Fall Further - The Original Thread

Great work Vehem and grats on your modmod. I've just found out that your modmod did exist :( Definitely gonna play it tomorrow. I have a question though: If I install your modmod, will that disrupt FfH itself? I mean can I play FfH and patch it while I can play Fall Further?

EDIT: Oh well, never mind. I couldn't figure out what you meant when I read the instructions for the first time. Guess I create another FfH directory and extract your modmod there.
 
how does this work with the creation mapscript? Does it generate favorable terrain? I play this almost exclusively now cuz i love it lol

It works fine normally, but it wouldn't have generated favourable terrain - until now.

Creation for Fall Further

I've added a civ-preference that should guarantee the Lizards get a lowland-wet start if possible, perfect for the swamp/wetland mechanic. The Archos should likewise be in a place with decent food potential (grassland and river).

I've linked to this script on the first page (below installation instructions) and as I said there all credit still belongs to Cephalo - he made it really easy to add new Civ-preferences.

GhostQ said:
Great work Vehem and grats on your modmod. I've just found out that your modmod did exist Definitely gonna play it tomorrow. I have a question though: If I install your modmod, will that disrupt FfH itself? I mean can I play FfH and patch it while I can play Fall Further?

I try to keep it updated as Kael updates the main mod, but I'd still recommend having 2 mod-directories - one for FfH and one for FF.
 
Found a bug (at least, I assume it's a bug). Lizardmen only get the movement/attack boost in normal Jungle, not Deep Jungle. Also, the Woodsman promotion doesn't apply to Deep Jungle, nor does the natural combat boost from the Orc promotion. Not sure how much of this is intentional...

Also, a balance suggestion: +25% in Jungle is really too much, especially when combined with Woodsman, and definately when compared to other racial promotions. +15% would probably be a better idea.

EDIT: Oh, and THANK YOU for the Fall Further version of Creation; I love that map script and was just about to lament the lack of a version of it for your mod. :)
 
Mazatl can still build Meskiwaki (with patch b)

Thanks - sorted in Patch C

MaxAstro said:
Found a bug (at least, I assume it's a bug). Lizardmen only get the movement/attack boost in normal Jungle, not Deep Jungle. Also, the Woodsman promotion doesn't apply to Deep Jungle, nor does the natural combat boost from the Orc promotion. Not sure how much of this is intentional...

Also, a balance suggestion: +25% in Jungle is really too much, especially when combined with Woodsman, and definately when compared to other racial promotions. +15% would probably be a better idea.

Switched things around a little. Deep Jungle and Jungle now both allow double movement, but the Combat Bonus is only applied to Deep Jungle. Neither Orcs nor Woodsmen gain any benefit in Deep Jungle (as before), but now the Lizards in turn require Woodsman to gain a bonus outside of their lands (not sure about this one yet, but it does seem more balanced).

==

Patch C is linked to from the Patches and Changelog post on the first page.
 
i get a crash at startup using patch C. the following errors were given:

tag FEATURE_DEEP_JUNGLE is incorrect (promotionsinfos)
same for Meswkaki in civilizationinfos
both in the xml files
 
i get a crash at startup using patch C. the following errors were given:

tag FEATURE_DEEP_JUNGLE is incorrect (promotionsinfos)
same for Meswkaki in civilizationinfos
both in the xml files

Sorry - sorted now (still Patch C, just need to redownload).
 
Mazatl can remove unique features by casting spring on them, as the swamp removest he UF. i was royally pissed when i cast spring on the pyre of seraphic not thinking it would remove it :mad: it was in my caps fat cross too :( lol

[EDIT] : bad spelling :p
 
Awesome. I was just trying to figure out how to make them get jungle and saw this update! Thanks!!!
 
I mentioned in a prior post that Keelyn had built the Dural hero, Karlson.

Will this patch fix that too?
 
I mentioned in a prior post that Keelyn had built the Dural hero, Karlson.

Will this patch fix that too?

The one before did :)

Patch B - Stability/Odd Behaviour Fixes
1. Resolved issue with Professors, Wyvern Guardians, Coatlann and Miquiztli that may have caused CtD.
2. Balseraph no longer able to build Karrlson.
3. Jungle will no longer spread to peaks.
4. Absaroke can now correctly build Shrine of the Champion when Meskwaki dies.

Mazatl can remove unique features by casting spring on them, as the swamp removest he UF. i was royally pissed when i cast spring on the pyre of seraphic not thinking it would remove it it was in my caps fat cross too lol

Makes sense, though not one I'd considered. "Unique Features" are actually improvements (same as farms, mines etc). So is Swampland. Both are actually flagged as "permanent" which is why you can't pillage "Unique Features" or Swamps.

I'll have a look to see if there's an easy way to identify Unique Features and block spring on those tiles. Ideally the spell should still sink other improvements, though if needs be I can always add a requirement that the tile have no improvement at all (you'd have to pillage what was there before you could make a swamp in that case).

EDIT: There seems to be a very easy way to do it. Kael added "isUnique()" to the improvements. He does write nice code :)
 
another note: seem problem with diplo text still exists, 1. i getting default ones, 2. sometimes i get something strange as python entry/class name
 
another note: seem problem with diplo text still exists, 1. i getting default ones, 2. sometimes i get something strange as python entry/class name

Aye - I'm going to remove them until I get them figured out properly. It was nice enough idea, but not really needed and not working properly at the moment.
 
A little bug with Chislev: on city squares this Civ auto build trails instead of roads...

Please, continue this great work, these new civs add a great dose of fun;)
 
Another trail bug:
Continuing my Chislev' game, I capture a city from my Cualli neighbor and it is not possible to build roads over trails. Inside my ciltural borders it is also impossible to pillage trails (not sure if this is a bug or a feature).

I'm going back to game, I'll let you know if I find other "strange" features^^
 
Another bug/suggestion:
By lore , Archos are immune to poison, however, in fact, they are not.
Seems they actually need some promo , that will give them poison resistance/immunity.
 
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