Fall Further - The Original Thread

Yup it broke my save ;/

Thanks for confirming that.

If you want to roll back, I keep all of my previous versions/patches on the server here (the FF021 for 031d file is here) and I believe Kael keeps the old patches online for a while too (Kael's 031 Patch D is here).

If you meant a save started on 031e without Fall Further, there's no way to add FF mid-game. It's effectively a different mod (which is why I tend to keep two different folders - one for FFH031 and one for FFH031-FF).
 
That was rather... fast! ;) Congrats, you did it in just less than one day! Thanks for the professional approach on this Vehem. Are you going to add new stuff any time soon; like races, or spells or other grand scale stuff? Or is the game almost complete and just needs to be trimmed a bit more?

There's at least one more race under consideration - the "intent" for this particular mod is just based around new races and the features required to implement them, with a minimum impact on other game features (which is why I chose to add the new Omorr spell rather than change the prereqs back to the old system that worked for instance).

I am also working on a different project however - which takes a fair bit of my modding time. Once that reaches a stable point, I'll certainly be interested in making some "grand scale" additions. In the meantime, I'm still checking this thread regularly and working on the maintenance and balancing of the existing races.
 
You need to update the very first post Vehem.

Also, the 25 odd megs that I d/l'd yesterday were a complete 031e Fall Further, correct?
 
You need to update the very first post Vehem.

Also, the 25 odd megs that I d/l'd yesterday were a complete 031e Fall Further, correct?

Thanks - will do that now...

Should have been 30, but yes - full version.
 
Thanks. Now I can delete some older versions of Fall Further and FfH2. I have about 8 on my HD... :hmm:
 
Thanks. Now I can delete some older versions of Fall Further and FfH2. I have about 8 on my HD... :hmm:

I know what you mean... My current collection of FfH mod versions - all folders in my Mods directory in various states of undevelopment...

Code:
Chislev                           
Fall Further                      
Fall Further~~                    
Fall from Heaven 2 025            
Fall from Heaven 2 030 - FF 031d 
Fall from Heaven 2 030-Old        
Fall from Heaven 2 030~           
Fall from Heaven 2 031
Fall from Heaven 2 031 - FF
Testwinddelay
Tribal
Working
Working-release
 
I'm not sure if I got it right, but I think the changelog for FF v0.22 said that Deep Jungles shouldn't be created at the start of the game. I still get Deep Jungles right at the very first turn.

Which Mapscript are you using? The fix seems to work for any scripts that use the default Normalize function. If your script has overridden that, it may not have any effect.

EDIT: I've just checked it out using "Creation" and "Continents and Islands" and I can't see any Deep Jungle on those.
EDIT2: The default "Continents" script does seem to have placed a Deep Jungle. I'll look for a more "aggressive" solution.
 
Patch A
1. Further check to prevent Deep Jungles from spawning using certain Mapscripts. Should now be impossible for them to spawn at game start using *any* script.

====

On game start, the Python now hunts down and kills any terrain/features that shouldn't be there. If that doesn't sort it - nothing will :D

The plot where the Deep Jungle would have been will become an open plot (which I think is more beneficial in FfH than a forest-plot).

Will not break save games, will have no effect at all on any game already in progress - just newly started ones.
 
I'm not using any mapscripts; haven't even downloaded any. I play Pangaea.

Pangaea is a mapscript though - it's just one that's included with Civ. It seems that it might have been all of the original scripts that the trick didn't work with (Continents and Pangaea are both ones included with Civ) - but in anycase - Patch A should deal with any stubborn Deep Jungle that crops up.
 
Vehem- I didn't notice the Shadow Unit fix in the Changelog...is it in there without a written credit, or have you not fixed it yet?
 
Vehem- I didn't notice the Shadow Unit fix in the Changelog...is it in there without a written credit, or have you not fixed it yet?

Thanks - forgot to add it to the list. It is included in the main download.
 
Oh, didn't know "Continents" and "Pangaea" etc. were called map scripts. I was just thinking of them as map types :confused:. Well it looks ok now, thanks.

All the same thing really. I think I just see more of the internal stuff so I think of it in those terms (I spend a lot more time modding than playing these days).
 
just for the next version :)
- the leader Kohlsevan shows no_txt in the pedia entry
- is it correct flavourwise that the Archon can develp/build religion (OO) and temples?
- if so, could a :religion: religion reduce spawning of spiders (slightly)?
-Sabathiel started with angry towards me at start (warlords), but I suppose that's because mi kin looks a bit ill and zombie like..
-would it be a big task to add somthing like a promotion for all Archon recon units which makes them able to subdue animals with ranged attack (e.g. spiders)?
-the creation_ff sometimes make a bit strong "fortresses" of mountains, and I have no idea how to edit such a file :)

still absolutely fascinated, thanks for the hard work.
 
- the leader Kohlsevan shows no_txt in the pedia entry

Thanks - I had the key set as TXT_KEY_LEADER_PEDIA instead of TXT_KEY_CUALLI_LEADER_PEDIA. I suspect this one has been in since the initial Lizard release but I never noticed it before (the backstory has been there the whole time, just not visible). I've sorted that out now.

- is it correct flavourwise that the Archon can develp/build religion (OO) and temples?
- if so, could a :religion: religion reduce spawning of spiders (slightly)?

The Archos don't have a block on religion at all really. The Spider Cult is only a select few of the population, but they control the tribe through Daracaat and other prominent members. Other religions are tolerated by the cult.

-Sabathiel started with angry towards me at start (warlords), but I suppose that's because mi kin looks a bit ill and zombie like..

Aye - Daracaat doesn't get on well with Good leaders, especially Sabathiel (and for some reason Varn). As an AI opponent, he doesn't really play nice with anyone at all...

-would it be a big task to add somthing like a promotion for all Archon recon units which makes them able to subdue animals with ranged attack (e.g. spiders)?

Wouldn't be too hard, but it's already very easy to get Subdue animal, even on scouts...

-the creation_ff sometimes make a bit strong "fortresses" of mountains, and I have no idea how to edit such a file :)

Me neither really - the MapScript is all Cephalo's work and the way in which the script generates the map is wonderfully complex and produces some very nice worlds.

The easiest way to "soften" the mountain ranges though is to open the Creation.py (or Creation_FF.py) using Notepad (or any text editor) and look for this part near the top of the file.

Code:
#This variable will make a percentage of peaks into hills in order to break
#up the worlds valleys. I set this to zero because I feel it diminishes the
#illusion of differing climates between valleys and looks bad.
SoftenPeakPercent = 0.0

I *think* (from memory) if you set this to 1.0, it will replace all peaks with hills. If you set it to something like 0.1, then you'd get 10% of the peaks replaced by hills.

I'm fairly sure it was in the range 0.0 to 1.0, but if that doesn't do much try 0.0 to 100.0.

Either way, playing with this setting will let you reduce the solid mountain walls and open up a lot more passes.
still absolutely fascinated, thanks for the hard work.

Glad you're enjoying it - thanks for the feedback/report.
 
one can edit the py-files with notepad? well so easy... *smile* ok, I'll give it a look, thanks :)

Wouldn't be too hard, but it's already very easy to get Subdue animal, even on scouts...
that's true , so it's not nescessary to make something special.

The Archos don't have a block on religion at all really. The Spider Cult is only a select few of the population, but they control the tribe through Daracaat and other prominent members. Other religions are tolerated by the cult.
good to know that :)

is it intentional that I can build adepts and the catacomb libralus without a mage guild, but I can't build mage guilds? also I can't build libraries event though I could build the great library - if I had libraries :)
 
there's something strange: I can build adepts without a mage guild, and I can't build mage guilds.

One of their "advantages" - reduced reliance on buildings (though not as much as the Doviello). Some buildings are unavailable to the Archos/Doviello, but some of the units those buildings would supply are still available. It was actually a payback for losing Libraries...

Archos: No Training Yard, No Mage Guild, No Library. No Alchemy Lab
Doviello: No Training Yard, No Archery Range, No Bowyer, No Mage Guild, No Library, No Alchemy Lab

I am actually tempted to give them the Mage Guild back and take the Hunting Lodge away instead...
 
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