Fall Further - The Original Thread

It might be a bit of a pain to isolate which of the files is causing the issue specifically, but you could try going to "Mods\Fall Further\Assets\XML\Text" and deleting each of the files there to find if you get text back after removing one of them.

I would start by delting:
CIV4GameText_Mazatl
CIV4GameText_Cualli

As I recall Orbi was going to include one of the Lizzie Civs, and those text files might be shared between the two mods. Otherwise, delete half the files in there, load the game and see if you get text. If you don't, back out and delete only the other half, load again. If that returns the text, then start narrowing it down by repeating the process till you (Ideally) find a single text file which causes the problem
 
Any chance of a block on the BUG messages from Civ4lerts which tell you a city is going to grow/shrink next turn for Fallow civs? It's bugging me with the Scions at the minute, but I imagine it's possible it applies to other Fallow civs (Hybo) too - on the other hand it could be just due to the +1000 food attempt to trick the AI into assigning citizens sensibly, though the block still makes sense anyway I'd say.
 
I think you can turn off city alarms/alerts in the BUG options screen.
 
I've just managed to merge the DLL portions of the Xienwolf's modcomp ready for 041 - very nicely organized and formatted for anyone working with the base mod, but with the number of modifications already made to the FF DLL (including a very old version of Xienwolf's work) it was less than straightforward (that'll teach me to have a messy codebase).

In anycase - the code is in along with the minimal XML required to get it to load properly. Time to go work on the schemas.

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I haven't had much experience with localization issues, but what Xienwolf suggested above seems to be the best approach. I'll have a look at the Orbi mod again and see what we have in common, then try checking that manually.
 
What version of the xml modcomp did you include?

It looks like Xienwolf just released a new version with 5 very cool new tags.

(Hmm...there are new tags listed in the modmod thread's first post now, but the version number doesn't seem to have changed. I just downloaded and it doesn't seem they are in the actual game yet. You might want to wait a little while to let him release a new version so you can include <iPreReqMaxAge> , <bStackEffect>, <bAutoAcquire>, <bMustMaintain>, and <bNoXP>)
 
What version of the xml modcomp did you include?

It looks like Xienwolf just released a new version with 5 very cool new tags.

(Hmm...there are new tags listed in the modmod thread's first post now, but the version number doesn't seem to have changed. I just downloaded and it doesn't seem they are in the actual game yet. You might want to wait a little while to let him release a new version so you can include <iPreReqMaxAge> , <bStackEffect>, <bAutoAcquire>, <bMustMaintain>, and <bNoXP>)

Version 1.16c - though those tags don't look familiar.

Edit: There's a reference to "StackEffect" in the DLL code, but can't see the others.
 
Using a modcomp by Dom Pedro II which Xienwolf has modified as part of his ModComp, it is possible to have specific types of unit provide Yields/Commerces to a nearby city when killed.

It is also possible to have specific leader traits provide additional bonuses to that amount.

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I'm currently thinking of using this to make all animals provide an amount of food when killed equal to their CombatStrength and to have a trait granted to all Doviello leaders (named "Hunter") which increases that amount by 50%.

The net effect would be that hunting the animals around your lands would allow for slightly faster city growth - especially for the Doviello.

The other option I was considering is granting a very low amount of food per animal in general (1 for any animal, maybe 2 for bears/elephants) and making the Doviello bonus +100%. This makes the feature mostly not useful for civs other than the Doviello.

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With regards to the "Valor" issue - it's actually now possible (again with Xienwolf's modcomp) to have that promotion enable a unit to gain experience in a similar way to how adepts/workers currently do. If the spell allowed an Archmage to grant any Melee/Archery unit in it's tile the ability to slowly gain experience up to a given cap (for instance 25XP), it could function as a much weaker "hero" promotion, which seems a lot more appropriate for such a high level spell. It would effectively allow a purely defensive civ to train all of its garrison troops up to almost/around Level 6 (depending on factors like Charismatic etc), or a more warlike civ to train it's armies before sending them to the front line.

The obvious issues I can forsee are ones that involve units reaching a level limit to perform some other task. Wane for instance - though Adept units gain experience at a similar rate and could not use Valor to increase that rate as it is not allowed to their UNITCOMBAT. I'm sure there are probably some others that may cause issues though.

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Finally for this one, Loyalty. I'm looking for a simple improvement to change the way in which it is used. I've currently contemplated immunity from Domination (which may devalue Domination - do we want that?) or a Garrison-mage effect such as reducing the "unhappy timer" for things such as whipping and drafting (which might need a little micro-managing? Possibly creates a building that does similar?). Any other suggestions welcomed.
 
Neat idea. I like the second option, for it's focusing of the benefits on the Doviello.

Civ4lerts and the Scions:
Darksaber1's correct: You can turn off the city-growth notification at the BUG options screen.
 
MC & Vehem: The new tags listed are for version 1.17. Since I have noticed myself forgetting to add tags fairly often I have started adding the new tags to the first post as soon as the code is complete, but I haven't finished debugging them all yet.

There are also modifications to a couple of the previous tags. Just small things which I noticed weren't working quite right. Like I mention in the Duration changes that you can have a Duration per turn +1 (essentially making a unit permanent), and a Duration Per Combat -1 (essentially limiting the number of attacks a unit is allowed to make). But I had decided during debugging much later that it sucks to lose your unit IMMEDIATELY upon gaining a promotion which reduces duration. So I set it up to not immediately kill the unit. That however meant that a unit could not die as described, which sucked because I liked what I described :)

So anyway, lots of minor changes, and so many changes at once makes debugging a bit more complex. Plus I had to ensure that you could have a MustMaintain+AutoAcquire work properly, rather than having it wind up removing itself every other turn (like it would have as I initially coded it).


Overall, debugging is pretty much done, so once I get seZ's HUD v3 refined I'll probably pop out a 1.17.


Anyways... awesome to see some of the work from the MODCOMP finally being used :) Lots of cool things in there to toy with.
 
Anyways... awesome to see some of the work from the MODCOMP finally being used :) Lots of cool things in there to toy with.

Aye - there's a lot of new options :D Nice work :goodjob:

Also - now that I've got a fairly recent version included, it hopefully won't be quite as tricky to merge in updates so I'll try to track the FF version alongside your versions as much as seems feasible (stability allowing).
 
I'd like to propose changing Loyalty to something like "Discipline" or "Clarity", which would get rid of the Enraged and Crazed promotions, and otherwise reduce the chance to go Barbarian. You could also have it provide a +x% bonus to resist Domination or Command.
 
I'd like to propose changing Loyalty to something like "Discipline" or "Clarity", which would get rid of the Enraged and Crazed promotions. You could also have it provide a +x% bonus to resist Domination or Command.

Interesting - that would certainly be a useful one and easily coded. The only downside I can think of is that the civs using "Law" are going to be rarely dealing with enraged and crazed as they're generally related to "Chaos". It does make perfect sense that the counter to Chaos mana is found with Law mana however.
 
I thinking my Law sphere may be like this:

Law 1: Discipline- grants a chance for the unit to get free xp, removes and makes the unit immune to Enraged and maybe Crazed. Has a small chance of wearing off.

Law 2: Valor - like it is now, plus -50% xp costs from purchasing promotions and a small chance to expire.

Law 2/Dimensional 1 (Cross-Sphere spell): Summon Einherjar - creates Einherjar, which now start with Spirit Guide and maybe +1 Law affinity (if so, the base strength would probably be reduced)

Law 3: Banish - either automatically kills evil units or makes them escape to their capital (probably a chance for either, and a small chance to resist). Evil units mean those of AV/OO/CoE religion, Demons, undead, (maybe elementals,) and units with Death or Entropy promotions (and maybe also higher levels of other evil god's spheres, like Chaos, Shadow, or Mind III)


(Also note that in my version Enraged does not go away when you fight someone. The Wrath Event without Law mana could be really tough. There may also be a body spell that enrages units nearby)
 
Using Xienwolf's suggestion, i managed to locate the incriminated file. Actually, the text issue comes from CIV4GameText_MIMM, the mod works perfectly after i deleted it =)

I don't know anything about XML but i would bet the file is lacking some foreign langage sections. All the other text files contain an English, French, German, Italian and Spanish section (even if the text is always in english) but this one doesn't. Plus i also identified the bug file in Orby mod and it seems to be the same logic (will post in his own thread).

The game is fully playable without this text file but it would be even easier if you could make some corrections that work =)
Enough said, going back to game now but not without thanking heartfully Xienwolf for his help and Vehem for this great mod ;)
 
Using Xienwolf's suggestion, i managed to locate the incriminated file. Actually, the text issue comes from CIV4GameText_MIMM, the mod works perfectly after i deleted it =)

I don't know anything about XML but i would bet the file is lacking some foreign langage sections. All the other text files contain an English, French, German, Italian and Spanish section (even if the text is always in english) but this one doesn't. Plus i also identified the bug file in Orby mod and it seems to be the same logic (will post in his own thread).

The game is fully playable without this text file but it would be even easier if you could make some corrections that work =)
Enough said, going back to game now but not without thanking heartfully Xienwolf for his help and Vehem for this great mod ;)

Thanks - that file definitely is missing some of the language entries.

At the moment though, I honestly can't remember what it belonged to. The "Ritual Nodes" sounds familiar - was that part of Mailbox's mod at one point? I don't recall having tried to merge that particular one however. (MIMM = Mailbox's Improvement Mod Mod perhaps?)

I've blanked the contents in any case, which hopefully will stop it being an issue for later versions.
 
I believe it was part of Mailbox's improvements modmod. These were improvements that adepts and workers could build, which would gradually mature to higher levels with more unhappiness costs, until the final level where it created a new source of mana.

Xienwolf included this modmod in his worker promotions modmod (although I think he removed it in later versions, or split the modmod into two versions where only one included Mailbox's modmod), and you included xienwolf's worker modmod in Fall Further. You may not have included it in its entirety, but you probably forgot to remove all references to it.
 
I believe it was part of Mailbox's improvements modmod. These were improvements that adepts and workers could build, which would gradually mature to higher levels with more unhappiness costs, until the final level where it created a new source of mana.

Xienwolf included this modmod in his worker promotions modmod (although I think he removed it in later versions, or split the modmod into two versions where only one included Mailbox's modmod), and you included xienwolf's worker modmod in Fall Further. You may not have included it in its entirety, but you probably forgot to remove all references to it.

Makes sense - I've blanked it for the moment in anycase (which will fix the problem for people who already have a copy) and will try to sort out the installer to remove it for future versions.
 
Hi


I got a crash sending me back every time to windows in my last (and first) FF game. I am playing, quite badly must say, the Malakin and at war with the "north american native nation", then I play my turn, he plays his turn and at the end of the AI turn I hear some boots noise and back to windows.... Went to the worldbuilder and did not find anything fancy that should happening in the end of turn/begining of he next one... as far as I could tell.

I did not manage to upload the saved file...so just for the record for the moment I think.

Otherwise :goodjob: with this mod, it add a bit of color in the otherwise outstanding but (for my taste) a little bit too manichean FFH2 (even though I did not bought a new video game since I started to play FFH2;)).
 
Well I started a new game with my beloved Malakins and I have it again... first game was turn 280 this one turn 212 (normal speed). Dovielo and Balsheraph are the only other civilization comun of the two games. When I finish this turn the game play all the other AI civs and then crash to the desktop. I am playing FF last version with patch B and FFH032 with media pack and last patch.

It seems to happen just when my turn start and I get two red messages in the turn log but the program crashes faster than my eyes ability to focus...

Does there is a way to have some log files/error files/ debug mode with this game to it track down????

Cheers
 
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