locations - will fix before re-enabling).
19. Eyes and Ears network will now grant religious specific techs (Arete, Mind stapling etc) if you have the correct state religion.
20. Massive overhaul of interface - Artwork by SeZereth, Python by Xienwolf.
21. Removed Great General bar from Military Advisor (not used).
22. Added "Shadowy Fringe" interface effect (active when your units are hidden within your borders).
23. Added "Revealing Glow" interface effect (active when hidden units are auto-revealed within your borders).
24. Flavour-mod updates from Jean-Elcard.
25. "Purge the Unfaithful" ritual can now be used once per team.
26. Psions and Thades are now "Elemental".
27. Lost Lands trade route percentages rebalanced.
28. Lost Lands Villages are -1 Commerce, +1 Food.
29. Lost Lands Towns are -2 Commerce, +1 Food, +1 Hammer.
30. Included "Erebus-Wrap" map script. Standard Erebus script with both X and Y world wraps.
31. Added "Arctic Deer" resource. Terrain preferences as the original deer (Tundra Forest). +2 Food natively (Deer is +1, these are larger). +1 Commerce with camp (Large Antlers highly prized).
32. Deer resource prefers Grassland Forest and appears approximately as rarely as a Horse. Will not appear at higher latitudes.
33. Both Deer resources can be used to produce Fyrdwell, construct camps and provide health in the Hunting Lodge.
34. Dye and Silk resources won't clump so dramatically, but will still be common in certain regions (previously 50% chance of extra resource in each adjacent square, now 5% chance over a 4-square radius)
35. Added "Nomad Camp" improvement. Malakim only. Desert Only. Grants +1 Food/Hammer/Commerce. Cannot be built adjacent to another camp. Allows Incense to be worked at full value (+5 commerce - early access as no need for Calendar).
36. Negative Diplo-Resources (Entropy and Death Mana) now require Necromancy to "CityTrade" - no more negative diplomacy for simply having a road near Bradelines Well.
 
Just noticed that I didn't have PublicMaps included as distributable files, so the Erebus-Wrap mapscript isn't in the download. Will be included next time.
 
Oh well. That is actually a really easy mapscript to make. I already had it on my computer.

I prefer to call it Warped Erebus instead of Erebus-Wrap though.
 
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