Fall Further - The Original Thread

Actualy, I don't think that Lizzie lairs were ever explorable. I didn't run into any dens, but barrows certainly work.
 
You guys that just updated and can't get the Lairs to work are falling victim to a file that is installed in the wrong folder on one of the earliest versions. Do a clean installation of the latest version and you should be set.
 
Its working fine for me. Of course, I don't think it is updated to the latest version of Explorable Lairs. We really need to convince Vehem to update to the latest versions of all the modmods he has included, especially xienwolf's xml modcomp. Then he can get around to adding UnitStats and FFHBUG (so I can steal his DLL for my modmod)

Edit: well, it works for lairs but not tribal villages. Was that how explorable lairs was several versions back? I don't remember.

I actually wouldn't play it if it contained the latest version of Explorable lairs. I like the goodie huts the way they are.

However I wouldn't mind if he added the stuff from Xienwolfs Modcomp.

Isn't FFHBUG already compatible with FF?
 
I actually wouldn't play it if it contained the latest version of Explorable lairs. I like the goodie huts the way they are.
Latest version includes an option in settings.py to make goody huts act as default (mostly, they don't pop when culture runs over them, but you can op that they pop when you step on them with normal results.)
 
Latest version includes an option in settings.py to make goody huts act as default (mostly, they don't pop when culture runs over them, but you can op that they pop when you step on them with normal results.)

That isn't the only reason I don't really like the updated version. Things are just a little to dangerous for my tastes. The regular barbarians are bad enough but alot of the stuff that comes out of your ruins are just to deadly.
 
That isn't the only reason I don't really like the updated version. Things are just a little to dangerous for my tastes. The regular barbarians are bad enough but alot of the stuff that comes out of your ruins are just to deadly.

Yeah, that's the fun of it!
Of course if you haven't played the latest versions you won't know about the improved balance and range of player-adjustable settings. Still, it's not for everyone...
 
Any idea how badly I'd break things if I installed MarnokMod on top of Fall Further? I really like the absolute chaos of the first 100 turns or so, even if a pit beast or two show up:lol:

In my last game, four of the seven Civs (including me) were wiped out by a Pit Beast with combat 5, cannibalise, etc... And when I defeated it, my warrior got a measly 4 XP...
 
Any idea how badly I'd break things if I installed MarnokMod on top of Fall Further?
I think "very badly".
I really like the absolute chaos of the first 100 turns or so, even if a pit beast or two show up:lol:
As I spammed just above, you might not get such fierce results in the latest versions on my modmod, but I don't know if Vehem plans to include lastest version and whether the FF version might have more nastiness... it's very customizable!
 
I like FfH and I like FF. Is there a place, like the FfH bug thread where you can look at what mods are compatible and how things might conflict.

For example, I just downloaded the "Airships" mod and it would be nice to be able to go to a Mod page where I could see if it was something that could 'relatively' safely be used with FF or have a warning saying, "Download it and the Infernals will feast on your files!"

There are so many forums, threads and the like, it's a bit overwhelming trying to find info when you know that it's probably been asked before (many times) and since you modders have done so much to make my Civ better, I'd rather not irritate you with newbie questions all the time.
 
Unless someone decides to maintain such a thread, it is pretty much up to the individual mods to state what they are compatible with. Unless specifically stated, it should be assumed that they are only going to work with basic FfH.
 
You guys that just updated and can't get the Lairs to work are falling victim to a file that is installed in the wrong folder on one of the earliest versions. Do a clean installation of the latest version and you should be set.

I remember seeing a post by Vehem about this but I can't find it right away. Any chance you remeber what file exactly, because I tried a totally clean install and it still ain't working...
 
Hellfire improvement isn't spawning, through AC or spell.

is this intentional? if so, could you get rid of/change the description of/change to a new spell the hellfire spell?
 
Hellfire improvement isn't spawning, through AC or spell.

is this intentional? if so, could you get rid of/change the description of/change to a new spell the hellfire spell?

This is a vanilla FH problem too. It has been stated that the problem here is that the hellfire improvement does not have any TerrainValids, and XML/SDK will only place improvements on valid terrains. You could go to using python instead, or just add in hell terrains as valid terrains for the hellfire improvement.
 
Hey...

Playing as the Kahdi, there's no way to get rid of a religion when it gets into your city. Hyborem's whisper can thus completely shutdown your progression towards the Tower of Mastery (by stealing the city away.)

Could the Kahdi gain an Inquisition-type unit?
 
Hyborem Whisper disabled btw afaik....,
And as for inquisition type units -sure :D dominated priests will do the job :D
 
Hyborem's Whisper is only disabled for Multiplayer.

If I remember right the duplicated spell was CvSpellInterface.py, and it was duplicated in the Screens folder.

For Hellfire not working as an event at AC 70, I would guess you are playing on Creation Mapscript maybe? Hellfire will only appear on a tile with no resources, FLATLAND, and no units. And it is only a 2% chance to appear on any tile, with that number checked BEFORE checking if the tile is valid. So in reality you'll get far less than 2% of the valid tiles with Hellfire. So on a small creation map (not many tiles, and lots of hills), it's unlikely you will see the event do much of anything.
 
Can't find it in there...

So, okay, maybe I'm mixing stuff I read in Marnok's own thread with stuff I read here, so...

1) What should happen when I move a unit on a Village?
2) What should happen when I move a unit on a Skeleton Lair?
3) What should happen when I move a unit on a Lizardman Lair?
 
Can't find it in there...

So, okay, maybe I'm mixing stuff I read in Marnok's own thread with stuff I read here, so...

1) What should happen when I move a unit on a Village?
2) What should happen when I move a unit on a Skeleton Lair?
3) What should happen when I move a unit on a Lizardman Lair?


I have been able to explore Skeleton and Lizard-Lairs... Villages, however, have not been acting how they were described to act in the mod!
 
I have been able to explore Skeleton and Lizard-Lairs... Villages, however, have not been acting how they were described to act in the mod!

The tribal-village changes were a later addition to MarnokMod and I didn't include them in FallFurther.

Both Barrows and Ruins (Skeleton/Lizardman lairs) as well as Hill Giant Steadings (one that Marnok added) should give an option to "Explore the Dungeon" as a button on the command bar.

If you've installed over the top of a much earlier version, you will have an incorrectly duplicated file that needs removing as Xienwolf said. The incorrect file is CvSpellInterface.py in Assets\Python\Screens\ - the file should only be present in Assets\Python\Entrypoints.

The other option is a clean install (if you're not confident finding/removing the files by hand). It takes a little longer, but will do the job.

Raize said:
Hey...

Playing as the Kahdi, there's no way to get rid of a religion when it gets into your city. Hyborem's whisper can thus completely shutdown your progression towards the Tower of Mastery (by stealing the city away.)

Could the Kahdi gain an Inquisition-type unit?

I'll have a look at this one - not so much for the situation described (which is fairly rare) but as a general issue.
 
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