Fall Further - The Original Thread

Twas' also wondering if you could add the Scorch and Spring spells to the evil lizzies workers. I just couldn't get that civ up and running without those promos, but then again it could just be my play style.

Domino, the Cualli are a quite powerful race. I could suggest beelining to Poisons as soon as you get the techs you need to make use of nearby resources. Then you could build lots of Assassins as they are cheap for you. Also, their World Spell is also extremely effective. As soon as you get Aeron's Bounty and Miquiztli(their Hero) the game will be pretty much over.
 
Any chance we can convince you to include the latest version of xienwolf's xml modcomp in your 0.32e version? Not the changes to specialists, but the SDK/xml schema changes and the fix that lets you found The Circle of Gaelen after building the Catacomb Liberalus. I was thinking I'd steak your DLL for my modmod (and probably still make some changes, to include UnitStats--unless I can convince you to include that too), since I also plan to include Broader Alignments (which has not been updated to .32) and Explorable lairs, but my modmod depends rather heavily on his duration changes and commerces from combat tags, which did not exist when you last included xienwolf's modcomp.

I think there is a newer version of Marnok's mod too which fixed a couple bugs, which you may want to implement as well.
 
It crush randomly after few turns, can't tell where exactly...
hope you can tell me what the problems is
 
Any chance we can convince you to include the latest version of xienwolf's xml modcomp in your 0.32e version? Not the changes to specialists, but the SDK/xml schema changes and the fix that lets you found The Circle of Gaelen after building the Catacomb Liberalus. I was thinking I'd steak your DLL for my modmod (and probably still make some changes, to include UnitStats--unless I can convince you to include that too), since I also plan to include Broader Alignments (which has not been updated to .32) and Explorable lairs, but my modmod depends rather heavily on his duration changes and commerces from combat tags, which did not exist when you last included xienwolf's modcomp.

I think there is a newer version of Marnok's mod too which fixed a couple bugs, which you may want to implement as well.

Still in maintenance mode - I'll let you know when I'm done moving and will be back to development.
 
I actually went ahead and merged the DLL for Xienwolf's modcomp, UnitStats, and what I wanted from Fall Further. It is compiling now.

For some reason it wasn't liking this change in CvGameTextMgr.cpp
Code:
//Vehem: Decimal Civic Happiness
		iNewAnger -= int(floor(std::min(0.0f, city.getFeatureBadHappiness())));
		//Vehem: Decimal Civic Happiness End
It was saying that it was expecting 3 parameters and getting 2, and something about not understanding one of the parameters (I forget the exact wording). When it was compiling I noticed that I hadn't included the similar code pertaining to Decimal Civic Military Happiness, even though I was planning to use it to make Fend for Themselves make cause a little unhappiness for units garrisoned there. (If your citizens and army both have to fend for themselves, they would be competing for scare resources when at close quarters.) Since it wasn't liking the decimal civic building happiness, I figured it wouldn't like the almost identical code for military happiness. I wonder if this will cause problems...
 
Text key missing at Sheelba Demands some recource and i refuse to give it.
Same Abrasoke, rest - dunno.
 
A little earlier than predicted - seemed to merge quite smoothly.

Version 033http://forums.civfanatics.com/downloads.php?do=file&id=8500http://forums.civfanatics.com/downloads.php?do=file&id=8500

1. Updated for 032e
2. Some code tidied for easier "ModModModding" (some files had new contents moved to the end of the file rather than integrated with FFH content, some tags made optional/MinOccure=0)
3. Vassal/Religion weights brought back in line with Kael's (I added Vassal requirements after they were discussed on this board, but now Kael has added them too so I've deferred to his)
4. Some player-text colours altered for better clarity (hopefully).
 
Have you decided anything about your new civ yet Vehem? Like strengths, world spell etc? They sounded pretty cool from what you said before.
 
Have you decided anything about your new civ yet Vehem? Like strengths, world spell etc? They sounded pretty cool from what you said before.

I've got the "theme" and have chosen the units and a few game-mechanics that I think I need to capture it. They're a fleeting civ - difficult to pin down and engage. They equally don't much care for the "rules" regarding where they can roam.

One feature that I quite like is the innate ability of all Melee unit to gain the "Light" promotion by discarding their excess gear. That promotion (originally for Golems) grants additional movement at the cost of combat strength. In the process they also sacrifice their weapon promotions until they next visit a friendly city however. ("Light" can be toggled on and off as needed - the weapon promotions can only be regained as per the usual method).

Their recon line will have a number of interesting options, with more "investigate" units than most civs have and a unique unit at Tracking (with a link to the Archery line). They will also be able to construct "Wayshrines" - a temporary improvement that boosts their heal rate (can be built in neutral lands).

Their ships will benefit from randomly auto-cast "Fair Winds" - allowing some extra movement as Tali sees fit. They can also generate a "shore party" for scouting distant continents (a non-combat "summon" from the ship).

===

Regarding the Worldspell - I have no plans as yet. I do want it to be a fairly "standard" FfH style spell though where the timing is important, rather than the "soon-as-you-can" ones that some of the new FF races have ("Wake Mother", Kahd's choices, "Found Order of the Wyvern" etc).
 
When you install, can you rename the "Asset"? I can't copy the FFH2 since it would crash my hard drive. I tried but then I couldn't play as the civs here.
 
I've got the "theme" and have chosen the units and a few game-mechanics that I think I need to capture it. They're a fleeting civ - difficult to pin down and engage. They equally don't much care for the "rules" regarding where they can roam.

One feature that I quite like is the innate ability of all Melee unit to gain the "Light" promotion by discarding their excess gear. That promotion (originally for Golems) grants additional movement at the cost of combat strength. In the process they also sacrifice their weapon promotions until they next visit a friendly city however. ("Light" can be toggled on and off as needed - the weapon promotions can only be regained as per the usual method).

Their recon line will have a number of interesting options, with more "investigate" units than most civs have and a unique unit at Tracking (with a link to the Archery line). They will also be able to construct "Wayshrines" - a temporary improvement that boosts their heal rate (can be built in neutral lands).

Their ships will benefit from randomly auto-cast "Fair Winds" - allowing some extra movement as Tali sees fit. They can also generate a "shore party" for scouting distant continents (a non-combat "summon" from the ship).

===

Regarding the Worldspell - I have no plans as yet. I do want it to be a fairly "standard" FfH style spell though where the timing is important, rather than the "soon-as-you-can" ones that some of the new FF races have ("Wake Mother", Kahd's choices, "Found Order of the Wyvern" etc).

They sound great, like the ''light'' idea especially. You'd have to be careful with what mana spheres to give them though. Unfortunately I would have thought their ideal spheres would be air, water and chaos, which are the same as the Lanun iirc. Maybe you could have air and life and water? Life to reflect their wayshrine things? Or maybe they could have just 2 mana at the start and give them a resource with their palace instead like the hippus and khazad?

How about a unique hawk unit with a greater range? Or a unique spell that gives the stack sentry with a 20% wear off chance/turn rate? I could imagine them getting a little exta bonus at cartography, which I usually find to be a pretty pointless tech. Perhaps a low cost raft unit for early sea exploration?
 
How about a unique hawk unit with a greater range? Or a unique spell that gives the stack sentry with a 20% wear off chance/turn rate? I could imagine them getting a little exta bonus at cartography, which I usually find to be a pretty pointless tech. Perhaps a low cost raft unit for early sea exploration?

Nice ideas. I already had the Trackers with Sentry, but a spell to grant it to other recon-units would work well. Cartography seems a good tech to reward as well.

When you install, can you rename the "Asset"? I can't copy the FFH2 since it would crash my hard drive. I tried but then I couldn't play as the civs here.

Not sure what you mean here. I'm guessing that you can't copy the main FFH2 folder because it's too big for your drive? If so, then you can copy the contents of Fall Further directly over your existing FFH2 installation - it just means you won't have a "plain" version of Fall from Heaven anymore, until you uninstall and reinstall the mod.
 
their world spell could be something like Scry the Winds, which could grant sentry 3 to all units for a few turns, and spawn a floating eye with obility 3 and sentry 3 in every city? probably way overpowered, but you get the idea.

or possibly 'Move like the Wind', which auto casts haste, the sentry gifting spell, and fair winds to every unit? maybe also has a chance at spawning a permanent air elemental on any air nodes you own...
 
Would love to see some kind of air transport. I think an air balloon would work well with them. Would have to be based in a city, could transport up to 3 units in a range of 5 as well as between cities. Could only move once per turn. National limit of 3. Quite late as it could be a kind of free obsidian gate, although it wold be limited to some degree.

By the way, i'm not expecting you to use all or any of my ideas, but if you see any you like then feel free.

Perhaps they could use the amurite chanter's spell? Some of their recon units could be able to spend experience on gaining helpful scouting spells and abilities?
 
Nice ideas. I already had the Trackers with Sentry, but a spell to grant it to other recon-units would work well. Cartography seems a good tech to reward as well.



Not sure what you mean here. I'm guessing that you can't copy the main FFH2 folder because it's too big for your drive? If so, then you can copy the contents of Fall Further directly over your existing FFH2 installation - it just means you won't have a "plain" version of Fall from Heaven anymore, until you uninstall and reinstall the mod.

Wait so i put the stuff in the "Asset" in the FFH2 asset?
 
Shall you replace the game core or change name on it?

Same with the XML and Python files, do you have to copy the stuff in it and then put it in the FFH xml with the same name?
 
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