Fall Further - The Original Thread

Oddly enough, if you are the Cualli, and you add the Order of the Wyvern into a city, you get Sacrificial Altars everywhere...
 
ok thanks guys.. will start preparing! will the new patch break save games anyone?
 
Oddly enough, if you are the Cualli, and you add the Order of the Wyvern into a city, you get Sacrificial Altars everywhere...

And the Kuriotates would likely get Tailors (I think), whilst the Sheaim would get Planar Gates. It actually adds one of BUIIDINGCLASS_CIVBUILDING1 to every city. For the Mazatl, the first Civ specific building happens to be the Wyvern Monastary.

DogFax said:
ok thanks guys.. will start preparing! will the new patch break save games anyone?

022 will, Patch A won't, Patch B might (added TXT_KEY and changed <Buildings> in CivilizationInfos - not sure if they'd have any impact on Savegames.)...
 
Thanks for the walkthrough - that generally helps.

Unfortunately it didn't this time - I "played" 100 turns as Hyborem with no sign of a problem using the same method, but not the save game - that one specifically refused to load for some reason - it bombed out before it finished loading the map.

I've run the crashdump through WinDbg and I can't see anything useful on the stack trace and the error codes are non-descript too (one of them even claims it to be a hardware fault).

Well, darn.

I don't know then. Guess I'll have to re-setup the modmod from scratch.
 
Pretty sure it createsthe Order of the Wyvern in the city you cast it in, actually - you can place it so that your bigger city has its WW reduced (and gains a little culture). Birthright Regained will let you place a second Order of the Wyvern, too, which theoretically at least will eliminate WW altogether. In my current game I think I'm still getting WW though - it may be capped somewhere.
 
A little update on that infernal crud I've been dealing with...

I just gave it a try the standard way (researching infernal pact the slow way) and got the exact same issue when I established by infernal city.

So, it looks like my installation of FFH and Fall Further are both messed up. It probably happened while I was applying the recent patches. At the very least, it probably means my problems have absolutely nothing to do with any of the other reported problems.
 
If no-one else has, I'll take a crack at those units if you like. :)
thats will be really awesome, thanks alot, i will do a job from my side as well, the prob is i am not 3d artist, only 2d.
:goodjob:
 
If no-one else has, I'll take a crack at those units if you like. :)

Sounds good if you fancy doing it :) I saw your work on the Explorer units - looks good :goodjob:

There's no ETA on the new civ addition yet, but having pretty units to work with is always a good way to inspire a modder :D

@Slvynn - sorry for not replying to your post on the previous page - I actually didn't see the ideas there until I went back to look at the concept art again (did you edit them in?). Looks like we're thinking in the same direction on them, though I'll likely only take some of the special effects for each "path" rather than all. Or alternatively introduce them gradually - I prefer a series of subtle changes that work together to give a "flavour-first" and more of an gameplay-impact later.
 
Sounds good if you fancy doing it :) I saw your work on the Explorer units - looks good :goodjob:

There's no ETA on the new civ addition yet, but having pretty units to work with is always a good way to inspire a modder :D

@Slvynn - sorry for not replying to your post on the previous page - I actually didn't see the ideas there until I went back to look at the concept art again (did you edit them in?). Looks like we're thinking in the same direction on them, though I'll likely only take some of the special effects for each "path" rather than all. Or alternatively introduce them gradually - I prefer a series of subtle changes that work together to give a "flavour-first" and more of an gameplay-impact later.

Sure, we could change alot and balance things, need also reactions from other people to discuss and develop it properly, als owill be cool that there will be some group of people who busy with it and we should take through pms as well.
Shrines seems cool and they come very late - Str. of Will as per stuff i wrote (should we change it? if yes, where and how?) , + subtle changes as well. We should care to ballance them properly and all their late game stuff should be really powefull, to compensate lack of heroes and religion. (thats a big drownback). But late stuff should be very powefull , and really should be done through going through UU magic path + and summons from plannar gates ratios.
May be they shoudl havew something special with Towers? Tower victory?

After chosing path either Mind of Metamagic node can replace any other for Tower building, each mana tyoe should be have OR with path magic (Mind/Metamagic). Air or MEtamagic, Earth OR metamagic. etc.
Make alot of sense actually to win through Tower Victory.
 
After chosing path either Mind of Metamagic node can replace any other for Tower building, each mana tyoe should be have OR with path magic (Mind/Metamagic). Air or MEtamagic, Earth OR metamagic. etc.
Make alot of sense actually to win through Tower Victory.

Hmm - that would basically mean that every tower could be built with *just* metamagic. Having Metamagic and being able to cast Dispel however makes Tower victories a lot more possible anyway, so it does still fit them thematically I agree.
 
Yeah, also , may be to "Activate" such effect they need to build just 5th tower that enable replacements.
 
The Creation.py mapscript for Fall Further is really nice, but I would actually prefer the PerfectWorld.py mapscript. It's cephalos work too. Is there an easy way to add civilization specific starting locations to the latter?

Couldn't figure out where to place the needed code. Seems it's not only cut and paste, because code like this wasn't necessary for BtS or Vanilla.
 
The Creation.py mapscript for Fall Further is really nice, but I would actually prefer the PerfectWorld.py mapscript. It's cephalos work too. Is there an easy way to add civilization specific starting locations to the latter?

Couldn't figure out where to place the needed code. Seems it's not only cut and paste, because code like this wasn't necessary for BtS or Vanilla.

If you check Cephalo's thread here, someone asked a similar question. He had a suggestion on how to do it using a cut-and-paste import of a python module. You'd have to update the module itself slightly though to include the civs you want to apply a start location type to.
 
Hadn't looked at that mapscript... I'd like to try that too - so if you make that modification can you upload it?

Hyborem spawning on the New World...


...I would actually prefer the PerfectWorld.py mapscript. It's cephalos work too. Is there an easy way to add civilization specific starting locations to the latter?

Couldn't figure out where to place the needed code. Seems it's not only cut and paste, because code like this wasn't necessary for BtS or Vanilla.

If you check Cephalo's thread ou'd have to update the module itself slightly though to include the civs you want to apply a start location type to.
 
Hey guys

Does this work with the present version of FfH (0.31e)?

Also where can I get a comprehensive list of all the changes and patches etc?

Thanks

Al
 
they should all be on the first page (i think). Yes, it works with the latest version with FfH, and will be updated with every new FfH vanilla patch
 
If you check Cephalo's thread here, someone asked a similar question. He had a suggestion on how to do it using a cut-and-paste import of a python module. You'd have to update the module itself slightly though to include the civs you want to apply a start location type to.

Dreiche2's script is very nice, it works and it is easy to implement, but it's not as perfect as Cephalo's in some respects. It just redistributes the original calculated starting locations among the FfH civs according to FfH flavor, while Cephalo's script is actually searching for brand new starting locations fitting exactly a given civs preferences. (At least that's my impression when looking over the code.)

Furthermore, while Dreiches Script only uses the amount of a certain terrain type for finding a good spot for a civilization, Cephalo's considers a lot more parameters. An example of the differences in case of the Ljosalfar:

Dreiche2:
infoLjosalfar.features[IT("FEATURE_FOREST")] = 1

Cephalo:
idealMoisture = 0.75
idealAltitude = 0.23
altitudeWeight = 2.0
distanceWeight = 0.25
needCoastalStart = False
allowForestStart = True

Would be nice to have something like the modular script, created by Dreiche2, combined with Cephalo's fine tuned starting plot finding algorithm.
 
Hey guys

I've noticed some discussions about some map-scripts being an issue.

Although this has apparently been fixed, does the Planet Generator map script create any issues with this modmod?

Al
 
I thought I should give it a try and modified Dreiche2's mapmod for Fall Further and linked it to the PerfectWorld.py script. Seems to work nicely.

If possible the two lizard tribes will start in the jungle, the Chislev will favour the plains now and the Archos will favour areas with food boni nearby.
 

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