Fall Further - The Original Thread

I played as the Belsaraphs today for the first time in a long while. I decided to declare war on the Elves for that nice Hoard of gems they have (Orthus and Archeron were destroyed when the cultural boundaries shifted :rolleyes:). Shortly after I decide to give my gold to the first person who can stab themselves four times in the heart and survive, the Lizardmen (Cualli) declare war on me for not giving horses to them (which I was using to rip people apart in the arena). I defeat their only unit to attack me in the first 20 turns of the war, a Hunter, and I get a Lizardman Slave. I take it to my capital, and decide it would look lovely as a wall decoration. I cast 'Add to Freak Show', and it magically changes... Into a human in a cage. :confused:

To cut a long story short, there is no Lizardman Cage, and the 'Add to Freak Show' adds a human cage instead.

Sounds like a fair addition to the Balseraphs and simple enough to add.
 
Make sure either your default FfH install or the Fall Further one uses the name Kael's installer uses - "Mods\Fall from Heaven 032\". The way Civ4 "resources" are handled is a little clumsy and so you need to have at least one version of the mod in a directory by that name so that they can be located.

great thanks
 
Well this is rather strange. In a game I am playing right now of FF, I am getting wine from a tile without a winery, although I didnt get it until I researched crafting. Inclduing happyness from it.

I don't think this is supposed to happen XD

Heres the save...

Note: Save is patch a FFH2-32 and FF31...
 

Attachments

Themes - exploring the land/seas (shore parties are to explore distant land masses), being able to travel to places other civs may not be able to (lots of "Explore Rival Territory" recon units - Rogues etc), potential to move quickly when needed (Fair Winds and "Light" melee option).

I like the sound of this. I know you try to stay away from canon, but I wish this could be an opportunity to learn more about Tali. Will Dierdra's civ have any history with the Hippus?

"potential to move quickly when needed": Is it possible to give them a chance to preemptively withdraw from an attacker? I bet they'd have a good time dancing and parrying around foes.
 
I was thinking it could be cool to give them a default race that allows a small defensive wihtdrawal chance; then I realized that units can have Defensive withdrawal chances but currently promotions cannot. Vehem could add this to the schema though. Or just give their hero/UUs this ability.
 
Thought I'd share my last game with everyone. I started a continents game as the Grigori. I manage to pop Mining and the Bronze Working (:))in a row, and then my scout was destroyed, so I prioritised Iron Working and then Smelting.
I pop 4 adventurers, and turn those into Dragon Slayers over the course of the game. My Hunter adventurer was killed by Orthus on turn 134 (:mad:), shortly after Orthus wiped out the only Kahdi City :rolleyes:.
On turn 165, the Dural declare war on my other neighbour, the Cualli. They are my only neighbours, and I'm in the middle, so I can profit either way ;). When the Dural finished destroying the Cualli cities on my left, I go with my Dragon Slayers to wipe out the Cualli. Half way through the war, the Amurites are destroyed before I'd met them.
I play another ten turns after the war, and the Chislev are destroyed. I save, and go into WB. To put it simply, the Archos were pursuing an aggresive policy against the Chislev, and I think the Elohim went power-mad... :eek:
 
:O That must have been a pretty fun game lol. Have you got any pictures?

Unfortunatly, I don't... I could take some WB pics of the last few turns I played, but I don't know how to upload them... And it was a very fun game. I razed so many cities that I'm about 2/5ths of the way towards evil... :lol:

EDIT: Do you think I should take the Dural Cities, (so I have almost all the island my brown border colour), or should I vassalise them?
 
Knock them down to one city, force their Capitulation, and soak their mana.....until Kael or Vehem make Palaces capturable, it's one of the best ways to augment your Adepts' spell selection. :)
 
True, although not quite as good as cheating in world builder.

I as surprised in my last game that when I did that to Kandros Fir that he declared war on me in the same turn as he capitulated. I was under the impression that he would be unable to declare war for 10 turns. I ended up having to just wipe him out (he was already down to 1 city with he capitulated. He had only Maros, a catapult, a couple soldiers of Kilmorph, and lots of Privateers.)
 
I keep forgetting to mention this: The deselect X from random choice is shown as:

TXT_KEY...

And I won't finish that game, as the new patch is out...
 
Fantastic modmod! Excuse what is probably a dumb question, but I just installed the new patch for ffh - do I need to wait for a patch for ff as well, or can I reinstall the one on the first link over the top? Thanks!
 
Vehem needs to post a new, updated version of FF for the most recent version of FfH (0.32d).

Aye - did the python and most of the XML last night, will try to do the DLL tonight once we get in (it's "move-all-of-my-girlfriend's-stuff-clear-across-the-city-into-the-new-house-day" today).
 
Aye - did the python and most of the XML last night, will try to do the DLL tonight once we get in (it's "move-all-of-my-girlfriend's-stuff-clear-across-the-city-into-the-new-house-day" today).

Everything but the DLL is finished, but the DLL source is currently returning 509 (Bandwidth Limit Exceeded) so I can't update that after all tonight. Did anyone grab a copy before it went?
 
I managed to grab it. I was just going to post an update to my MODCOMP even though I haven't added anything to it, but there were a few files with changes in the patch which I haven't modified I think. So I'll just attach the whole thing here.

It is just the .h and .cpp files from the main folder. Should be enough to get compliant though.
 
Vehem have you considered merging xienwolf's modcomp with this?
 
Umm, Vehem, this is again a cosmetic thread issue; but it's been pissing me off for a long time, I know it's rather unimportant but whatever. When I open the FF thread it just always scrolls to the end of the 3rd post or something, as in it auto scrolls down a few pages, it's rather annoying and it doesn't happen with any other threads. Is this a weird coincidence or is there a feasible explanation for this?
 
I managed to grab it. I was just going to post an update to my MODCOMP even though I haven't added anything to it, but there were a few files with changes in the patch which I haven't modified I think. So I'll just attach the whole thing here.

It is just the .h and .cpp files from the main folder. Should be enough to get compliant though.

Thanks - compiling now (with any luck).

Vehem have you considered merging xienwolf's modcomp with this?

Which one? :D

Fairly large sections of his XML modcomp are included (though from a much earlier version) - though they are primarily things that may not be instantly visible (the "Raider" promotion for instance relies on his work, causing units to automatically pillage when they enter an enemy tile).

His worker mod (again, an earlier version) is also included.

Are there any specific parts you're thinking of?

Umm, Vehem, this is again a cosmetic thread issue; but it's been pissing me off for a long time, I know it's rather unimportant but whatever. When I open the FF thread it just always scrolls to the end of the 3rd post or something, as in it auto scrolls down a few pages, it's rather annoying and it doesn't happen with any other threads. Is this a weird coincidence or is there a feasible explanation for this?

Not a clue - unless you mean the link from the download section? That one was linking to the original last "intro post", which I've now altered to point at the first post.
 
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