Fall Further - The Original Thread

I agree with that. But make him an assassin UU, Slvynn suggested, with command I to start. I like that idea. More assassins is never a bad thing.
 
ah may be vehem changed , but it was requiring repository to spawn a gnostling before, afaik
 
Posted also on the FfH Bug thread:

I have mentioned before (in the FfH bug thread) that I keep getting this issue where I'll be playing and usually right after I've hit "end of turn" right before my turn comes up after the AI is through computing all of the AI civ's turns I'll get this:

File:\main\Civilization4\SDKs\Gamebryo2_0\NiDX9Ren derer\NiDX9SourceTextureData.cpp.Line:321

This error message is followed by a Runtime error for the basic Civ.exe.

I have done everything I can. I've update Direct-X, I've updated my ATi mobility radeon card as much as I can and often times, I turn the graphics down to the minimum which used to help, but doesn't seem to anymore. I used to get this error usually when there was a lot of Burning Sand in the game, but now I get it halfway through a game with Hell Terrain turned off.

However, so far I've found that I only get this crash with FfH or FF. I just finished a game with the new BtS 3.17 Next War mod and I had no problems.

In reading these CivFanatics forums, I've seen that often times a code used early in a mod will cause problems later in the mods build. Is it possible that something got written that now isn't needed and causing problems? When I first started playing FfH around build 2.02-ish, I never had this problem but now as the mod changes, the crash is happening earlier and earlier and I don't think it's just my system not being able to handle the game.

Please, any help will keep my forehead in good health so I can stop banging it against the desk after trying to get this to work!
 
If your BtS has been patched, that might be the problem for FF - it's not been updated yet. For FfH, make sure you're on the latest patch ("i" was just released) to get the compatibility.
 
If your BtS has been patched, that might be the problem for FF - it's not been updated yet. For FfH, make sure you're on the latest patch ("i" was just released) to get the compatibility.

Well I was having this problem with FfH long before I download FF. Plus, the problem predates the newer patches.

I did patch with "I" and I'm seeing how it goes. As mentioned earlier, the crash only happens with FfH or FF and none of the other mods. Since the crashes are earlier and earlier, it's been hard to pin down what event might trigger the Ctd.
 
If your BtS has been patched, that might be the problem for FF - it's not been updated yet. For FfH, make sure you're on the latest patch ("i" was just released) to get the compatibility.

As usual, I'm confused about what's compatible with what.

Are you saying I need the recent BtS patch for FFH .32i?
And that for the current version of FF, I just need the old BtS and FFH .32e?
 
As usual, I'm confused about what's compatible with what.

Are you saying I need the recent BtS patch for FFH .32i?
And that for the current version of FF, I just need the old BtS and FFH .32e?

Yes, the most recent patch of FFH, .32i is updated for BtS patch 3.17, but Fall Further has not been updated for either patch yet.
 
As usual, I'm confused about what's compatible with what.

Are you saying I need the recent BtS patch for FFH .32i?
And that for the current version of FF, I just need the old BtS and FFH .32e?
Precisely correct.
 
This was probably missed a while back, but can the Mazatl get the Inqusitor promotion? And does deep jungle replace Ancient Forests? ( I captured huge amounts of Ancient forest from the Calabim). And it looks like wetlands have trouble apearing on grassland created by Genisis. Of course I might just not be paying enought attention. And is their a clear formula on the amount of Units gained ffrom the Chislev world spell? Like, how many units per pop point?
 
the scions are already adapted to FF, you just need to copy the folder in a copy of your FF folder manually ;)
 
I think we are all getting impatient. The wait is inexcusable, unless you are taking so long because you are including xienwolf's modcomp, and maybe UnitStats and FFHBUG too. :p ;)

My modmod really needs the Broader Alignments changes of your modmod plus at least the SDK/xml schema that xienwolf added himself and his version of Dom Pedro's Food From animals modcomp, and my C++/schema skills aren't really up to doing it, especially if I have to update to a new BtS patch too. The modcomps that he doesn't plan to include in his next version aren't that important, so you would be better leaving them out as they seem to have caused WoCs. Feel free to implement anything that has been requested of xienwolf's modcomp too. It would also be really nice if Broader Alignments and maybe UnitStats and FFHBUG were made into Game Options.
 
Is it possible to isolate and install separately the civ-specific city sets portion of this mod mod? I have really been enjoying the Balseraph tents. Thanks.
 
Where the hell is Vehem? Does he even know we wanna update? Vehem, where are you?!!
 
Man, people are getting kind of pushy, no?

It would suck to have a job where you don't get paid, but also get chewed out for taking a week off.
 
Man, people are getting kind of pushy, no?

It would suck to have a job where you don't get paid, but also get chewed out for taking a week off.

LOL! Well, we're an impatient kind, us civ gamers. Tho, we are gettin really pushy. Sorry.
 
This was probably missed a while back, but can the Mazatl get the Inqusitor promotion? And does deep jungle replace Ancient Forests? ( I captured huge amounts of Ancient forest from the Calabim). And it looks like wetlands have trouble apearing on grassland created by Genisis. Of course I might just not be paying enought attention. And is their a clear formula on the amount of Units gained ffrom the Chislev world spell? Like, how many units per pop point?

What's worse is the Mazatl priests cant heal deasises either, as is advertised in their civilopedia. I fixed that by adding channeling I and II to them in the CIV4UnitInfos.XML. I suppose you could add just Channeling 2 since thats what inquisition and heal deasise require, but it seems like every unit that starts with channeling II also gets channeling I, so I decided not to take any chances.

As far as my earlier problem, in GlobalDefinesAlt.XML at the end, changing this.....
Spoiler :
<Define>
<DefineName>BROADER_POPRUSH_BASE_MODIFIER</DefineName>
<!-- Alignment modifier BASE when poprushing -->
<iDefineIntVal>-1</iDefineIntVal>
</Define>


to this.....
Spoiler :
<Define>
<DefineName>BROADER_POPRUSH_BASE_MODIFIER</DefineName>
<!-- Alignment modifier BASE when poprushing -->
<iDefineIntVal>0</iDefineIntVal>
</Define>


fixed it for me, whether it was a bug or WAD originally is unkown to me. But this way you still get some evilness with whipping and moreso with larger numbers sacrificed.
 
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