Fall Further - The Original Thread

I checked the new version and it is impressive :)

I really like the new Fall further menu, makes me want to change the default FfH to it...

I found just some minor things as I did not play much. Seven pines are missing an icon and corpseflies are spelled corspeflies. Also, the unhealthness they cause seems to round up instead of down (as in features), but that can be intentional.

Would you mind me stealing a thing or two for my mod? I think mostly of seven pines improvement...

By the way, I finally added Mazatl to my mod. I hope you do not mind the changes I did to them.

I think there should just be a function to have the Tric-ops automatically eat units in adjacent squares when selected.
That could be hard as Tric-ops were strictly herbivorous, but some special ability like trampling is definitly in place ;)

Edit: now that I think about it, treants are plants, aren't they?
 
I really enjoy playing ffh2. I also like this modmod you made. But i'm not sure about where to put it in. I think it goes in this way

D:\Program Files\2K Games\Beyond the Sword\Mods\Fall Further 041

or do I put it here

D:\Program Files\2K Games\Beyond the Sword\Mods\Fall from Heaven 2 032\Fall Further 041

like i said I am not sure where to extrace it to. Any help would be welcome
thanks
 
Yep, that's the one.

Doesn't the installator fix this automatically nowadays? Finding the right pathway I mean (and copying FfH2 files and so on) or are we talking about different things?
 
Yeah, I never really decided how I want the rounding to go, but I kinda assumed it would round down since EVERYTHING rounds down in the code. I use int(floor(XXX)) on all of the floats to convert them to decimal, so maybe that function happens to round up, or at least properly. If it does round EVERYTHING up, then that sucks because one of the nifty things I did plan for was having a DecayRate coupled with a 0.01 value in some field. That would mean you don't apply anything on your own tile, but do apply something at a range, growing larger the farther away you get. Might not be used quite as often as having a value that is exactly the opposite of your Decay Rate (so you do not affect the adjascent tiles, but have a large effect after that point), but would still not work right if it rounds EVERYTHING up.


As for borrowing, I personally don't mind, and I doubt that Vehem does either. Especially if you provide us with bug reports & feedback on our work :)

EDIT: Looked it up. Floor rounds everything down. But down doesn't mean toward 0, it means down. Thus all negatives wind up rounding up in actuality :) I'll play with things to swap that around if I can think of a nice and elegant method (probably if > 0 floor, if < 0 ceil)
 
Doesn't the installator fix this automatically nowadays? Finding the right pathway I mean (and copying FfH2 files and so on) or are we talking about different things?

I think we're talking about the same thing, and yeah, the installer does. A first time user couldn't be sure it actually *works* though. :) I also extract FF elsewhere fairly often (for merging purposes) and that's sometimes given the installer the wrong idea when I run it again.
 
patch D started to have LAN games do the OOS dance.

So, did a fresh install, still doing the OOS. What do I need to do to help find out whats causing it?
 
Hi there!
I'm playing FFH since light, and just tried out some Modmods. This one seems to be very nicely done! I like the idea of the new terrain mechanic from the lizard theme.... so i tried them out in my first game. QUESTION: Is it impossible to build cottages ect. in deep jungle, Swamplands an the like???
if yes, why? My army of nicely promoted Workers is waiting!!!

Thanks for the great work Vahem & Co
 
patch D started to have LAN games do the OOS dance.

So, did a fresh install, still doing the OOS. What do I need to do to help find out whats causing it?

I was wondering how we were doing with the Multiplayer side of the field. Too bad it's apparently "not good"


To help isolate when/how the OOS is happening, you need to get a feel for what kind of actions cause it. Disabling all events is a classic quick check. If your first few turns tend to always be OOS free, then ideally it is a feature available at later Techs, so you start to track what Tech level it happens at to narrow things down. Maybe play some Human only games and really Specialize on the Tech Trees (I'll do Archery line, you do Melee Line) to see if you can figure things out like "If we avoid the priest line, no OOS issues."

If the OOS happen right from the start of the game, then try playing with which Civilizations you are using, see if it is specific ones.


Biggest help would probably be to figure out if the issue happens just with FF, or also with FfH. Knowing that cuts down on where we have to look considerably.
 
Hi there!
I'm playing FFH since light, and just tried out some Modmods. This one seems to be very nicely done! I like the idea of the new terrain mechanic from the lizard theme.... so i tried them out in my first game. QUESTION: Is it impossible to build cottages ect. in deep jungle, Swamplands an the like???
if yes, why? My army of nicely promoted Workers is waiting!!!

Thanks for the great work Vahem & Co

you can build cottages in deep jungle, but not on swamps. But let's be honest, when you've got deep jungle swamps, why the hell would you want cottages? (or farms or whatever). The good lizzies expecially were born for a SE, with every tile producing a surplus of food in addition to hammers from the jungle and commerce from the swamp+trail, and their unique temples. Build the appropriate improvements for the resources, mine or cottage the hills, and get deep jungle+swamp on every other tile. Guaranteed: you're the strongest economical powerhouse around. Use your first sages for academies, priests to get an altar going for your guardians, and start some golden ages once your monasteries and cult of the wyvern are up par.
 
I made this map for Fall Further .41d. ;)

As it says in the download thread, please PM for comments on the map, and don't spam this thread with your comments.

Changelog-
V1.1
Added Horses and Pigs in Jungle
Extended Oasis in Malakim area
Added Seafood in Ocean (I stupidly forgot about it)

World View (Very Large Image!)-
Spoiler :
civ4screenshot0014_B0B.jpg
 
Suggestion: I was working on improving FlavourMod (to make it find choke points), when I remembered an old vanilla mod of mine, in which I was using an alternate building for a lighthouse, which would also make a perfect Ancient Tower substitution. Looks more like dark fantasy, if you ask me. It wasn't modeled by me, I just enhanced it with a fire. Maybe you like it. Might be useful for something else too.

Here is a screenshot:

Spoiler :
construction%20sets%20010_qm9.png
The link where to get it (as part of the old mod): Click me.
 
I made this map for Fall Further .41d. ;)

As it says in the download thread, please PM for comments on the map, and don't spam this thread with your comments.

World View (Very Large Image!)-
Spoiler :
civ4screenshot0014_B0B.jpg

just played a game as the mazatl on this map. It seemed to me that the malakim starting position is rather poor. Past their original oasis, not a single decent city can be supported in the desert. Since the AI doesn't understand spring that well, the malakim were at 400 points, while hyborem was already summoned and the cualli were over 1000 (i was at 2500, but that's a different story). Maybe some rivers, with grassland instead of floodplains to contain their growth rate? Oh, and give the lizzies some horses please, perhaps one or two sources right inbetween the 2 civs?
 
@ Vehem: i have an idea and a request:

is it possible to make specialists expire after a random duration? i ask because i was thinking it would be awsome if the Cualli (and also Darkelves in Warhammer :p) could sacrifice slaves in their cities to get slave specialists, but they would expire after a while, thus giving temporary benefits unless continuous slavery was used. this is beign asked independent of the Cualli World Spell, because id expect the slaves from the worldspell to be permanent, or if the time limit on specialists was implemented, increase the duration of slaves?
 
Getting a CtD while waiting for other Civs. Playing Kahd (no Hyborem as of yet).

The situation is that I'd play one turn, get a CtD, reload and play that turn without trouble, then get another CtD on the following turn, and so on. This pattern has repeated itself for the past ten turns.

Sounds like bringing a car to the service station for an erratic problem. It never happens when you try to demonstrate it to the technician! ;)
 

Attachments

Made it through to turn 305 without a crash so far. I set the AI to autoplay it for another 300 turns to see what I can cause. :( It's great that you can find our bugs for us, I just wish you could ship them back properly :p One of these days though we'll get something which is reproduceable and squash it... one of these days...
 
Reproduce this...

Traceback (most recent call last):

File "CvEventInterface", line 23, in onEvent

File "CvCustomEventManager", line 135, in handleEvent

File "CvCustomEventManager", line 146, in _handleDefaultEvent

File "CvUnitStatisticsEventManager", line 172, in onUnitLost

File "UnitStatisticsUtils", line 518, in onUnitLost

File "UnitStatisticsTools", line 96, in checkHighScoresAllUnits

TypeError: unsubscriptable object
ERR: Python function onEvent failed, module CvEventInterface
 
That one is fortunately a tad bit easier to track down, as it directly applies to Teg's Unit Statistics. That one was just a Python Popup though, not a full crash, right?

EDIT: Odd section of code indeed. I'll go ask Teg if it is proper for what he intended instead of disecting everything myself for now.
 
Back
Top Bottom