Fall Further - The Original Thread

Vehem Runes really does shift too far towards good. Also, if you want to pair the religions like that could you please pair Runes with Esus and Overlords with Empy. Overlords is *much* more evil then Esus, and Runes is *much* less good then the emyprean. It shouldn't be good enough to turn the khazad into good, they sould stay neutral but be shifted mroe towards good.
 
yeah ac counter is big pink square:
 
Ridiculously short lifespan for Patch B I know, but these are a couple of quick fixes and I didn't want to confuse matters too much by having different versions of Patch B. Good news is that they won't break anything.

Patch C

1. Armageddon counter art added back from old FPK
2. Oghma Kahdi vault creatures correctly get Strong Promotion.
 
Vehem Runes really does shift too far towards good. Also, if you want to pair the religions like that could you please pair Runes with Esus and Overlords with Empy. Overlords is *much* more evil then Esus, and Runes is *much* less good then the emyprean. It shouldn't be good enough to turn the khazad into good, they sould stay neutral but be shifted mroe towards good.

Main problem with the Khazad was that they were only 16 points away from being Good anyway. A decent Civic would have flipped them.

I've altered Kandros and Arturus to be considerably more Neutral, and reduced Kilmorph again by a very slight margin to make sure that they won't flip from Runes alone. They'll be right on the edge though, so good civics/events will probably push them over if you're not careful.

EDIT:

Order +450
Empyrean +250
Runes + 100
Fellowship +0
Esus -175
Overlords -200
Veil -450

Sound roughly right?
 
Yeah much better thanks. Also, how easy is it to change a buidling/unit's tech requirement? I want to try out my idea for the Dural which is to move the college and proffessor unit slightly earlier in the tech tree, but with a small increase in cost.

Also, how come none of the Fall Further stuff is in the excel editor? And how do you save changes to the editor anyway, whenever I try it comes up saying read-only blah blah blah, can't save blah blah :S.
 
Order +450
Empyrean +250
Runes + 100
Fellowship +0
Esus -175
Overlords -200
Veil +450

I am guessing the Veil entry is a typo?
 
Yeah much better thanks. Also, how easy is it to change a buidling/unit's tech requirement? I want to try out my idea for the Dural which is to move the college and proffessor unit slightly earlier in the tech tree, but with a small increase in cost.

Also, how come none of the Fall Further stuff is in the excel editor? And how do you save changes to the editor anyway, whenever I try it comes up saying read-only blah blah blah, can't save blah blah :S.

It's not in the Excel editor because I don't use that to edit it - just a normal text editor. If you want to learn about modding (rather than just make a quick tweak) it's the better option.

Moving the College/Professor is easy enough. Have a look in XML\Buildings\CIV4BuildingInfos.xml and XML\Units\CIV4UnitInfos.xml. There will be a <PrereqTech> tag on each - just change that to the tech of your choice (all the TECH_NAMEs are listed in XML\Technologies\CIV4TechInfos.xml if you need to look one up).

I am guessing the Veil entry is a typo?

The Veil are just misunderstood... they're really nice guys.. *cough* (aye - typo)
 
Why does right clicking on the alignment bar cause Wai/ No Wai to appear as a notification?

Also a minor thing- when gaining currency and having access to the Lost Lands civic the advisor pops up with one of those messages about the txt missing.
 
I have a question: in my last game as Cuali I fought cuali hero (I can`t remember his true name, Misquitz? Misquaki?) vs. Eidolon. Misquitz (25 level, great commander, orthus axe and Gela) had 5 star promotion which schould gave him +100% strength, but when I check the battle info, he has only 70%, and got only 12.5% chance to defeat Eidolon. Eidolon had only one star promotion, were in city, but my Mysquitz had promotion which gave him bonus to city attack. Was it because Eidolons are immune to poison and unholy damage or it was a bug? I don`t have a save, because it was 2 days ago, and I just forgot mention about it.
 
Why does right clicking on the alignment bar cause Wai/ No Wai to appear as a notification?

Early debug message - it reports on the bAlignmentVisible variable being True or False. (I'd been reading LOLCode at the time, though it seems the current boolean values for that are "Win" and "Fail"). That window is mostly under construction anyway.

Also a minor thing- when gaining currency and having access to the Lost Lands civic the advisor pops up with one of those messages about the txt missing.

Thanks - will sort both.

I have a question: in my last game as Cuali I fought cuali hero (I can`t remember his true name, Misquitz? Misquaki?) vs. Eidolon. Misquitz (25 level, great commander, orthus axe and Gela) had 5 star promotion which schould gave him +100% strength, but when I check the battle info, he has only 70%, and got only 12.5% chance to defeat Eidolon. Eidolon had only one star promotion, were in city, but my Mysquitz had promotion which gave him bonus to city attack. Was it because Eidolons are immune to poison and unholy damage or it was a bug? I don`t have a save, because it was 2 days ago, and I just forgot mention about it.

Could well be - immunity to poison isn't useful all that often (until .032 when it starts inflicting "Poisoned" again) - but this would be one of those times. Eidolons are tough in general, but when they're ignoring part of your strength, they're very difficult to kill no matter how well promoted you are.
 
Last patch before Friday unless anything game-stopping turns up. Thanks to those people who have downloaded and played B and C today and those I've spoken to in #Erebus - the feedback was very useful. I'm now switching to working on the content for FF031 which hopefully I'll be releasing shortly after FfH032 (almost caught up :D)

This one will break saves I believe - so finish your current games first.

Patch D for 030

1. Khazad made more Neutral (Alignment 25 instead of 150).
2. Religion alignment shifts tweaked.
3. Treasure Vault dungeon event now grants gold correctly
4. Lich dungeon event now spawns Lich correctly (don't worry - he's not as bad as Barbatos...)
5. Lost Lands strategy text added
6. All new magic items can now be picked up/passed around correctly
7. Kitteh no can has a debug message
 
Vehem would it be possible to get you to drop a small txt file with the patch notes into the zips when you release?
 
Two things, Vehem, to do with Workers. Firstly, Worker Boats cannot get promotions, as they are not 'workers'. Secondly, could you please reimplement Settlers getting Apt. 2? (or even 3) I found it extremely useful.
 
Vehem I no longer have the box on the left side with the mana telling me how many of each I have.

if I revert to the original CvMainInterface.py file then they reappear.

Also when hovering over the Newts Draught I see TXT_KEY_SPELL_NEWTS_DRAUGHT_HELP
 
Two things, Vehem, to do with Workers. Firstly, Worker Boats cannot get promotions, as they are not 'workers'. Secondly, could you please reimplement Settlers getting Apt. 2? (or even 3) I found it extremely useful.

Not sure which promotions you'd like Workboats to get really. They're a one shot unit that does their job once and instantly - then disappears. They generally shouldn't be around long enough to build up promotions. If you're using them as naval scouts, then they really should be staying slow anyway.

Don't think I saw the version of Xienwolf's mod where settlers get Aptitude - what was the purpose of that?

EDIT: Just had a look to check for myself. If I read it right, it's just so they can get Sentry/Mobility/Hardy? I'd usually expect the city to be built before they could amass much experience though...

Vehem I no longer have the box on the left side with the mana telling me how many of each I have.

Anyone else got this problem? Shows up ok on mine. Can you check that the "scores" aren't hidden (one of the buttons in the lower right) as this also hides the Manalist.


Also when hovering over the Newts Draught I see TXT_KEY_SPELL_NEWTS_DRAUGHT_HELP

Thanks - I've added it now. For reference it acts like a spell-staff. When drunk, it allows you to cast again. Might alter that to act like the Healing Potion (50% chance of reuse).
 
Anyone else got this problem? Shows up ok on mine. Can you check that the "scores" aren't hidden (one of the buttons in the lower right) as this also hides the Manalist.

The score list is showing but if I use the CvMainInterface.py from patch B or higher I lose the mana display.
 

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Not sure which promotions you'd like Workboats to get really. They're a one shot unit that does their job once and instantly - then disappears. They generally shouldn't be around long enough to build up promotions. If you're using them as naval scouts, then they really should be staying slow anyway.

Don't think I saw the version of Xienwolf's mod where settlers get Aptitude - what was the purpose of that?

EDIT: Just had a look to check for myself. If I read it right, it's just so they can get Sentry/Mobility/Hardy? I'd usually expect the city to be built before they could amass much experience though...

Well, the basic idea was that they could get Hardy I/II/III and such so they get to their destination quicker and safer. And as for worker boats, I often have some waiting until my cultural borders increase, so Hardy would be useful then.
 
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