Fall Further - The Original Thread

There's quite a few of them to go at and they're packed into \Assets\FFPak0.fpk. You can extract the files from that using "Pakbuild.exe" in the man Civ4 directory (it's the format Firaxis use when tidying up the graphics folders).

Once that's extracted, you want to look in \Art\Interface\Screens - in there are folders for each religion. Those contain TGA files (Targa - file format) which can be altered as you see fit. The only thing that you need to keep the same is the dimensions - they need to be exactly as they are now (or changed along with altering the Python - which is a hassle).

I can't find pakbuild.exe, is it in a folder, or hidden?
 
abculatter2: Contact me in PMs if you come up with anything especially elaborate you want to do. There is little I cannot change about the interface at this point (just the location/dimensions of the top-center text box and the unit stack buttons being arranged in a straight line)


If you want to keep the same basic design that is used now, just edit the TGA files Vehem pointed you at. If you want to get more elaborate and understand python at all, look at the commented out section for "Default" screen to see how to customize each religion individually. Or make the pieces you want to use and let me know they are ready and I'll do what I do :)
 
Question about Kahdi: Since the leader pic is a pic of Toshiro Mifune (or at least that's who he looks like to me) how come most of the Kahdi troops looks vaguely Arabian? I think there are plenty of neat Asian flavored units and buildings out there. Any reason why these weren't used? I mean at least the ships could look a lot different since I'm pretty sure there are probably updated graphics from the old Civ III Rise & Rule Mod (predecessor of the Rise of Man mod) which had all Asian flavored naval units for almost everything up to the advent of steamships where everyone's ships started to look alike.

I mean who wouldn't want to see ninjas as the assassins, junks as the Dragonship, samurai as the champions and the like. They don't even have to be from the Japanese graphic sets since I've seen some really nice units from all sorts of Asian Civs.

Just wondering. Sometimes I think fantasy stuff tends to be a bit to Euro-Tolkien centric in its graphical look. For that matter, why not change the Elohim to be more of Asian flavor in the sense that with all their monks and the like, they could easily be like the early Buddhist warrior monks with a lot of Eastern thought, science and alchemy going on. I mean do we have to have the leaders look like Gandalf and Galadriel?

Hell, let's be less Eurocentric! Why can't one of the other human races be something other than white/European looking. I'm sure something could be done to make things interesting and not even going the easy way out and using a lot of the Mongol stuff for the Hippus. I man Lunan to my ear like Polynesian or smokey jungle islands so why can't he be Black or Asian? I mean making them to be look like they've just jumped over from Sid Meier's Pirates! is probably easier to code, but to me it makes it less fantastical.

Anyway, feel free to disregard, I just think that with so many wonderful mods out there with great graphics, why be content with standard units? (Although I must say as the game gets older, the unit graphics just get better and better)
 
patch D, it crashes when I upgrade the warrior in the capitol to an axeman, and it is repeatable. attached savegame...

also, I was able to upgrade a scout to a centaur, but I could also have upgraded to a wolfrider, the choice was there :D I'm playing Hippus so I think something's wrong here?
 
I had the problem promoting a unit in a forest again. My Elohim scout had just gotten 5 xp from exploring a dungeon. When I purchased Combat 1 it did not show up as having it. When i moved out of the forest, the available promotions were updated and I could buy the second promotion,but the display at the right did not change. That includes the movement not being displayed as being used up; although I could not move more than 2 spaces, it still displayed as if I had 2 moves left. After I ended my turn things seemed fine.
This may not be exclusive to FF or FfH, but part of BtS. I've had the same problem when attaching a Great General to an unit as a Warlord. Basically, I could buy the promotions, but the display did not update, nor did the EXP display change (so it still read 38/10). Don't remember if it occurred in woods though.
 
Wierd, I would normally assume it was a problem with an Art Define, but removing the custom art for Hippus Axemen didn't solve it.

Then I thought that maybe I broke things with my change to transfer race on Conversion of a unit, but I was able to upgrade an adept to a mage without any problems....

EDIT2: Ok, no clue why the Adept worked, but making the fix I suspected DID fix your axeman issue. I have attached it here so you can fix your game before the next patch.
 
patch C bug here.

Early in my Decius - Calabim game on a tiny highlands map with 5 other AI I have done some early exploring and seem to have a few tiles where I still have visibility in the middle of the fog.
 

Attachments

Finished a redesigned interface for the Octipus Overlords, just add something to the end of the current files and move them somewhere else and replace them with these.

UPDATE: it seems I mixed up the left and right city interface sections. Fixed.
 

Attachments

patch C bug here.

Early in my Decius - Calabim game on a tiny highlands map with 5 other AI I have done some early exploring and seem to have a few tiles where I still have visibility in the middle of the fog.

Unfortunately that has been popping up a lot since 033 came out in base FfH as well. I suspect it is a Civ BtS issue and something of the new 33 features has caused it to become more common.
 
Any possibility it could be related to the labels on world features? I have noticed I can see them or at least some of them from turn 1.
 
Nice!

Looking at it I was wondering if the dome shouldn't be completely eliminated - the up-most parts of the Necron structure are where I'd imagined the dome to be, and would provide the same function. OTOH, I think the spire needs the dome, and without the spire you've just got a Necron building. :)

I think you were on the right track with the gold dome - try recoloring the rest of it? Sandstone? ATM I think it looks too mournful (The Cenotaph's are a "till he rises again" thing)... and too recognizably Necron.



I think that'd work well for the CoRebirth. Or maybe the Flesh Studio, or Melante's Estate? :goodjob:

Re: other DoW buildings:

The Sisters of Battle Ecclesiastical Chapel and Adepta Sororitas Convent both would be great as either TofGift or Imperial C, I think. I really like the looks of the Pristine Sanctuary as a CoRebirth.

The Holy Reliquary is quite... spikey. Melante's Estate? Or maybe Temple of the Gift.

A small Necron plasma generator could represent that a city is a Necropolis.

good idea about recolouration o the cenotaph, ill play around :)
 
on the note of he pacifist promotio for elohim:

change it from a flat -1 attack strength to -1 attack in neutral and enemy lands, but no -1 in allied territory. this way they can fend of raiders and harrassing units easyer in their lands, but still suck at invading.
 
concerning the elohim: i would also change the description of the civ, adding a section on visiting the "holy sites", aswell as listing their bonusses
 
on the note of he pacifist promotio for elohim:

change it from a flat -1 attack strength to -1 attack in neutral and enemy lands, but no -1 in allied territory. this way they can fend of raiders and harrassing units easyer in their lands, but still suck at invading.

That would make sense, though there's not currently an XML way to tell what sort of land you're in (own, team, neutral/rival, enemy) on the promotions. It was actually something Xienwolf and I spoke about yesterday regarding the Nox Noctis discussion elsewhere on the boards - having those sorts of tags and AutoAcquire/MustMaintain would allow for the invisibility to be properly optional. This would probably be able to use the same mechanic if it's implemented.

concerning the elohim: i would also change the description of the civ, adding a section on visiting the "holy sites", aswell as listing their bonusses

Good call - though I'll wait until things are settled first (there may be extra sites added or existing ones reworked in the near future).
 
Hi all,

Just started with this modmod - looks like an exciting addition to an already great game.

Got a CTD on the attached save game; just end the turn.

Cheers!

Thanks - I can reproduce this one - kinda.

It should be CtDing, but the debugger is catching it. Problem is that it then isn't allowing me to Alt-Tab out to see what it has caught. The result is that I need a hard-reset rather than just seeing the CtD.

Xienwolf - can you check this one too and see if it's any nicer?

EDIT: Scrap that - managed to persuade it to let me get at the debugger second time around.
EDIT2: Null pointer in "setHasPromotion" it seems - going to investigate which unit may be causing it.
Spoiler Stack Trace and Debug info :

Code:
STACK_TEXT:  
WARNING: Stack unwind information not available. Following frames may be wrong.
0013eb68 01f1cdca 01fffcee 00000000 00000007 CvGameCoreDLL!CvUnit::setHasPromotion+0xee0
0013eb6c 01fffcee 00000000 00000007 00000001 CvGameCoreDLL!CvGame::getActivePlayer+0xa
0013eb9c 01fa88e6 48355178 00000000 4841b900 CvGameCoreDLL!CvPlayer::setGold+0x1e
00000000 00000000 00000000 00000000 00000000 CvGameCoreDLL!CvGlobals::infosReset+0x226


STACK_COMMAND:  ~0s; .ecxr ; kb

FAULTING_THREAD:  00000d94

PRIMARY_PROBLEM_CLASS:  INVALID_POINTER_READ

BUGCHECK_STR:  APPLICATION_FAULT_INVALID_POINTER_READ

FOLLOWUP_IP: 
CvGameCoreDLL!CvUnit::setHasPromotion+ee0
0209a3b0 8a08            mov     cl,byte ptr [eax]

SYMBOL_STACK_INDEX:  0

SYMBOL_NAME:  CvGameCoreDLL!CvUnit::setHasPromotion+ee0

EDIT3: It's an Austrin unit in the city of Bayomo if you want to continue the game straight away FaustVs - use Worldbuilder to remove Bayomo. That should allow you to play on. I'll try to work out the exact cause but so far as I can see there are no units that should be gaining or losing a promotion in that tile.

EDIT4: One of the two Austrin warriors (Rogues alone are fine). Starting to doubt the information from the stack trace - the only way I can see for those units to gain a promotion is using the "Travel Light" ability, but I just disabled that (made it require UNITCOMBAT_BEAST) and there's no change. The other possibility I guess would be an event triggering for the Austrin, but I'd have expected that to select a different unit if those warriors weren't there. The "SetGold" on the stack trace is odd too.
 
I am trying out the Elohim. I found Pool of Tears, Mirror of Heaven and Sirona's Beacon on my landmass, and visited them. My cities are huge ;)

Anyway, my scout found a Ring of Striking in a lair. I cannot pass it to another unit. Are these unique equipment items not meant to be passed around?
 
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