Fall Further - The Original Thread

I have a Python error that prevents me from selecting my units fortified inside a city.

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 792, in handleInput

  File "CvMainInterface", line 6525, in handleInput

  File "CvMainInterface", line 606, in getPlotListButtonName

  File "CvMainInterface", line 1057, in selectGroup

AttributeError: 'NoneType' object has no attribute 'getGroupID'
ERR: Python function handleInput failed, module CvScreensInterface
 

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I have a Python error that prevents me from selecting my units fortified inside a city.

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 792, in handleInput

  File "CvMainInterface", line 6525, in handleInput

  File "CvMainInterface", line 606, in getPlotListButtonName

  File "CvMainInterface", line 1057, in selectGroup

AttributeError: 'NoneType' object has no attribute 'getGroupID'
ERR: Python function handleInput failed, module CvScreensInterface

Can you get to the FFHBUG options (Ctrl-Alt-O)? Try turning off the PLE and see if the issue persists. We've done some work on the C++ side of what the PLE is using, so it might help.

Also - as Swodhawk mentioned, you can allow PatchB to install over the Fall Further installation - it's only the changed files that will copy.
 
So, could I convince you to find use for This Modcomp, and maybe also this or this (perhaps as a new game option)? I was thinking they could be quite useful in my modmod. I already suggested them to xienwolf, but he has no plans to use them himself and is reluctant to add them to his modcomp unless you plan to use them for something in Fall Further.

I'd also recommend that the broader alignments be shown only in an unobtrusive mouseover, preferably in the diplomacy mouseover where espionage points are usually shown.
 
So, could I convince you to find use for This Modcomp, and maybe also this or this (perhaps as a new game option)? I was thinking they could be quite useful in my modmod. I already suggested them to xienwolf, but he has no plans to use them himself and is reluctant to add them to his modcomp unless you plan to use them for something in Fall Further.

I'd also recommend that the broader alignments be shown only in an unobtrusive mouseover, preferably in the diplomacy mouseover where espionage points are usually shown.

Culture Driven war is a "maybe" as a GameOption later on. I've played it in vanilla BtS (you know, that real world mod that came with Age of Ice...) and really quite liked it. It's a massive deviation in playing style though - hence the game option. The Cultural Improvements would probably fit in as part of that system too. We've currently got a rough working plan that takes us to at least 043 though, so it won't be soon.

The Conqueror's Delight stuff looks actually very impressive - though mostly aimed at BtS styles of play. Some of it is also quite similar to what Xienwolf has been working on (promotion prereqs etc) so I'd imagine anything along those lines will be developed specifically for a need and with FfH in mind. I can't see any reason that I'd want to import the whole of DPII's mod as it stands though at any point in the future.

Broader alignment is also a GameOption as of 041. Xienwolf is good :D
 
Version 041
1. Resolved an issue with UnitConvert (Warrior->Drown, Archmage->Lich etc)
2. Xienwolf is now working on the DLL (and some other things beside) and has incorporated all of his changes from his ModComp
3. Broader Alignment is now a Game Option
4. Permanent summons are now 1 per caster, linked to that caster.
5. All summons will die at the start of the turn if their summoner is dead/has betrayed the player. (this will be developed further in 042)
6. "Divided Soul" Sidar unit implemented as described in the Shadow Unit Design Contest here
7. "Sever soul" and "Ethereal Call" spells implemented for the Divided Soul unit (allows the unit to teleport to its "other half")
8. Artwork added for new Magic Items (thanks to Psychic_Llamas for the Mark of Chaos icons)
9. Artwork for Austrin civ button fixed
10. Mod is no longer dependent on the resources in the Fall from Heaven main directory (GFC Primary Theme errors should be gone provided you don't rename \Fall Further 041\)
11. Animals no longer have a time limit. They will spawn all game long (until there's no space to do so) and do not reduce normal barbarian levels.
12. XML in some files is "trimmed" using the method pioneered in Xienwolf's modcomp. Reduces size and makes it easy to see what a promotion etc does. (only relevant to Modders)
13. Dural Statues re-ordered slightly to reflect new spells.
14. All level 1 spells no longer require Channeling I - this is purely for experience gain now.
15. Firebows receive a unit specific spell "Ignite" - similar effect to their original fireball.
16. TXT_KEY_POPUP_DEIRDRA_DEFEATED added - time for some last words.
17. Unique Feature Happiness now works correctly (both in 'pedia and in-game).
18. Valor now grants +100% experience gain rate, but has a 20% chance of wearing off per turn (Archmages should be on the front lines).
19. Harmatt is now UNIT_COMBAT_RECON and has -20% strength when attacking cities (I suspect he may need further toning - let me know)
20. Alignment Meter has been disabled.
21. UnitStats has been incorporated - use the "Trophy" icon in the top right or press "U" to access unit statistics (Thanks Teg Navanis)


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Much of the credit for this release goes to Xienwolf - lots of new ideas and new skills brought to the mod here. If you enjoy the changes - remember to thank him. It looks likely that the same will be true for most releases from now on - the work he's doing is very nice indeed.
 
Couldn't you have waited until I'd finished my political science paper, so I'd have time to test it? (Of course, I guess it is my fault that it wasn't turned in yesterday, when it was due.)
 
@Vehem: Couldn't you have waited some more time before updating Fall Further to 0.41? I just uploaded the brand new final version of FlavourMod 2 and now it's partly outdated already again. :rolleyes: ;)

Can't wait for the updated dll source...

Hehe - I know the feeling well :)

Xienwolf is cleaning up the source code now - will have it uploaded shortly.

EDIT: It's uploaded now - link on the first page, normal place.
 
Fall Further Player said:
I can't move my Severed Souls very far - they get stuck near the edges...

Severed souls can only travel where you have already been - they can't reveal any new land and so aren't allowed to move next to any "Black/unexplored tiles". They'd be amazing scout units if they were allowed to do so, but that wasn't what I was aiming for (though there is a convincing case for them to be scout-ish)
 
Can you get to the FFHBUG options (Ctrl-Alt-O)? Try turning off the PLE and see if the issue persists. We've done some work on the C++ side of what the PLE is using, so it might help.

Also - as Swodhawk mentioned, you can allow PatchB to install over the Fall Further installation - it's only the changed files that will copy.

I haven't gone back yet to check if CTL-ALT-0 does something in this case. Thanks for the info. Is it possible that the Creation.py mapscript be the source of the problem? It's what I was using in that first game.

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EDIT -- Just tried the CTL-ALT-O and I get an error "Can't find Fall from Heaven 02 32 ini file"

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So far, the Fall Further mod-mod is outstanding! I love the additions. Thanks for the great work. It's just that it seems still pretty buggy at this point.

I started another game with the Flavor mapscript. I had another Python error around turn 237, out of which I could not get. The game basically froze and the OK button on the Python error popup wouldn't respond at all. Ditto CTL-ALT-0. This happened just when I had a baby spider kill an orc. (I am using Patch L, BtS v3.17)

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EDIT -- I just saw you released a new version a few minutes ago. Dunno if it'll fix the issues I ran into (yet).
 

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The error you were talking about was fixed in patch B. Had you applied it?

Okay, I got Patch B installed, and I can now get CTL-ALT-O to work. But what the heck is "PLE" -- Vehem suggested I try turning that off.

"Post-Labor-Echography"? :lol:
 
12. XML in some files is "trimmed" using the method pioneered in Xienwolf's modcomp. Reduces size and makes it easy to see what a promotion etc does. (only relevant to Modders)

Are the two "wavesize" tags and the xp value tags the only non-optional tags? (Other than the first handful - "Class" to "adviser" ) that seem to be used by every unit.)

You and Xeinwolf have made Notepad++ a happy camper. The new unitinfos is only, what, 1/4 the size of the previous one?
 
Are the two "wavesize" tags and the xp value tags the only non-optional tags? (Other than the first handful - "Class" to "adviser" ) that seem to be used by every unit.)

You and Xeinwolf have made Notepad++ a happy camper. The new unitinfos is only, what, 1/4 the size of the previous one?

If you look in the Schema, everything that is optional says minOccurs = "0" after it.

But basically it is Type, Desc, and most of the stuff for the art define (wave size & stuff. Though fSpeed & one other are optional in there as well). The XP values are also optional. By default (it not included) they will be 4 & 8, so only the 0/0 & 16/32 ones are included in the files you downloaded. Other non-standard defaults include Formation_Default, Domain_Land, combatLimit 100.... can't remember the rest really. Anything that basically every single unit had.
 
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