Fall Further - The Original Thread

Can I make some suggestions to the lizzies that still need addressing... :mischief:

longbowmen
the siege line
where are the blowdarters? I have yet to get far enough to see one!

I'm in a game right now as far as I've gotten with them so I'll post more if it graphically needs work. I think win is working on another dragon or a dragon rider maybe.
 
Can I make some suggestions to the lizzies that still need addressing... :mischief:

longbowmen
the siege line
where are the blowdarters? I have yet to get far enough to see one!

I'm in a game right now as far as I've gotten with them so I'll post more if it graphically needs work. I think win is working on another dragon or a dragon rider maybe.

*ponders* Longbows should be the Blowdarts... Will check the entry now...

EDIT: You're right - they're missing the entry. A while back I lost a lot of the "CivilizationInfo" unique unit entries with a dodgy merge (which is why some races could build the wrong hero units for a while) - I'm guessing this was another casualty. I'll make sure it goes in with 031.
 
Well, that was interesting... Okay, one maybe-bug, one odd bug, and one balance comment.

Firstly, if you capture enemy workers, they look like Lizardmen and get the Lizardkin promotion. However, they cannot build trails, only roads (a fact that makes captured workers of limited use, and since they look like normal workers, it's hard to keep them apart.

Secondly, this one is really bothering me, although it might not matter to you: I was trying to rebalance the Lizardman promotion (don't really like it's current form, more on that in a bit) and I added back a little Jungle attack/defense for them. I'm getting an interesting crash however. I got the Spider Mine event on one of my mines, and sent a Hunter to go collect the Spider. However, the moment the Hunter moves into visible range of the Spider, the game crashes. However, the game ~only~ crashes if the +15% Jungle Attack is added to the Lizardkin promotion; taking that out removes the crash. Not sure this is relavent (unless you adopt my proposed balance changes), but it is a very odd crash.

Lastly, the balance bit: I still think the Lizardkin promotion is a bit overpowered, mainly if you compare it not only to the other racial promotions, but to the Defender trait (admittedly, Defender is underpowered, but not by that much). Effectively, Lizardkin generally gives you +25% in your borders, especially with how Jungle spreads. At the same time, being a Lizardman civ effectively nullifies the effect of the Woodsman promotion in your borders, which is one of the best promotions for raiding other civs. On top of that, they get four very useful abilities: Able to attack across rivers (really the only use of Amphibious), resistant to magic (not hugely powerful, but useful, especially when fighting summons), double jungle movement (Gives a huge, HUGE advantage when scouting; the jungles are the last place to be explored by everyone but you), and able to move through fires (Of course, Lizardmen get RAPED by fires as they lose all their Jungle, but the fact that the fire doesn't hinder your movement gives an advantage when the demons show up and helps you rebuild (you can even use the trick to get forested improvements)).

Overall, I feel the promotion needs a little toning down. At the same time, they could stand to gain back their regular Jungle attack, although I could see them just being left as a heavily defensive-focused civ.
 
Hmmm.... I think it could be toned down a bit but overall I like them as a defensive civ. Love the fact that lizzies are raped by fire. The fact that they are completely owned by a fire 1 spell is probs enough to balance them.
 
Yeah, but the Cualli are a little... Screwed. Had a game where the AI Cualli were right near Acheron (as in, culture warring with him), and there was forest everywhere... THAT is screwed right there... XD
 
I love this mod, the Mazatl civ is great, but when i build all 12 guards and found Wyvern Order then ... nothing happened. Is this spell complet?
 
I love this mod, the Mazatl civ is great, but when i build all 12 guards and found Wyvern Order then ... nothing happened. Is this spell complet?

It should construct a wonder in the city, which provides a Wyvern Monastery in every city as well as boosting golden age length itself. It also auto builds the monasteries in newly founded cities.
 
"wyvern monastery in every city"... damn i wish i knew that one sooner, was building the thing manually all across my empire :p. One word of advise (not neccesary, but i always do it): get a few levels of the altar, and build all the guards in the town with the altar. The +6/8 exp really adds up to some powerfull midgame units :)
 
I've readded the FF content to 031 - turned out to be quite a painful merge as it was too complex for GIT to auto-manage (took about 4 hours as a result).

The downside to basing my additions around the "less used" techs is that when those techs get pulled for being "less used", it causes a headache or two :D

Luckily the hard bit is over now - I just need to get my head around the way the spells are working now to sort out the spell casters (Priests, Professors and Meskwaki) and check that everything still works.

Coatlann - was Ethereal Call, now Arcane Lore, Theology and Righteousness
Shadow Priests (+ Misquiztli) - was Divine Right, now Malevolent Designs
 
I've completed the merge for FFH031 and sorted out the changed techs/spells. I've also included the new DLL file which allows the changes suggested for Lost Lands (0.5 Happiness per Jungle). I've included a similar change to Guardian of Nature as an experimental change - I think it should balance well.

It currently has only *MINIMAL TESTING*. I will be able to do some additional testing tomorrow, but will be out of town for Easter Sunday/Monday, so I'm releasing it now as a "testing version" for those who want to give it a shot. I'm also only linking to it from this post until it has been properly tested - I'll update the main post once I've checked that it's at least as stable as it was before.

Test Version Download Here

=======
Fall Further for FFH2031a -- TEST RELEASE
0. Updated for FFH2031a
1. Blowpipe units enabled for Lizard civs
2. Lizard priest unit spells adjusted for new spell system
3. Lost Lands reduced to +0.5 Happy per Jungle
4. Guardian of Nature reduced to +0.5 Happy per Forest/Jungle, +0.75 Happy per Ancient Forest
5. Coatlann now requires Arcane Lore, Theology and Righteouness
6. Shadow Priests (including Misquiztli) now require Malevolent Designs
7. Transmute and Spiritual Hammer re-added as Priest of Kalshekk only unit spells

==

DLL FFH2031-vehemA

0. Updated to FFH2031
Spoiler VehemA :

Modified DLL Ffh2031 - Vehem-A
===============================

The DLL is currently based on the source for FfH2031 released by Kael.
The following functionality is added/changed.

------------------------------------
Added Python Hook CannotGrow(PyCity)
------------------------------------
This function is called (in Python) when a city is due to grow. If it returns 1, the

city growth is prevented.

Purpose: Python control of growth

--------------------------------------
Added Python Hook CannotStarve(PyCity)
--------------------------------------
This function is called (in Python) when a city is due to starve. If it returns 1, the

city starvation is prevented.

Purpose: Python control of starvation

---------------------------------
Changed - Civic Feature Happiness
---------------------------------
Feature Happiness from civics is now expressed as a percentage value instead of integer.
* A value of 100 will provide 1 happy face per feature of this type
* A value of 50 will provide 0.5 happy faces per feature of this type
* A value of 357 will provide 3.57 happy faces per feature of this type

NB: You must change each Civic that uses this tag to be 100x it's original value. An

original value of 1 Happy per feature would be 0.01 Happy per feature

Purpose: More precise control of civic happiness

------------------------------
Changed - Civic Unit Happiness
------------------------------
Feature Happiness from stationed unitsis now expressed as a percentage value instead of

integer.
* A value of 100 will provide 1 happy face per unit stationed
* A value of 50 will provide 0.5 happy faces per unit stationed
* A value of 357 will provide 3.57 happy faces per unit stationed

NB: You must change each Civic that uses this tag to be 100x it's original value. An

original value of 1 Happy per unit stationed would be 0.01 Happy per unit stationed

Purpose: More precise control of civic happiness
 
CyberRoadRunner said:
played test version 150 turns so far no faults as of yet

Good to hear - thanks :D

Vehem, did you notice Kael released the 031 dll source?

Aye - the DLL is actually based on that source now - I just forgot to update the Readme - have done so now - thanks.

Luckily the changes to the DLL did merge automatically (after I sorted out the repository - it was a mess due to some work I was doing for another project), so updating the DLL doesn't seem to be as big a problem as I once thought it might.
 
i keep getting game freezes at the end of turn (around turn 280) and also had a couple of random CTDs with no obvious links. i was playing as grigori with all your new civs in.

If the CtD's were recoverable, then they're likely to be the elusive one from before. If anyone has so much as a theory on those, please let me know and I'll try to track it down again.

The "freeze" (Waiting for other civilizations"?) seems to be a BtS issue that FfH has inherited and thus so has FF. I've had a look into it and not made much progress, I know that Kael has spent a lot of time on it and got a bit further, but as far as I know the root cause hasn't been determined yet.

==

The occasional CtD issue is expected to still be present sadly (though I had kinda hoped it may go away on it's own with the merge). I'll continue trying to track that down, but mostly at the moment I'm hunting for any issues *caused* by the merge with 031.
 
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