Fall Further - The Original Thread

OKay, Thanks, Rex rgis of Ter.
 
Can anyone tell me if things like adding units or promotions will break the new pedia, and if so what I need to do to fix it?

There's a option to turn the Servopedia on/off in the BUG menu. I don't know why it turned off for me, but turning it back on via that menu worked.
 
Archmages with the Air III promotions can summon three of them.

Actually, it is limited to Austrin Archmages but they don't have to have any air promotions. You can have 1 per unit with Air III. That means that Hemah, Gibbon, Liches, and captured arcane heroes can count towards the Pegasus limit, but (unlike archmages wiht no air promotions) can never actually cast the spell. That seems odd, doesn't it?
Spoiler :

Code:
        <SpellInfo>
            <Type>SPELL_SUMMON_PEGASUS</Type>
            <Description>TXT_KEY_SPELL_SUMMON_PEGASUS</Description>
            <Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
            <Strategy>NONE</Strategy>
            <Help></Help>
            [B]<PromotionPrereq1>NONE</PromotionPrereq1>[/B]
            <PromotionPrereq2>NONE</PromotionPrereq2>
            <UnitPrereq>NONE</UnitPrereq>
            [B]<UnitClassPrereq>UNITCLASS_ARCHMAGE</UnitClassPrereq>[/B]
            <UnitCombatPrereq>NONE</UnitCombatPrereq>
            <UnitInStackPrereq>NONE</UnitInStackPrereq>
         [B]<CivilizationPrereq>CIVILIZATION_AUSTERIN</CivilizationPrereq>[/B]
            <ReligionPrereq>NONE</ReligionPrereq>
            <StateReligionPrereq>NONE</StateReligionPrereq>
            <TechPrereq>NONE</TechPrereq>
            <iPrereqBroadAlignment>0</iPrereqBroadAlignment>
   	    <iAlignmentModifier>0</iAlignmentModifier>
            <bAllowAI>1</bAllowAI>
            <bAdjacentToWaterOnly>0</bAdjacentToWaterOnly>
            <bCausesWar>0</bCausesWar>
            <bGlobal>0</bGlobal>
            <bInBordersOnly>0</bInBordersOnly>
            <bInCityOnly>0</bInCityOnly>
            <iAIWeight>0</iAIWeight>
            <bDisplayWhenDisabled>0</bDisplayWhenDisabled>
            <bHasCasted>1</bHasCasted>
            <bIgnoreHasCasted>0</bIgnoreHasCasted>
            <bResistable>0</bResistable>
            <iRange>0</iRange>
            <iResistModify>0</iResistModify>
            <iDamage>0</iDamage>
            <iDamageLimit>0</iDamageLimit>
            <DamageType>NONE</DamageType>
            <AddPromotionType1>NONE</AddPromotionType1>
            <AddPromotionType2>NONE</AddPromotionType2>
            <AddPromotionType3>NONE</AddPromotionType3>
            <RemovePromotionType1>NONE</RemovePromotionType1>
            <RemovePromotionType2>NONE</RemovePromotionType2>
            <RemovePromotionType3>NONE</RemovePromotionType3>
            <bBuffCasterOnly>0</bBuffCasterOnly>
            <ConvertUnitType>NONE</ConvertUnitType>
            <CreateBuildingType>NONE</CreateBuildingType>
            <CreateFeatureType></CreateFeatureType>
            <CreateImprovementType>NONE</CreateImprovementType>
            <SpreadReligion>NONE</SpreadReligion>
            <CreateUnitType>UNIT_PEGASUS</CreateUnitType>
            <iCreateUnitNum>1</iCreateUnitNum>
            <bPermanentUnitCreate>1</bPermanentUnitCreate>
            <CreateUnitPromotion>NONE</CreateUnitPromotion>
            <bImmuneTeam>0</bImmuneTeam>
            <bImmuneNeutral>0</bImmuneNeutral>
            <bImmuneEnemy>0</bImmuneEnemy>
            <bImmuneFlying>0</bImmuneFlying>
            <bImmuneNotAlive>0</bImmuneNotAlive>
            <bDispel>0</bDispel>
            <bPush>0</bPush>
            <bRemoveHasCasted>0</bRemoveHasCasted>
            <bSacrificeCaster>0</bSacrificeCaster>
            <iChangePopulation>0</iChangePopulation>
            <iCost>0</iCost>
            <iDelay>0</iDelay>
            <iImmobileTurns>0</iImmobileTurns>
            <iMiscastChance>0</iMiscastChance>
            <PyMiscast></PyMiscast>
            <PyResult></PyResult>
            <PyRequirement>reqSummonPegasus(pCaster)</PyRequirement>
            <Effect>EFFECT_WIND_SWIRL</Effect>
            <Sound>AS3D_SPELL_HASTE</Sound>
            <HotKey></HotKey>
            <bAltDown>0</bAltDown>
            <bShiftDown>0</bShiftDown>
            <bCtrlDown>0</bCtrlDown>
            <bGraphicalOnly>0</bGraphicalOnly>
            <iHotKeyPriority>0</iHotKeyPriority>
            <Button>Art/Interface/Buttons/Units/Pit Beast.dds</Button>
        </SpellInfo>
Code:
def reqSummonPegasus(caster):
	pPlayer = PyPlayer(caster.getOwner())
	iCount = 0
	iMax = 0
	iPegasusRiderPromotion = gc.getInfoTypeForString('PROMOTION_PEGASUS_RIDER')
	iPegasusUnitType = gc.getInfoTypeForString('UNIT_PEGASUS')
	iSummonLimitPromotion = gc.getInfoTypeForString([B]'PROMOTION_AIR3[/B]')
	
	for pUnit in pPlayer.getUnitList():
		if pUnit.isHasPromotion(iPegasusRiderPromotion) or pUnit.getUnitType() == iPegasusUnitType:
			iCount += 1
			
		if pUnit.isHasPromotion(iSummonLimitPromotion):
			iMax += 1
	
	if iCount < iMax:
		return true
 
Turns out it was a fault with either the VirginMedia wall boxes or their cabling inside the house. Given that their technician can't get out until Saturday, I've done some temporary rewiring and managed to run a network cable straight across my living room, disconnected the cable TV completely but now have working broadband in the computer room! (Huzzah!)

First patch - the more obvious and potentially game breaking issues. Now that I can download the save games etc, I'll have a look for the others.

FF040 Patch a
1. Sacrifice now correctly requires either Demon's Altar or Sacrificial Altar (it previously worked so long as you didn't have the Sacrificial Altar. Oops.)
2. Harmatt is suitably Heroic again.
3. TXT_KEY_HINTs moved from the base Civ4 folder into the file that BUG added with the same name (I suspect that was a mistake on their part, but this resolves it temporarily).
4. ModName resolved (CTRL-ALT-O bug)
5. Hippus and Austrin can no longer build Meskwaki


===

There's a option to turn the Servopedia on/off in the BUG menu. I don't know why it turned off for me, but turning it back on via that menu worked.

Aye - it can be turned off in the menu (I actually turned it off myself - I loved it when I used to play SevoMod, but it could use a little more work before I'm comfortable using it with FFH). You need to deactivate the option and then restart Beyond the Sword to make the change however - the settings are loaded when the Main Menu is because the 'pedia is accessible from the Main Menu.

Actually, it is limited to Austrin Archmages but they don't have to have any air promotions. You can have 1 per unit with Air III. That means that Hemah, Gibbon, Liches, and captured arcane heroes can count towards the Pegasus limit, but (unlike archmages wiht no air promotions) can never actually cast the spell. That seems odd, doesn't it?

It's a little odd mechanically, but it's roughly what I was aiming for. I do want it to be an archmage only spell (if Hemah/Gibbon were able to get it for instance it would be a much easier way of getting access to that spell). Likewise, I don't mind having a greater dedication to Air magic across the civilization (even in non-Archmages) allowing a few extra Pegasi. They're still limited enough that we're not going to see the Flying Horsie Swarm of Doom (tm) but more Air casters does provide a benefit.
 
The 040 version of Scions is up, along with a "Patch A."

(Would have been up sooner but a seemingly innocuous comment line was causing either all the Scions create-from-combats to shift one unit over in the XML file, OR the base FF create-from-combats to do it. Arg.)

I loved it when I used to play SevoMod, but it could use a little more work before I'm comfortable using it with FFH).

Good, it's not just me. :) Though it may mostly be the new monitor - It's a lot larger than the old one and the 'pedia makes very inefficient use of the extra space. It's now easier to browse the default 'pedia's big lists. Hmm... just when FF gets the new 'pedia I don't need it.
 
(Would have been up sooner but a seemingly innocuous comment line was causing either all the Scions create-from-combats to shift one unit over in the XML file, OR the base FF create-from-combats to do it. Arg.)

I hate that one - I spent ages hunting down the reason why all my promotions after a certain point had the wrong prereqs.

You can add a comment after a tag safely I think, but lone comments can cause certain fields to shift one place over

Instead of
Code:
</Tag>
<!-- Scions code starts here-->
<Tag>

you can get away with

Code:
</Tag>
<Tag> <!-- Scions Code starts here -->
 
You can add a comment after a tag safely I think, but lone comments can cause certain fields to shift one place over

What I had was...

Code:
</UnitInfo> <!-- comment -->

I'd learned not to put comments on their own lines, and it didn't give me problems on previous versions. But it looks like your "after a tag" is the right way to think of it. Though I wonder if the essential thing is that a comment be somewhere within one of the main entries within an XML file rather than outside it.

Heh - I thought I had major problems yesterday. But you quickly cleared up two and the other - once I stopped flailing around - turned out to just be a comment line. Excuse me, a *&^%^ comment line.
 
See, this is why you should never ever comment your code :P
 
I just started putting most of my comments in .txt files outside the XML. I'm on the verge of doing the same with the Python since I seem to mess it up on a semi-regular basis. Though that might have been a problem with not indenting my comments, as I started doing that and haven't seen as many issues since.
 
Still no response on the multiplayer Toggle Score, when you meet another civilization, it dissapears and is still not toggable. It is just gone. This makes MP games very, very difficult. :confused:
 
Greetings,

I wonder if anyone could help me with this, I am only have this Problem with FF. The Installation went smooth, everything from FfH was copied over by the installer. (German Version installed of Civ4)

I have no text with FF.

Regards,
Ormarr
 

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Still no response on the multiplayer Toggle Score, when you meet another civilization, it dissapears and is still not toggable. It is just gone. This makes MP games very, very difficult. :confused:

I've just fixed a problem with the multiplayer scores list in the part that keeps track of whether a player has completed their turn or not - another part of BUG that I think was broken by 3.17 (it's calling SetActive() on the scoreboards but apparently that doesn't exist anymore). It doesn't sound exactly like what you've reported, but if you have Show Python Exceptions turned off, it could look the same. I've also played around with having Humans meet AI's and Humans meet Humans, but can't reproduce any further problems.

Let me know if Patch B fixes it (once it's posted).

Greetings,

I wonder if anyone could help me with this, I am only have this Problem with FF. The Installation went smooth, everything from FfH was copied over by the installer. (German Version installed of Civ4)

I have no text with FF.

Not sure on this one yet. There are definitely German entries for all of the FF GameTexts (even if the German entry is actually in English, it should show something). I know that there were some odd localization problems with the 3.13 patch and certain mods - have there been similar with 3.17? If anyone knows what is a likely cause, please let me know - finding the cause is quite tricky without having a German copy installed to text from.

Another bug - Priest of Arguon built in a city to which Ashen Veil had spread could cast Ring of Flames. Intended?

Nope - another knock on effect of the spell system change. Will overhaul them along with the Dural statues for 041.

I'm getting a consistent unhandled exception error in the .40 game I'm playing (as the Austrin). I don't really know what's causing it. It seems to happen just after Arturus Thorne takes his turn. I know this because Barbatos the Lich is in his vicinity, and I have an Explorer approximately in the area so I can see them moving around. However, Barbatos is NOT the cause because I tried deleting him via the World Builder and still got the crash.

I'm attaching the savegame just before the crash (and without making any World Builder alterations.) I've tried it three times so I'm pretty certain it'll play out to a crash no matter what you do.

I've just tried the save and "played" (just using Shift-Enter to end turns straight away) through 10 turns - no sign of a problem. I also tried it on a second, lower spec machine and ran 5 turns with no trouble. My first guess would be something graphical is causing it to trip up (the vast majority of CtDs tend to be graphical in origin). Can you try dropping all settings down as far as possible (no effects, low detail etc) to see if it allows you to play on?

The other suggestion is to do what it sounds like you were doing anyway - World-builder experiments - only on a large scale. If Arturus seems to be at fault, wipe out all trace of the Khazad, save the game (to a different savefile), then let it end turn. If that doesn't work, wipe out a couple more civs and then try again. Once you've identified which civ is at fault, you can try to be a little more precise and find the City/Unit that has caused the problem. If you can find that, you can go back to your original save and remove it there.

That's a general problem finding method that works well for any reproducible crash. The fact that it's not reproducible on (some) other machines however may be relevant.
 
Any plans on a custom opening screen Vehem?

Hmm - there wasn't before, though I quite like the idea now.

I could probably hash together some of the artwork used by the new guys but as I've mentioned before - art isn't really a strength of mine. Perhaps someone would be willing to take up the challenge?
 
Hmm - there wasn't before, though I quite like the idea now.

I could probably hash together some of the artwork used by the new guys but as I've mentioned before - art isn't really a strength of mine. Perhaps someone would be willing to take up the challenge?

I think it used to at least default to the FfH2 screen, but now using your shortcut it goes to the BtS one. I assumed you had plans... ;)
 
I think it used to at least default to the FfH2 screen, but now using your shortcut it goes to the BtS one. I assumed you had plans... ;)

Ah - I see what you mean.

For some reason with either FFHBUG or 3.17, it's defaulting to "Beyond the Sword Classical", FfH only replaced "Beyond the Sword" (the option to select the start screen is on the Options menu).

If you switch back to "Beyond the Sword", you should get the FfH screen.
 
Ah - I see what you mean.

For some reason with either FFHBUG or 3.17, it's defaulting to "Beyond the Sword Classical", FfH only replaced "Beyond the Sword" (the option to select the start screen is on the Options menu).

If you switch back to "Beyond the Sword", you should get the FfH screen.

Ahhh... I did wonder :)

Lovely new civ Vehem... rogues are so cool :)

Al
 
First of all, great mod Vehem. The more civ, especially good ones, the better :)

Have you thought about replacing recon line for Clan of Embers? I find having 2 lizard civs and a lot of lizard units in a completly different civ a bit strange. Some more gobbos could be cool ;) Night goblin would be perfect for an assassin, too bad there is no model...

And now a bit more personal question ;)
I am about releasing my own modmod for FfH. It is more about economy and tactics, but I would really like to include a lizard civ in it - as jungle dwellers. I thought about modified Mazatl (neutral and not agnostic). Would it be ok with you? I did not finish the transition yet, so if you do not want me to do it, I can still remove it. Or give it another name and change them.
You will be credited as a lizard inventor either way :D

So, what do you think?
 
Greetings,

I wonder if anyone could help me with this, I am only have this Problem with FF. The Installation went smooth, everything from FfH was copied over by the installer. (German Version installed of Civ4)

I have no text with FF.

Regards,
Ormarr

Looking at your screenshot, I notice the vanilla civ menu screen; do you have the BtS version of FfH or the vanilla version? FF is only compatible with the BtS version of FfH.
 
First of all, great mod Vehem. The more civ, especially good ones, the better :)

Have you thought about replacing recon line for Clan of Embers? I find having 2 lizard civs and a lot of lizard units in a completly different civ a bit strange. Some more gobbos could be cool ;) Night goblin would be perfect for an assassin, too bad there is no model...

Aye - I keep pondering on that one, but never get around to sorting it. I'm actually leaning toward using one of the Moira goblins (with some reskinning work around the eyes especially) as a goblin hunter. It'd probably be more of a "hobgoblin" by appearance, though not sure that would be permitted by the lore.

And now a bit more personal question ;)
I am about releasing my own modmod for FfH. It is more about economy and tactics, but I would really like to include a lizard civ in it - as jungle dwellers. I thought about modified Mazatl (neutral and not agnostic). Would it be ok with you? I did not finish the transition yet, so if you do not want me to do it, I can still remove it. Or give it another name and change them.
You will be credited as a lizard inventor either way :D

So, what do you think?

Help yourself :D

Anything in FF can be freely reused in other mods as far as I'm concerned - though several parts are credited to other people so it's always nice to ask them too.

For instance, the "idea" behind the Mazatl was from Hian the Frog and the graphics were mostly from woodelf, winddelay and Darque - so they should be credited too (to be fair, the graphics side is what "makes" the Lizard-civs really - some excellent work on those).
 
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