Fall Further - The Original Thread

The most reasonable is to wait for patch J. Better safe than sorry.
Seconded.

Off-topic. Is it possible to disable things like Broader Alignments by editing the XML? Overall, I like FF and the new civs, but I find that the explorable lairs, Broader Alignment etc add a layer of complexity and detail that I feel detracts from the civ-building experience. Since I might be the only player who feels this way, it's not fair to ask you to make the changes, so I'll try to do it myself. This thing is, if it takes more than XML editing, I'll just have to live with the other stuff.
 
I don't think that's possible as patch J will break save games, but if it's possible why not :D.

Hmm...that is somethin to factor in. Didn't think of that.
 
Can't wait... Can't wait... Can't wait... Please include any interesting elements of Marnok's newest revisions.
 
I'm basically at the point now where all I really want to do is merge in Kael's latest patches. The Austrin are all done barring some final testing (I didn't use quite all of the ideas I originally posted, but did add a few other features), FFHBUG is included (very tidy merge thanks to Falc) and some of the old issues (diplo-demand rejection text keys, Mazatl Command/Inquisitors etc) are sorted.

I am however thinking of waiting for Patch J. As I am away from around noon on Friday until Monday morning, I currently have a choice between rushing a merge with Patch I and releasing it pre-weekend, or waiting until after the weekend, potentially updating to Patch J and having chance to do some proper testing before release.

I'll release "j" tomorrow night. Hopefully that gives you time to merge and get your version out before you have to leave.
 
I'd prefer you wait until Monday evening to release it. This is partially because I'd like to make sure you coded everything right and that is is a stable base for my modmod, but mostly for the sake of my GPA. I have a midterm monday morning and a group project due Monday evening, and I'm not sure I'm ready for either yet. This may be a long weekend.

Actually, I still have to get ready to present that and another project a week later, so I'm fine with it taking an extra week.



Oh, what all did you decide to include in this release? Does it have all of xienwolf's modcomp, or did you decided that the risk of crashes was too great and leave some of it out. If so, what? I'd like to be sure that it has what my modmod needs (the stuff xienwolf was planning on removing wasn't that important)


I was also just thinking that if we can't convince Kael to go ahead ans include his Assimilation modcomp as a game option in the main mod that it would be good to include in Fall Further. (Maybe with the changes I recommended here?)


I also still think that it would be nice if Broader Alignments were made into an option. I like in in most games, but it would be nice to be able to play an occasional game without it without keeping up with 2 seperate mods.


To be honest, I'm not a big fan of the most of the Diverse City Sets. Could they also be made into a game option? That way I could just turn them off instead of trying to remove this modcomp from my modmod.




Any chance you could look into changing the requirements for liberating vassals? I have never liked the "2 cities on a seperate continent" requirment. It makes very little sense in the Epic Game, and less in Fall Further. I tried using this code to allow myself to liberate any individual city as a colony, and then just giving the other cities to the single city colonies. Unfortunately, the code doesn't seem to work.

Ideally, I'd like to see the AI's liberation requirements exposed to python. Then, human players could liberate whatever they want, and AI's could be programmed with different requirements based on civ. For example, The Khazad AI would set cities free if they were too low on gold (thus increasing the gold to city ratio) and the Lanun AI would tend to liberate all its landlocked cities.

Oh, you should really allow gifting cities to vassals/colonies too. You can currently only liberate cities, not just gift them without the diplomacy boost like you can to non-vassals.

The colonization/vassalage changes could be handled as options too, I guess.
 
Thanks - I feel a late night coming on :D
Don't stay up so late you make a codding error, like turn off the limit of Shadow Priests of Arguon(sp?), or turn off upkeep for Lost lands. O, also, what are the requirments to sarifice a unit with a priest of Arguon. I can't get it to work, and i ran into this same problem with AV's alter.
 
Any chance you could allow the different damage types in AirCombat strength? And let promotions boost aircombat for each damage type? I really want to have my archer and siege units be ranged, but would still like them to take advantage of Flaming and Poisoned arrows too.
 
Oh, what all did you decide to include in this release? Does it have all of xienwolf's modcomp, or did you decided that the risk of crashes was too great and leave some of it out. If so, what? I'd like to be sure that it has what my modmod needs (the stuff xienwolf was planning on removing wasn't that important)instead of trying to remove this modcomp from my modmod.

For the moment I'm just going to wait until Xienwolf is happy that it's stable. If I get time I'll take a look at it and see if I can help track down the problem, but for the moment I'm not actually relying on any of his new code so I've decided not to try to include part of some code that is planned for a rewrite anyway. I can definitely see future uses for it though.

I also still think that it would be nice if Broader Alignments were made into an option. I like in in most games, but it would be nice to be able to play an occasional game without it without keeping up with 2 seperate mods.instead of trying to remove this modcomp from my modmod.

I'm not actually planning another civ for a while - the next big thing I look at is Broader Alignments. I've had half a plan for what I want to do with them for a while, but it's going to be a fairly large project. Making it optional will be tricky (basically have to encase large chunks of code in conditional statements) but is also something I'd like to do.

To be honest, I'm not a big fan of the most of the Diverse City Sets. Could they also be made into a game option? That way I could just turn them off instead of trying to remove this modcomp from my modmod.

I can't easily make this one an option as it's fairly tied into the Art-Engine, but removing it is actually relatively painless. If I remember correctly, you can get away with just changing the civilization artstyles (in CivilizationInfos) to "ARTSTYLE_EUROPEAN" - I kept that as the default style and it should still respond to the Religious eras.

Failing that, you can replace the CIV4CityLSystem.xml with Kael's original and then change the Civs-Styles to any of the styles listed there (including ARTSTYLE_EUROPEAN). Those are pretty much the only places that were edited for the Diverse City Sets.


[...other requests...]

Not this time around - some of the requests look interesting, others I can't really see any use for. Most of them however aren't too complicated to pull off - how far did you get with your efforts to recompile the DLL? I know it's been said before, but given what you've managed to code in the past, you can probably write the majority of it yourself with a little time and probably a good deal of frustration.

I know you're short on time (aren't we all?) but if you want to give it another shot, drop me a PM and I'll give you some contact info (MSN/AIM/ICQ etc) so that I can help out as needed.
 
This was probably missed earlyr:
O, also, what are the requirments to sarifice a unit with a priest of Arguon. I can't get it to work, and i ran into this same problem with AV's alter.
 
Ok, because I have a priest and a warrior, a swordsman and an adept, the sacifical alter, and I can't sacrifice. I even have Mizquatle(sp?).
 
What is the status of the proposed merger with Scions of Patria and the other alternate civ mods?

Sometime soon after the Austrin (Yay! My kind of civ.)) come out I'll be contacting Vehem to talk about it. I've been waiting for that civ. Mostly, though, I've been getting SOP up to speed. They're now pretty far along - at least the latest patch was more about adjustments than fixes or additions. :)

EDIT:
Vehem, how did you fix the diplo keys?
 
Sometime soon after the Austrin (Yay! My kind of civ.)) come out I'll be contacting Vehem to talk about it. I've been waiting for that civ. Mostly, though, I've been getting SOP up to speed. They're now pretty far along - at least the latest patch was more about adjustments than fixes or additions. :)
Okay, thanks.
 
Do the Kahdi get their World Spells back with Birthright Regained?
 
Patch J is out.

Cracks whip
 
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