Fall Further - The Original Thread

I'm fine with "FF base only," minus any hardcoding. (For all I know Vehem removed any hardcoding in 040 anyway)

Better yet, just convince Kael to use your DLL for the main mod, including adding Broader Alignments.;)

I was kinda wondering if you might want to make Broader Alignments a Game Option. I usually prefer to use it, but going back to the more rigidly set alignments is sometimes good for a change. Not good enough to compile a seperate DLL and maintain 2 parallel modmods though.


Can we assume that your xml modcomp will now gain new tags pertaining to Broader Alignments stuff? Like tags that deal with the gradually shifting Alignments that Vehem has stated he planned to add eventually? FF already has <iPrereqBroadAlignment> (which should be checked by bMustMaintain) and <iAlignmentModifier>. I think that Religion, Civic, and Civilization prereqs would be good to add next, and that these too should be checked by bMustMaintain.


The good news is that since there is now direct use of the code I'll be heading out of just Promotion fields and making the code more comprehesive.
Does this mean you'll be taking a second look at my "Dreamlist" soon?
 
Making it a gameoption might be a good idea, but the problem is that Grey Fox is good. Damn good. Instead of the run-of-the-mill MOD where it is a standalone feature, he tied it into EVERYTHING (and I plan to tie it into a few more things... :whistles innocently:). Thus making it a gameoption can possibly be tricky. What I saw during the merge process looked like it wouldn't be hard though, because I don't think he changed any code, just added a bunch. That means optioning it out should be a child's play.

BTW, DLL works now, flawlessly. It was the game options.

I'll probably read your dreamlist again briefly to see if I get inspired by anything, but I still have a HUGE list of my own material. And Weapon Mod is really tickling at the back of my neck to be let loose on the population of CFC. It is probably my next big project after making mod-mod-modders happy by improving the Modular Loading capabilities of FF.
 
Well to come back with the crashes I saw, it is related to the infernals. If I delete this civilization from the game i can continue to play...

Sorry I still don't manage to upload a saved game (I am using Firefox, don't know if it is the reason).


Hope it can be of any help
 
Hello,
I'm trying this for the first time, so forgive me if this has been answered already; it is intentional that both Wither and Ennervate spells are in the game?

Also, did you make any changes to Infernals? In my game, he controled about a half dozen cities, maybe more. Good times.
 
Hello,
I'm trying this for the first time, so forgive me if this has been answered already; it is intentional that both Wither and Ennervate spells are in the game?

Also, did you make any changes to Infernals? In my game, he controled about a half dozen cities, maybe more. Good times.

The Enervated promotion should still be there (legacy for one of the dungeon event results - will be removed when I work on that section again) - the spell itself should probably be gone.

The Infernals had a couple of boosts - specifically that Hyborem gets 25 experience on spawning and that until he has lost his Immortal Promotion, he follows AI_CITY_ATTACK. After dying once, he switches back to the default AI_CITY_DEFENSE (handled with a PyPerTurn on the Hyborem unit - a little costly, but there should only be one of him anyway).

The result is that if he spawns early enough and survives long enough to declare war, he tends to go and sack a couple of cities himself (sometimes).

===

At the moment we're in the process of "spring cleaning" though - there are a few things that have fallen "out of synch" with the main mod so we're sorting all of that out for 041 as best we can. That will probably be a "tidier" experience.
 
(handled with a PyPerTurn on the Hyborem unit - a little costly, but there should only be one of him anyway).

Couldn't you just use <PythonPostCombatLost> instead?

I believe it worked fine when I moved the loss of traits to use this function instead of being defined in CvEventManager.py (this made it easier to make more heroes' deaths result in trait Loss), so I'm guessing it works when an immortal unit is reborn instead of being killed when defeated. (Hmm..,now that I think of it, I may have tested with Basium and not Hyborem. I should probably check with Hyborem too.)
 
Couldn't you just use <PythonPostCombatLost> instead?

I believe it worked fine when I moved the loss of traits to use this function instead of being defined in CvEventManager.py (this made it easier to make more heroes' deaths result in trait Loss), so I'm guessing it works when an immortal unit is reborn instead of being killed when defeated. (Hmm..,now that I think of it, I may have tested with Basium and not Hyborem. I should probably check with Hyborem too.)

The other thing that this achieves is to make sure that (a) Hyborem sticks to the CityAttack AI rather than deciding he'd be better off defending (he's set to it each turn) and (b) if he becomes Immortal again for whatever reason, he gets aggressive again.

In truth, the original reason for using this method was that it had just become available with GreyFox's additions. The PyWon/PyLost came a little later (I think).
 
I've moved the "BonusPrereq" in line with the other priest units - you only need Gems to build the Shadow Priests now - normal Priests of Agruonn will no longer need them.

Notably, Miquiztli also doesn't need them, so you'll be able to get the Hero out in every game - the presence of Gems just determines whether he gets to bring his friends along.

Having finished out that game, this doesn't seem to be the case. I was able to upgrade an Assassin to Miquiztli without any trouble, and a second one to a Shadow Priest, but couldn't build the priests until I managed to dig up some gems with a lucky mine proc. So far as I know I'm using the most current build of Fall Further, as well; certainly it works fine with .32l.

Also, the invisibility on these guys is a lifesaver; Charadon had (predictably) a completely ridiculous number of hunters, wolves, and axemen sitting around (this, I imagine, is why his scientific progress was less than remarkable) and just plain wore down the rest of my troops except for a few Eidolons. Miquiztli with Command is a lifesaver in that situation.

<BonusType>BONUS_GEMS</BonusType> is definitely still there in the Civ4UnitInfos XML, too, though I don't know enough about the relevant grammar to tell if it's in the right place to apply to the upgrade or the default unit.
 
Lizardmen Shaper can`t cast spring without chaneling I :/ Where can I add chaneling I for them manually -in xml or python file?
 
I tried Kahd for first time. Are they agnostic? I never find any mention about they should be agnostic but still can't adopt any religion. Not even after Enlightment casted.
 
Lizardmen Shaper can`t cast spring without chaneling I :/ Where can I add chaneling I for them manually -in xml or python file?

In C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall Further\Assets\XML\Units\CIV4UnitInfos.xml.

(I guess you could instead add the promotion in python if you really wanted to, but that seems like a dumb was to do it.)
 
Proffesor needs Mind1 for Inspiration, instead of Mind2 which is Charm
(it was swapped in some patch imho)
 
You could also change PROMOTION_APTITUDE1 to PROMOTION_CHANNELING1. Of course, that means that the worker won't gain experience. However, that seems like a fair trade-off.

[Edit] Actually, they still gain experience but at a very slow level
 
Proffesor needs Mind1 for Inspiration, instead of Mind2 which is Charm
(it was swapped in some patch imho)

Yes, quite a few of the FF civs had their unit's spells messed up in the last FFH spell revision. Vehem has already said that the next patch will fix all of that, hopefully permanently.
 
Ok, so I finally go this thing working again after buying some new BtS discs (one of them was broken, go figure). Now I just have one question: How do I get the old FfH main screen back? :(
 
Well, that worked, but now my game just crashed when I tried to actually load a game! Crap! Back to fixing stuff for me...Any suggestions?

Edit: Nevermind, random crash, nothing to do with bugs! Woohoo! I'm back puny mortals!
 
hey there guys, I recently tried FFH2 and like it alot, and then I come here and see that you guys have even managed to improve it :D

merging the BUG mod with this was pure genius too.

anyway, I just wanted to drop in to ask if there is a recommended game speed to play on. marathon seems too slow, epic is enjoyable as is normal, but I was wondering if one of the game speeds in particular is the best one for this particular combo of modmods ( worker promotions for example came lightning fast on marathon compared to the general game speed ) .

thanx for the reply and great work on the mod ;)
 
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