Fall Further - The Original Thread

Hello

Just adding what a fantastic Modmod this is to FfH II. Have played quite a few civ's now and me and my wife just Love it. We are both looking forward to the new changes, every time we look there seems to be a new patch lately. :) New mana types Yipee -can't wait to try out new spells.

We are having an issue though, not sure if its been mentioned before (sorry if it has though I can't find it in the forums).

Our Problem - Once we are underway around turn 300+, if we select the "Grid" button the game crashes and all saved games fail to load so we have to start again. This has happened once with Lanun at around turn 350 and now with Svartalfar around turn 250, just before we were about to launch an attack and also kill Ars Moriendi. I feel the game is trying to load any save we have with grid associated and for some reason this causes a crash on all saved games. Any help would be appreciated. Don't want to start over yet again :( (but I will anyway if I have to)

We were playing with FfhII 3033 Patch f and FF042 patch I

Keep up the great work

Itambu

Edit : we went to start a new game, saw grid was loaded, turned grid off and BINGO - old saved games worked again. Look out Ars Moriendi; we are after you now!!!

That sounds like one of the grid-terrain texture files has a problem, though nothing has been done to them lately. I'll take a look at them and see what I can find out.

EDIT: I've just laying out all terrain types and toggling grid mode on/off, but can't reproduce the issue. Would you mind trying something similar? Starting a new game, creating one of each terrain type using World Builder, then turning the grid on/off? If that causes a crash, try repeating the procedure adding just one terrain type at a time until the crash occurs?

Having the wrong format of texture file for terrain can definitely cause a CtD, and may be related to one that's been reported a few times. Also - can you tell me which graphics options you use? (High detail terrain, low resolution textures etc)
 
Did you test it with Hell Terrain Vehem? If loading their savegames (late in game) fails, but a new game always works, it is quite likely terrain which doesn't show up until later in life.

Possibly the Hell Ocean? Since this might not be a base FfH issue.
 
I have a small suggestion, have you though about incorporating Tarquelne's unique Assassin and shadow units for the Calabim? I think they're quite fun and fit vampire lore quite nicely. The modular version can be found here
Regards.
 
Did you test it with Hell Terrain Vehem? If loading their savegames (late in game) fails, but a new game always works, it is quite likely terrain which doesn't show up until later in life.

Possibly the Hell Ocean? Since this might not be a base FfH issue.

Aye - tried the Hell Terrains, still no sign. It did just occur to me however that the Ocean terrains are a little odd when you place them in World Builder. Will go spawn an Infernal city on a one tile island and see what happens.
 
The link to the patch in the first post says it is patch L, but the file is named patchK. Another link in the second post appears to be correct.
 
Will there be another update of FF for FfH 0.33 to tide us over while we wait for 0.34?

How long would you guess a version of FF for 0.34 will take to get out?
 
Could somebody try the attached save game please - i seem to have lost my palace given mana (Water / Chaos) but i am not sure if it is a bug or just a great new feature that i have overlooked.

Many thanks
 

Attachments

So Vehem, do you plan to keep using FF ice mana, or switch to FfH Ice mana?
 
Will there be another update of FF for FfH 0.33 to tide us over while we wait for 0.34?

Yes - but it's mostly bug-fixes and modding tools for the next release.

How long would you guess a version of FF for 0.34 will take to get out?

Longer than usual, but deliberately so. We've decided to wait out Patch Week for FfH034 before working seriously toward FF043 and also have a few fairly significant features to be added in FF043 (including the Scions).

Darksaber1 said:
So Vehem, do you plan to keep using FF ice mana, or switch to FfH Ice mana?

Odds are I'll defer to the FfH version, though I'll probably make various little changes as well (making the Ice Elementals into Ice Golems - just the racial promotion etc).
 
Yes - but it's mostly bug-fixes and modding tools for the next release.

awesome :D

Longer than usual, but deliberately so. We've decided to wait out Patch Week for FfH034 before working seriously toward FF043 and also have a few fairly significant features to be added in FF043 (including the Scions).

that's a wise choice ;)
 
Found a python error with Odio's Prison:

Traceback (most recent call last):

File "CvRandomEventInterface", line 6291, in doOdiosPrison

AttributeError: type object 'CvPythonExtensions.FeatTypes' has no attribute 'FEAT_GLOBAL_SPELL'
ERR: Python function doOdiosPrison failed, module CvRandomEventInterface
Traceback (most recent call last):
 
Wouldn't it make sense to make city ruins explorable, like dungeons or tombs?

My only problem with that is it would lead to people sending a settler into the wilderness, settling a city, and letting the barbs raze it, in an attempt to get rare exploration results. Would also lead to people exploring just-razed cities while at war, which doesn't really make sense in a lot of ways.

Maybe if city ruins upgraded to an explorable ruins after a certain amount of time left in the wild?
 
I think being able to explore ruins would be good. I also think that the effects of the exploration should take into account the culture of the ruin's tile. You then couldn't get anything that the player who probably owned the tile didn't already have access to.

It would also be nice if ruins slowly upgraded to Ancient Ruins, which had better results.
 
Maybe if city ruins upgraded to an explorable ruins after a certain amount of time left in the wild?

It would also be nice if ruins slowly upgraded to Ancient Ruins, which had better results.

I agree with both. Time is the driving factor here. Recent ruin (less than 100 turns?) gives no special effect. It can be removed with any terrain improvement. Between 150-200 turns, can only be removed if successfully explored. At 201+ turns, Ancient Ruins could kick in, and they should be guarded (perhaps spawns some undead other than skeletons -- spectres?). That's the general idea.

EDIT -- can the duration have some degree of randomization?
 
I agree with both. Time is the driving factor here. Recent ruin (less than 100 turns?) gives no special effect. It can be removed with any terrain improvement. Between 150-200 turns, can only be removed if successfully explored. At 201+ turns, Ancient Ruins could kick in, and they should be guarded (perhaps spawns some undead other than skeletons -- spectres?). That's the general idea.

EDIT -- can the duration have some degree of randomization?

Could easily make it a small chance per turn to upgrade. Would sometimes result in them upgrading really fast if you got a lucky roll, though.

EDIT: Also, the Scions should get much better tile yields from upgraded ruins, encouraging them to allow ruins to upgrade in their borders (and to settle near razed cities).

Also, it wouldn't hurt to have a few city ruins spawn on the starting map, representing cities long since fallen.
 
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