Fall Further - The Original Thread

First I've heard of them actually - I know Niknaks said he would take a shot at them - but didn't realise they'd already been done.

Not sure if I'm the best one to texture a unit from scratch, but depending on how the UV maps are laid out, I might be able to manage something. Can one of you post the units so I can take a look?

If you're having trouble with Gimp - try PaintDotNet. It's not as fully-featured as Gimp or Photoshop, but it does handle DDS's well and is what I use for all my texture/button work.

Yeah, thnx to NiksNaks, 2 of them already done... though i will not post them now in thread itself and just forward you links through pm.
I am bit busy next 2 days with job, but after that i will take look on PaintdotNet.
I am 10 years experience Corel user , any tips how i can work with that using Corel X4?
 
Yeah, thnx to NiksNaks, 2 of them already done... though i will not post them now in thread itself and just forward you links through pm.
I am bit busy next 2 days with job, but after that i will take look on PaintdotNet.
I am 10 years experience Corel user , any tips how i can work with that using Corel X4?

Hmm - don't really know much about Corel past CorelDraw3, which according to Wikipedia was 1993. X4 is apparently "Version 14" so I may be a little out of date.

I do know that they bought PaintShopPro from Jasc - and that could handle DDS with the appropriate plugins, beyond that - not sure.

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I've done a very quick retexture on the two units to get the robes matching. Nice job Niknaks :goodjob:

It'll take a bit more texture work to get them matching the concept art you made, but I think it should be possible to get it very close.
 

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Yeah , nice job :)) !!
Thnx Niks,
To-Do list:
Psion
Gremlin
Kadh (hero)
Set of warriors/workers/archers/etc, Varietas Dilectat Ottomans - retextured - Hair : white, Skin - pale, silver, black, white, Royal blue wear. (Esp those red color swordsmen - should be nice with pale skin, white hair and royal wear)'
Warrior (Ottoman, reskin)
Worker (default one or Sidar pale skin Royal blue robe)
Archers, Champions, Chariots. - Ottoman Reskinned.
Check this image i marked good ones:

The key is :
White hair.
Pale Skin.
Black, White, royal wear colors only.


UB - graphics from persian apothecary, library that add +1 sage GPP?
2 shrines, Palace.

music: suffic music? (Sufi turkish spiritual music)
 
so... whens the next civ comming out vehem? :D

Current plan for the next major version...

Bit of a diversion of purpose. There have been a number of very well designed and implemented modcomps (or modmodcomps) crop up recently and I'd like to include some of them in Fall Further.

The main three that I'm looking at are Broader Alignment, Worker Experience and Explorable Lairs. I've messaged both GreyWolf and Marnok to ask permission to include their work and I believe Xienwolf actively encouraged me to do so in one of his threads so I'll assume that one is ok :D (if it's not, I'm sure he'll correct me fairly quickly).

I'm also planning on reworking the Mazatl economy quite significantly. As an AI they're powerful, but in the hands of a decent player, they can be very close to being "broken".

Finally, I'd like to include the Kahdi as discussed earlier in the therad. A race with an identity crisis - believing that they serve a wise and good deity, but having been subtly corrupted by greed and power over the long lifespan of their leader.

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As for "when?" - when it's ready of course :)
 
Well, part actively encouraged you to include it in Fall Further, part actively encouraged you to include your own changed DLL files so that for future mods I can release a Fall Further Compat. version ;)


Haven't decided if I will make all my future work on the Worker Mod or start from scratch so that people have the option of using Worker Mod without my other changes, but I have numerous enjoyable (read - Insanely strong, will decimate nations) Barbarian Heroes and other small tweaks I would like to implement come summer :) For now I am just looking at moving every field in UnitInfos into PromotionInfos, just in case I need it later.
 
Well, part actively encouraged you to include it in Fall Further, part actively encouraged you to include your own changed DLL files so that for future mods I can release a Fall Further Compat. version ;)

Good point.

Somehow it never occurred to me that I hadn't posted that - I'll get working on it.

Unfortunately I'm not quite as neat with my changes as Kael is and I'm fairly sure that not all of them will be commented as yet, but I'll include a diff that should detail them and will add comments as I work towards the next version.
 
I've posted the DLL source to the first page, below the Patches. Not sure why I hadn't done it before - I blame the Archos personally.

I haven't manually checked the files - just trusted GIT to get it right. If you do download and use them, please let me know if they are complete or if something is missing.

NB: There are a few extra compilation warnings regarding the Int->Float conversions for the civic happiness values. These could be tidied up with a combination of casting and "flooring", but as it stands the behaviour is "as intended" (it rounds down where it should etc) so I haven't actually gotten around to it. It doesn't affect the game adversely in anyway.
 
Nice to see my units getting some attention. :D I'm sure they'll look a lot better with a nice texture.

For the other units, I'm having some internet connection problems at home (I'm typing this from school) so until that's fixed, I'm pretty much stuck, as I can't upload the units.

EDIT: Scrap the internet thing. It's fixed now.
 
Current plan for the next major version...

Bit of a diversion of purpose. There have been a number of very well designed and implemented modcomps (or modmodcomps) crop up recently and I'd like to include some of them in Fall Further.

The main three that I'm looking at are Broader Alignment, Worker Experience and Explorable Lairs. I've messaged both GreyWolf and Marnok to ask permission to include their work and I believe Xienwolf actively encouraged me to do so in one of his threads so I'll assume that one is ok :D (if it's not, I'm sure he'll correct me fairly quickly).

how about sto's alignment options options mod (or atleast some of it)? It really helps to balance good-evil by making sure the early religions aren't mass adopted as easily. It can also create some interesting alignment-orientated games while still maintaining random leaders.
 
how about sto's alignment options options mod (or atleast some of it)? It really helps to balance good-evil by making sure the early religions aren't mass adopted as easily. It can also create some interesting alignment-orientated games while still maintaining random leaders.

Might be one to look at - can you set it to "do nothing" and use the default settings?

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Slyvnn/NikNaks - updated texture...
 

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Might be one to look at - can you set it to "do nothing" and use the default settings?

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Slyvnn/NikNaks - updated texture...

awesome i like it very much :goodjob: :), only make blue color more royal, if you want i can give you HEX. We need to stay away from LAnun, Elohim and Doviello tints. A current one should be less green.

Also i viewed Nif files of Follower model - the staff is awesome (needle one), lets use it for all arcane Kadhi units with such a glow as it have now (Follower, Advisor, Kadh). Do staff lack texture now?
 
Might be one to look at - can you set it to "do nothing" and use the default settings?

try it out sometime :). They're basically a few additional options you can check in the custom game screen. Don't check any of them, and you'll get a normal picked game. I personally like the "varied world"(equal amount good-neutral-evil civs) and the "religious war"(civs can never adopt a religion that will change their alignment) modes, allowing all the different religions to reach their full potential even in the hands of the AI.

edit: look for the mod here: alignment options
 
try it out sometime :).

edit: look for the mod here: alignment options

Will do - thanks. I've merged the Worker Promotions and Lair Exploration in so far - just waiting to see if GreyWolf will allow me to plunder his Broader Alignment mod too. I'll have a look at the Alignment Options in the meantime...
 
I made quick new texture for follower head and staff please check attached files

if i doing right with MipEdit and Corel Photopaint? Is texture valid?

I will start later with Varietas Dilectat units retexturing... anyone can tip me easiest way to get all those models files without installing Varietas?
View attachment tgaedit.bmp
 

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I'm sure he wouldn't mind, if duly noted. Of course, he may be in the middle of making a new version, so if you incorporate it now it could quickly be changed.

If you do go ahead and merge it, be sure not to leave the PythonOnCombatLose from the combat 1 promotion, or the SDK code that doesn't check to see if a building is present in a city being razed when it grants the equipment from buildings.


Any chance you could go ahead and merge UnitStats too? I was planning to merge Broader Alignment and Unitstats on my own (and possible the worker mod and alignment options, maybe even Lair Exploration), but it would be easier to steal your dll
 
I made quick new texture for follower head and staff please check attached files

if i doing right with MipEdit and Corel Photopaint? Is texture valid?

I will start later with Varietas Dilectat units retexturing... anyone can tip me easiest way to get all those models files without installing Varietas?

The DDS doesn't seem to work, but I can take the BMP and use that to create a DDS that does work without any problems.

MagisterCultuum said:
I'm sure he wouldn't mind, if duly noted. Of course, he may be in the middle of making a new version, so if you incorporate it now it could quickly be changed.

If you do go ahead and merge it, be sure not to leave the PythonOnCombatLose from the combat 1 promotion, or the SDK code that doesn't check to see if a building is present in a city being razed when it grants the equipment from buildings.


Any chance you could go ahead and merge UnitStats too? I was planning to merge Broader Alignment and Unitstats on my own (and possible the worker mod and alignment options, maybe even Lair Exploration), but it would be easier to steal your dll

I've just been speaking to Xienwolf about it too and it seems GreyWolf may be away for a few months, so I'm going to include it with credits and if he minds, I'll just pull it out again at the next opportunity. Unitstats is a possibility, as is BUGFFH. Going to do the initial 3 first though and make sure everything works smoothly.
 
more stuff
follower texture bmp:
View attachment tgaedit2.bmp

this is surely oiptional, i like they brighter one of Vehem textures, i just played to get right color blue + black and white and pale skin combos.
 
I've been playing this a bit, and I really love the flavor of the lizardman civs, but I feel like they are a bit too good, as it seemed like my tiles were very quick to fill up with wetlands/swamp/ancient jungle tiles, producing 3 food, 1 hammer, 1 gold. This is pretty huge in the beginning of the game, and the lizards don't really have any huge drawbacks to balance it out.


I was thinking that maybe it might be a good idea to move the trails bonus gold to lost lands, and then probably also to drop the initial swamp dweller food bonus from swamps by 1. I believe this would delay the initial superexpansion of lizard cities and lizard tech advantage and put them more in line with the other civs who tend to start ramping up around the same time the lizards get access to tracking.
 
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