Fall Further - The Original Thread

They aren't Agnostic, but they have a different approach on religion. They can research the religion-founding techs unlike agnostic civs, but they can't adopt a state religion like agnostic civs. The best would be to design a new trait for them, maybe something like "Faithless". Or just make them Agnostic.
 
Kahdi, monarch, diplomacy with my evil neighbours going downhill... It would be nice to convert to Octopus Overlords right now to tip towards evil... And oh bugger cant convert (I founded OO).. ?? Is it a bug, or I just cant convert to OO? Last time I looked they werent agnostic...

They are - though they were initially going to be a "different type of Agnostic" (one which just didn't allow religion to spread to their cities or be founded in them). Currently they just can't adopt - it may be easier to just give them the Agnostic trait as with the others.

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I'm not planning on creating any more agnostic civs after the Kahdi - got enough now.
 
Well, I haven't had time to play with WHY yet, but I just loaded up my latest MODCOMP (should be patch D compliant), and I found that I am unable to make any of my units lose the second row of buttons entering features. So apparently I have accidentally fixed it during my merging process... Maybe.

So I guess if you can't find a solution you can try merging my latest Comp and see if that does the trick for you as well.


EDIT: Nevermind, I can't see the bug in normal Fall from Heaven either.
 
Well, I haven't had time to play with WHY yet, but I just loaded up my latest MODCOMP (should be patch D compliant), and I found that I am unable to make any of my units lose the second row of buttons entering features. So apparently I have accidentally fixed it during my merging process... Maybe.

So I guess if you can't find a solution you can try merging my latest Comp and see if that does the trick for you as well.


EDIT: Nevermind, I can't see the bug in normal Fall from Heaven either.

dang, hoping you could get him to merge your mod with this... now you went and blew it. :lol:
 
I'm getting lost, could someone post a download link please?

First post of the thread - current download and patch.

You need to install the current FfH 2 (032d) first, then install the FF main download, then any patch listed.
 
Finally did get the bug to happen, and while I was running my modcomp. So no mystical accidental solutions.

The good news is I finally figured out how to get the dang AI autoplay to work. That hotkey stuff is bunk, had to use the console.
 
First, great modmod, just recently got into FfH2 and this is a great expansion on it.

Second, I'm trying out these lizard men, and have some questions about deep jungle/wetlands spreading.

~First the wetlands, and swamp question. I know both can spread naturally, but does the lizzy worker have any options concerning this (I think the spell 'spring' can change a wetlands to swamp, how about grass lands to wetlands)?

~Next up is a specific about deep jungle spreading....I know a forest has a chance to turn into one if its on a wetlands tile, are there any options concerning forests on a hill? Basically, I have a row of hills with forests, and was wondering if it was safe to chop those down for mine upgrades.

~And finally, are wetlands, swamps, jungles able to spread to improved tiles (I think they can on the 'trails', but not on farms, villages and mines?)

Thanks to anyone willing to field all this, any other tips with the lizards are welcome as well (currently playing mazatl, haven't touched the evil guys yet, really rocking out with this awesome economy)
 
Finally did get the bug to happen, and while I was running my modcomp. So no mystical accidental solutions.

The good news is I finally figured out how to get the dang AI autoplay to work. That hotkey stuff is bunk, had to use the console.

If you get chance, do you mind taking a poke at this one Xien? Kael is away for the week and I'm only getting an hour or so at a time to experiment with it (which is effectively 2 compiles and testing - with it being a "sporadic" issue that's not going to help much). It seems to be an issue with the core game, but there's no guarantee that the mod-mods aren't interacting with it oddly too.

If not - don't worry about it.

First, great modmod, just recently got into FfH2 and this is a great expansion on it.

Second, I'm trying out these lizard men, and have some questions about deep jungle/wetlands spreading.

~First the wetlands, and swamp question. I know both can spread naturally, but does the lizzy worker have any options concerning this (I think the spell 'spring' can change a wetlands to swamp, how about grass lands to wetlands)?

~Next up is a specific about deep jungle spreading....I know a forest has a chance to turn into one if its on a wetlands tile, are there any options concerning forests on a hill? Basically, I have a row of hills with forests, and was wondering if it was safe to chop those down for mine upgrades.

~And finally, are wetlands, swamps, jungles able to spread to improved tiles (I think they can on the 'trails', but not on farms, villages and mines?)

Thanks to anyone willing to field all this, any other tips with the lizards are welcome as well (currently playing mazatl, haven't touched the evil guys yet, really rocking out with this awesome economy)
  • Spring will add a swamp to wetland, scorch will remove both swamp and wetland from a tile (reverts to unimproved grassland).
  • Wetlands won't spread to hills, so the forests on those can safely be removed.
  • Wetlands can't be "forced" but will spread 5 times faster in tiles next to rivers, so try to find a nice big river to maximize spread.
  • Wetlands may spread to an improved tile, jungles might if the tile is already wetland but swamps won't naturally spread to any improved tile and will destroy existing improvements if they are forced to spread there.
  • Grassland on a river has the highest chance to become wetland, followed by other grassland and then plains (very small chance to drift toward wetland) - the tile must be flatland in each case
 
any way to increase the forest -> jungle rate? Since the mazatl can build in jungles, but not in forest, i usually spend ages waiting for my (hilled or not) forests to turn to jungle. Besides the 1 commerce from river tiles, they're basically the same improvement anyway.
 
I'm glad this forum is here because I was getting cranky trying to convert the Kahdi and nothing was happening.

Them being 'faithless' or 'agnostic' shouldn't it be possible for the civilization to "find religion" after the decision is made about Mammon or Ohgma? Or maybe if the civ goes with Mammon, it loses it's agnostic trait. I mean I would think the hoi poloi would be *very* disenchanted with the Cult of Personality Kahdi has going and would want to go for religion.
 
Got a PE:

Code:
File "CvSpellInterface", line 16, in cast
File "string", line 0, in ?
File "CvSpellInterface", line 2102, in spellRobGrave
RuntimeError: unidentifiable C++ exception
 
I got the same PE and got it to work by not using the patch.

Great mod, by the way.
 
Alright... This is a bit strange.

Graveyards are doing nada for me.

FFH2, they work. Make duplicate of FFH2 called Fall Further, put mod files in... test graveyards in ANY game. Nuthin. Install patch A. See prior.

Or more accurately. Me and a friend try multi-player, and every time one of us pops a graveyard... OOS.

Sounds related to Woodelf's error. Being it references "spellRobGrave"


Quite irritating, as we cannot stand to play normal FFH2 since FF.... oh, 30? Its just that much better.

Haven't had a chance for my friend to test this too, but will ask him to once he gets back from work.
 
Okay. Im not one to double post. But this is really utterly unrelated to graveyards not working...


O.o turn 21 I just had a strength 10 pit beast attack my capital. :eek: Thankfully it was severely hurt from KILLING two other civilizations before attacking me-and I was well enough fortified to luck out and kill it on defense. I doubt I had a very high chance of living either... but I did.

I don't know what to say other than... WHAT THE CRAP?! :eek::eek::eek:

Its just... just... just... :eek:

Edit: Save when I saw it approaching attached.

Edit2: Take a look, thy who don't want to load the save. Oddly, my warrior only got 4xp...

Edit3: Holy crap. Civilisations are falling like flies. The Bals just died... Worldbuildered to see to what? A treant is sitting on the ruins of their captial... O.o...

Edit4: And there goes the amurites... to ANOTHER pit beast... ... ... turn 37... save avalible on request.... This could be a very short conquest game at this rate... or more accurately survivor *shudders*

Edit5: No wars have been waged yet. And there goes ANOTHER civilsation... to a pit beast again. The Doviello this time...

Edit6: My god. A few turns latter... turn 64. The Ljosalfar die... to a lizardman it appears. Probobly had something with it or... something... sheeessh its down to me and 3 computers, turn 64 in a huge game with all normal slots full...

Edit7: There go the bannor... turn 68... by not one, but TWO pit beasts, and a small army of skeletons...



This game begs me to ask... Why the heck did a freakload of pit demons spawn that early in the game?!
 

Attachments

heh, i noticed some gargoiles (sp) running around in my last game, but never pit beasts
 
Well. I also feel that the units jumping out of barrens etc should be moderated by what turn it is and perhaps armageddon counter. In early game, a single gargoyle (or pit beast :eek:) can be a threat to your entire civilization - while in later game its not even an annoyance.

lower the beasties in early game, increase them in later game?

Its a great feature in any case, even as it is now. I really like it.. :goodjob:
 
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