Fall Further - The Original Thread

Shall you replace the game core or change name on it?

Same with the XML and Python files, do you have to copy the stuff in it and then put it in the FFH xml with the same name?

Just drag/drop the Assets folder to the FFH2 mod directory, and allow it to overwrite any files it mentions ("Yes to All"). It's pretty much a 2 click install on a good day.
 
Vehem, about dir name. Please mention at installation guide, that mp games started with different named FF dir wont be able to load (reload after save). Thats important and will tell people to keep dir named same if they try MP, and prevent losing already played and saved game.
 
Just drag/drop the Assets folder to the FFH2 mod directory, and allow it to overwrite any files it mentions ("Yes to All"). It's pretty much a 2 click install on a good day.

You may want to consider breaking your mod into 2 pieces.

1. The FfH art pak file and the FfH sound files (561 of the 645 meg of files).
2. Everything else.

The art pak and sound files never change in patches (if they are changing I might as well release a new version because they are so big). But that way you can enforce some common directory names, etc.

Players could be given the option to download and install the big base mod (which is really just the core FfH files into the Fall Further directory) or copy their FfH2 directory over to the name you specify. Then they just apply that smaller 2nd patch, which is pretty much what your distributing now and they are all set.

The other nice thing about this system is that it wont be broken by patches. Even if I rev to patch "f" players downloading FfH2, copying over to Fall Further and applying your non "f" converted latest version will still work (since you would have backreved everything important in your version).

It would also work if player simply wanted to installed Fall Further on top of FfH2 to get all the additional stuff you've added.

Just something to think about to make it easier for people to try out Fall Further.
 
Dural Question:

So if you cast Inspiration, is it a one shot use? or does it eventually regenerate?

So if you cast Hope, do you recast everyturn for the effect or once its cast in that city, it stays cast until you leave? I noticed that it seemed grey until I leave. I do not see the affect anywhere in the city though, at least I am not sure I am looking in the right place.

not sure how some of these spells work.
 
You may want to consider breaking your mod into 2 pieces.

1. The FfH art pak file and the FfH sound files (561 of the 645 meg of files).

Just something to think about to make it easier for people to try out Fall Further.

Fall further is just 41 megs.

I love that its a single download. If something has more than 2 'moving parts' I need to download and configure I get gunshy. I like just "Download this" and copy it to your (Assets folder) or something. If there is a small patch thats one thing, but beyond that I like simplification.
 
please rename folder release into FFH Fall Further 033 or somewhat
then people rename their modmod folder into such name and extraxt ur zip to Mods.
this way it will be easier and all players will have same mod dir name.
 
Scions of Patria for FF updated to 033.
Download.
Discussion thread.

I like what I've heard of the the new FF civ - could easily become one of my favorites.

Any idea what the full string was? "TXT_KEY_SOMETHING_SOMETHING_SOMETHING"...?

Did something change about diplomacy texts recently? I had a report of something similar the other day, and saw one yesterday myself - the first I'd noticed.
 
First of all a warm "hello" to all of you - and of course :goodjob: "thanks" :goodjob: for putting so much effort and time in the FF and FfH-projects to make a great game superb!

Just installed the FF-mod (i've read about it in this forum and just knew that i had to get it) but i do experience a small problem: starting the game gives me the classic FfH-titlecreen but with no menu-text!? :confused:

Could it be that it is because i own the german Civ4-complete-version?
It includes Wl and BtS and is patched up to 3.13 - the "normal" FfH-Mod works all right and shows text in the main menu.

Does anyone have a clue for me? Maybe i installes something wrong /though i don't know what i might have crapped)? Thanks in advance and please - keep up the good work!

-edit-
after a complete uninstall and reinstallation i got it working, i messed sth. up with the FF folder structure, sorry.
 
Vehem you didnt noted that you changed Archos haruspexs in patch notes. Also not only me but mp hamachi crew think that it gets Archos down. Only getting that back will recover balance , and still not at 100%.

Lore wise: Spider cult is hidding behind erebus religions, and taleneted Archos haruspex learning thoier divine powers, and can use them.
 
After the recent discussion of install methods and the need for a single "Modname" for multiplayer purposes, I've put together a scripted installer for Fall Further.

It will;

  • Find the existing BtS install
  • Create a "Fall Further" directory under \Mods\
  • Allow you to copy your "Fall from Heaven 032" directory automatically to the new install directory (it will only actually copy missing files and newer versions of existing files)
  • Install the necessary Fall Further files over the newly created FfH-clone

The result is;

  • The mod is always installed into a directory named "Fall Further"
  • The FfH base-files are copied automatically (no need to go to the \Mods directory in Explorer)
  • The install-file has actually shrunk significantly - it's around 26MB now (better compression)
  • Easier for general users to work with, but not as "modmodder friendly" (need to extract to some arbitrary directory rather than just using Winzip/WinRar to work with files)
  • You must have the version of Fall Further it expects already installed in the default location (\Mods\Fall from Heaven 2 032)

As the post title suggests - I'm considering it experimental for the moment. Please - give it a try and let me know how it works for you.

Download Here

===

For those that are interested, the installer is created using "Inno" - open source and non-restrictive licensed.

The script file for it looks like;
Spoiler Inno source code :

Code:
[Setup]
AppId={{19D32BD7-E13A-4B7D-B900-F34D0BC3D2AE}
AppName=Fall Further
AppVerName=Fall Further 033
DefaultDirName={reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Mods\Fall Further\
OutputBaseFilename=FFSetup
Compression=lzma
SolidCompression=yes
DisableProgramGroupPage=yes

[Types]
Name: "full"; Description: "Default installation"
Name: "custom"; Description: "Custom installation"; Flags: iscustom

[Components]
Name: "FF"; Description: "Fall Further Core Files"; Types: full custom; Flags: fixed
Name: "FFH"; Description: "Copy Fall from Heaven Files (needed for first install or if FfH has been updated)"; Types: full custom;

[Languages]
Name: "english"; MessagesFile: "compiler:Default.isl"
Name: "french"; MessagesFile: "compiler:Languages\French.isl"
Name: "german"; MessagesFile: "compiler:Languages\German.isl"
Name: "italian"; MessagesFile: "compiler:Languages\Italian.isl"

[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked

[Files]

Source: "{reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Mods\Fall from Heaven 2 032\*"; DestDir: "{app}"; Flags: external recursesubdirs createallsubdirs comparetimestamp; Components: FFH
Source: "P:\Utils\Inno\FF\*"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: FF


[Icons]
Name: "{commondesktop}\Fall Further"; Filename: "{reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Civ4BeyondSword.exe"; Parameters: "mod=\Fall Further"; Tasks: desktopicon; IconFilename: "{app}\AbsarokeIcon.ico"

I've not actually done much with the scripting capabilities of it - but it allows the use of Pascal as part of the config to do some quite clever things.
 
I am a little confused. This mod includes "Marnoks Mod" but it seems they updated it after yours was completed (just a few minutes), does it include the latest Marnoks mod?
 
Vehem you didnt noted that you changed Archos haruspexs in patch notes. Also not only me but mp hamachi crew think that it gets Archos down. Only getting that back will recover balance , and still not at 100%.

Fear not. I have a cunning plan.

It may be time for the Spider Cult to show what they can *really* do when they're not borrowing spells from other religions...

(I'm reworking their spells altogether)

I am a little confused. This mod includes "Marnoks Mod" but it seems they updated it after yours was completed (just a few minutes), does it include the latest Marnoks mod?

It includes a small part of the work Marnok has done - he has since developed it much further. For the moment I'm holding at the earlier version (as it works well and was the main feature that caught my interest). He is still working on it though and I may incorporate other parts of his work (with his permission) once he's satisfied regarding balance and stability (the name generator in particular looks to be excellent).

Version 040 may well include some of the updated ModComps.
 
Fear not. I have a cunning plan.

It may be time for the Spider Cult to show what they can *really* do when they're not borrowing spells from other religions...

(I'm reworking their spells altogether)



It includes a small part of the work Marnok has done - he has since developed it much further. For the moment I'm holding at the earlier version (as it works well and was the main feature that caught my interest). He is still working on it though and I may incorporate other parts of his work (with his permission) once he's satisfied regarding balance and stability (the name generator in particular looks to be excellent).

Version 040 may well include some of the updated ModComps.


I am SOO envious that you have the power to literally change worlds to suit you.

:)

For now, I'll have to just be an enjoyer of worlds rather than a creator or modifier

Thanks for that answer, that helps a lot to end my confusion. Zomg map was mentioned the Marnok mod which is what had me looking at them both. I got a CTD on this really neat map I was playing and on ZOMGs I was getting a "You've lost the game" pop up on start up, so I am a little gunshy lately.

Did have a question:

Dural Question:

So if you cast Inspiration, is it a one shot use? or does it eventually regenerate?

So if you cast Hope, do you recast everyturn for the effect or once its cast in that city, it stays cast until you leave? I noticed that it seemed grey until I leave. I do not see the affect anywhere in the city though, at least I am not sure I am looking in the right place.
 
Fear not. I have a cunning plan.

....

(I'm reworking their spells altogether)

Yes, but does the game really need more turnip spells?

Turnip I: Gives the caster the "Turnip" racial promotion.
Turnip II: Creates "Turnip Surprise."
Turnip III: Costs 400,000. Summons a gigantic turnip. (2/2, Defensive only.)
 
Did have a question:

Dural Question:

So if you cast Inspiration, is it a one shot use? or does it eventually regenerate?

So if you cast Hope, do you recast everyturn for the effect or once its cast in that city, it stays cast until you leave? I noticed that it seemed grey until I leave. I do not see the affect anywhere in the city though, at least I am not sure I am looking in the right place.

They're just the same as the Mind 2 and Spirit 2 spells - they each create a "building" in the city, which grants the effects (extra beakers/smileys). That building will remain until the caster (in the Dural's case - the Professor) leaves the city, in which case it fades away at the end of the turn.

There are a few other spells that work that way too (Law3 springs to mind) - it's actually a Fall from Heaven mechanic though - not one of mine. Professors are only "special" because they have the two spells to start with (and so can create both effects in the city they "teach" in).
 
Yes, but does the game really need more turnip spells?

Turnip I: Gives the caster the "Turnip" racial promotion.
Turnip II: Creates "Turnip Surprise."
Turnip III: Costs 400,000. Summons a gigantic turnip. (2/2, Defensive only.)

Hmm... 8th Civ... Led by a Balseraph fool who was exiled for being too foolish... The Blarcaddah Empire?

Sadly all the diplo-text would just be "WIBBLE!" - would make for quite a difficult conversation.
 
Two cosmetic bugs: Not all of the remove civ options have [FF] at the start, and the Scorched Staff doesn't have the {Item} tag. At least, this is in version 032; I haven't updated yet. Mainly because now that a new version is out I have to update my modmodmod. XD
 
Domino, the Cualli are a quite powerful race. I could suggest beelining to Poisons as soon as you get the techs you need to make use of nearby resources. Then you could build lots of Assassins as they are cheap for you. Also, their World Spell is also extremely effective. As soon as you get Aeron's Bounty and Miquiztli(their Hero) the game will be pretty much over.

Ah, it was my playing style :) Thanks for the advice.
 
Two cosmetic bugs: Not all of the remove civ options have [FF] at the start, and the Scorched Staff doesn't have the {Item} tag. At least, this is in version 032; I haven't updated yet. Mainly because now that a new version is out I have to update my modmodmod. XD

Thanks - I'd noticed the [FF] one but forgot all about it - hadn't realized about the new item at all. Will sort both.
 
Back
Top Bottom