Fall Further - The Original Thread

Installed Fall Further then PatchB, got this error at the mod loading :

Code:
GFC Error: failed to initialize the primary control theme

Tried reinstall 3 times, I give up now... it's working without patchB but I miss the mod background at title screen and the tips at startup... don't want to experiment some bug since there is a already 2 obvious bug here.

Too bad since I played fall further a lot before patching civ to 3.37.
 
Vehem, if you're adding new unique features, how about the Last Temple of Danalin? Hrochland's Incan Temple would make a fine temple to some deity, even if you don't think Danalin is appropriate (what with him being asleep for eons and the Aifon long vanished).
 
I seem to be having the a similar problem as raize. How do you get it to do a mini-dump or stack trace? I've never seen that option.
 
Also, despite my scepticism of the idea of an undead civ, I've been looking to try Scions. Is this compatible in any way with fall further?

Al

Scion's are awesome fun. I recommend playing a game as both leaders, as they both have different perks/twists.
 
The Kahdi can't adopt - I'm contemplating an adept-level hero (with a twist) for them to compensate a little (though they're not too bad as it is)

The Scions should be compatible if you download the FF version - they've been keeping up with the updates rather well.

Thanks Vehem. Shame the Kahdi can't adopt. I'm looking forward to seeing this adept hero you speak of. If the Kahdi could adopt they'd be my favourite civ by far... not that I'm pushing you to allow them to adopt :p :)


Yep, I'm current at the moment. There are two threads - this is the correct one, Alzara. Link to the downloads section is on the first page, and the B patch is an attachment.

Thanks guys for the info. I'll try out the scions FF version when I'm a little less busy with work! :)

Al
 
The Kahdi can't adopt - I'm contemplating an adept-level hero (with a twist) for them to compensate a little (though they're not too bad as it is)

The Scions should be compatible if you download the FF version - they've been keeping up with the updates rather well.

Thanks Vehem. Shame the Kahdi can't adopt. I'm looking forward to seeing this adept hero you speak of. If the Kahdi could adopt they'd be my favourite civ by far... not that I'm pushing you to allow them to adopt :p :)


Yep, I'm current at the moment. There are two threads - this is the correct one, Alzara. Link to the downloads section is on the first page, and the B patch is an attachment.

Thanks guys for the info. I'll try out the scions FF version when I'm a little less busy with work! :)

Al
 
Just tried out the Austrin for the first time, and I have to say- Harmatt is now my new favorite hero. I don't know if it's been mentioned before but I find him almost disturbingly good at rushes- I had him out solo destroying all three of my neighbors' fledgling civilizations almost before the first barbs even showed up, not to mention the havoc I wreaked using the extra exp from those conquests to unlock Brigit from the Ring of Carcer later on. Is it just me? I'd hate to be the one to call for a nerf on such a cool unit, but maybe he should be available (ever so slightly) later on. Has anyone else had a similar experience?
 
Well, I usually use advanced starts and Barbarian world, so I've never have a chance to rush that much. He is awfully good. I'm thinking that reducing his base strength (but leaving the affinity) could be good. Or maybe reducing the movement, since he can use a spell to become faster.


One think I like about him is that he is available in advanced starts, whereas most (all?) other heroes cannot be bought regardless of techs or gold. I'm thinking I'll make more heroes available like he is.

Not really related, but I was just wondering: Can Palaces be made available in advanced start, preferable for free? You have to place a city before you can purchase the visibility or techs that would reveal a far better location for your capital city. I hate being stuck with that first city as my capital.
 
Scion's are awesome fun. I recommend playing a game as both leaders, as they both have different perks/twists.

I will look into it :)

Means my games would have 27 unique civs as well! :s

Al
 
Okay, I've played three more Austrin games, and in each one I was able to destroy everyone I saw with Harmatt. I was playing Monarch difficulty and standard speed, but I'd be willing to bet Harmatt would continue to be effective at higher difficulties- if not the destroyer of worlds, at least he could seriously cripple all nearby AIs, especially on Pangaea maps. I see Harmatt's function as a strong unit capable of far-ranging exploration without having to worry too much about bears and so on early in the game, and it's really fun to play him that way- so in my humble opinion, Harmat shouldn't have his base strength or movement lowered, but rather something more like the following:

-Make him a recon unit. This would prevent him from getting second-tier combat specialist promotions (Shock 2, Formation 2, etc) as well as the higher levels of City Raider later on. This would unfortunately mean he wouldn't be able to use the awesomely flavorful Austrin ability to ditch his equipment and travel light, but would still perfectly suit his unique role and personality and tone down his juggernaut-level power at higher levels.
-Give him a city attack penalty, a la Hunters or Assassins. This even more than the change to a recon unitclass would keep him more to the unexplored horizons of wilderness where he belongs rather than single-handedly toppling empires.

Maybe others experiences/opinions will differ. In any case, I seriously love playing the Austrin, regardless of whether I'm pursuing a rush strategy or being a peaceful builder. Great job Vehem. :)
 
-Make him a recon unit. This would prevent him from getting second-tier combat specialist promotions (Shock 2, Formation 2, etc) as well as the higher levels of City Raider later on. This would unfortunately mean he wouldn't be able to use the awesomely flavorful Austrin ability to ditch his equipment and travel light, but would still perfectly suit his unique role and personality and tone down his juggernaut-level power at higher levels.
-Give him a city attack penalty, a la Hunters or Assassins. This even more than the change to a recon unitclass would keep him more to the unexplored horizons of wilderness where he belongs rather than single-handedly toppling empires.

Good call. I'll use both - same city penalty as Hunters. In hindsight - he should really be a recon unit anyway, and whilst he's fine in the wild - cities should still give him trouble (as in his 'pedia entry). It's not that he doesn't understand cities as such as with the Hunters (he's visited a *lot* of cities in his time) - it's just that he's not really capable of conquering one (though according to the stories he tells, he might have managed to overthrow one or two...)

Saltiana said:
Installed Fall Further then PatchB, got this error at the mod loading :

Code:

GFC Error: failed to initialize the primary control theme

Tried reinstall 3 times, I give up now... it's working without patchB but I miss the mod background at title screen and the tips at startup... don't want to experiment some bug since there is a already 2 obvious bug here.

Too bad since I played fall further a lot before patching civ to 3.37.

Did you (a) install Fall from Heaven 2 032 before hand (b) keep that installation? Fall Further requires the original installation of Fall from Heaven to still be there, though I plan to completely detach it after install (once I do that you'll need it to install, but never after).

Ahriman said:
Bug:
An Austrin unit (Harmatt, anyway) that has mounted a pegasus doesn't have the mount pegasus deactivated.

The mount pegasus spell says it can only be used by melee units, but it can also be used by arcane units. However it can't be used by other units, which is a shame; pegasai-mounted paladins (I founded/adopted Runes and then adopted the Order), priests or knights would have been awesome.

Good point regarding Pegasi riders trying to ride other pegasi. Will put a block in for that. The actual legal riders for them though are Melee, Archery and Arcane and there should be different art-work for each line (though only 1 piece - a Warrior looks the same as a Swordsman when mounted etc). Harmatt also has his own mounted artwork - I'll have to look into how he gets to use it once he's a Recon unit.

That being said - I could be persuaded to enable other mounted lines, if I could get my hands on some artwork for them :mischief:
 
Captured Eurabatres with a Beastmaster as the Mazatl! Mwhuuahaha:mwaha:! Coatlann+Eurabatres=I am Become Death, Destroyer of Evil. (And by "Evil" I mean all warm-bloods, since they are too unpredictable to trust.)
 
So, Harmatt will be a Recon unit and so ble to get Subdue Beast now? Ok. I think I may have a new favorite choice of who should capture dragons, if I can get enough Air Mana.
 
So, Harmatt will be a Recon unit and so ble to get Subdue Beast now? Ok. I think I may have a new favorite choice of who should capture dragons, if I can get enough Air Mana.

True - though you'd be looking at 10 mana nodes (+ palace) to bring him up to being level with a natural Beastmaster... Even with the easy experience from Hero to get Combat5 + Drill etc, you're still looking at a lot of nodes + research to enable Subdue Beasts.
 
I jus changed my mind about about using him him as a dragon catcher, but not for the amount of mana I'd need. All the Dragons have Magic Immune, which makes them immune to lightning damage. Since Air Affinity is given in Lightning damage, Harmatt would never have good odds versus a dragon.
 
Sp Harmatt will become a Recon unit next patch, and I assume will be loosing the ability to use bronze/iron/mithril weapons?
 
Changing unitcombats doesn't necessarily mean that he will lose weapon promotions.



Any ETA on when xienwolf's modcomp will be included? He just posted a new version.

I'm actually kinda hoping that I can get him to include a few more things for me before it is included in FF, but I really hope that a version of FF including the modcomp is released before August 1st. I'll probably be too busy for modding until then anyway, but if I don't have it by then I might not be able to use it for my modmod. (Although last time I was home I was able to download the 3.17 patch, which is certainly larger than FF, using a weak connection to a neighbor's unsecured wireless network.)
 
Sp Harmatt will become a Recon unit next patch, and I assume will be loosing the ability to use bronze/iron/mithril weapons?

ouch, thats hurt harrmat a lot, ill be interested to see how he goes next patch...

Changing unitcombats doesn't necessarily mean that he will lose weapon promotions.

As Magister said - you don't lose the weapon promotion unless you alter <iWeaponTier> as well. Just becoming Recon won't do it alone.
 
I'm looking at the Dural statue levels and the abilities they grant and am currently trying to sort out Valor. Under the old version, it was a low level spell that granted +1 Experience per combat for a short duration. Now it's Law III and grants +1 Experience per combat permanently and 10% magic resist.

So far as I can tell however, that's fairly weak for a level 3 spell. Am I missing some side effect that makes it more useful than it appears?

===

The other thing I'm looking at really is FFHBUG. I *really* like a lot of the additions it makes (Civ4Lerts, PLE etc), but it does appear to be causing quite a few problems as well (sticky windows/icons that don't always go away when they should, some endless Python popups under certain circumstances etc).

I'm now wondering if I should keep it as a core feature of FF or take it back out, meaning that people who want to use it just need to download it from Falc's thread instead (which he's been keeping roughly up-to-date with the main BUG SVN versions, rather than my having a fairly static version here). He's been maintaining a FF version so far as well anyway - hopefully he'll be happy to continue to do so. Any opinions?
 
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