Fall Further - The Original Thread

Clearing custom assets used to solve some interface issues in the past. If you play a lot of mods or have this might help.
 
Kingarthur - you're problem sounds similar what i've had with my laptop. I get parts of a map blacked out, not just fogged out. I suspect it is due to my weak or buggy graphics card as i've never had the same problem with my desktop. I've had this problem on at least one other mod. One thing to try is to turn your view angle 45° with your keyboard arrow keys. This works for me usually but is a pain and i often have to turn it often to keep a decent view. Usually not worth it.

Some things that seem to have helped were to use smaller maps and turn your graphic options to their lowest settings. I still get them occassionally but i've found that if i just restart a game and usually i don't get that error again. I can usually tell near the beginning of a game if this is happening as it will affect one spot on the map and i usually have to play small maps on my laptop.

Hope this helps clarify things if it is the same problem and sorry i don't have any fix.
 
It's not just a problem with ingame interface, I can't access options or civilpedia from the start menu, so maybe theres some kind of internal problem.
 
First time poster! I've been lurking around FFH2 for quite some time (back when it was for vanillaCiv) and decided to try out FF this month and I have a few questions.

I have a few questions about the Cualli and Mazatl and their wetlands/swamp/deepjungle mechanic. I was wondering to get a wetlands plot, does the original plot have to be a flatland/grasslands/river plot? In the games I've played so far these seem to be the only ones that flip, so I've been rushing for nature nodes to vitalize the plains/rivers to grasslands.

Also is there a Erebus/Creation script for FF? about 80% of the time I use the default Erebus map on Mazatl I wind up in a giant Hills/Desert region on the coast with no rivers :sad:.

Also kinda a strat question about Mazatl trying to figure out their strengths, Am I supposed beeline the Trade line to get my Lost Lands Civic and the Religion line for the UB Temples? Whats a good early tech path if I don't have to worry about my starting terrian?(playing 33G/42G atm)
 
Am I the only one getting the no interface problem?
 
Am I the only one getting the no interface problem?

I've had the same problem too. To clear it up I select a city and leave the city screen, WHAM interface is back.
 
Tried that and zooming out to global, no interface.
 
If you are even missing interface pieces at the main menu before you start a game, then the problem is fairly extensive. I would try guessing that maybe you only had the patch for FfH instead of the full mod when you first installed Fall Further, but you said you were able to play FfH just fine, so that is out. Honestly not much of a clue, but I am hoping that the next release will magically clear up your issue, since there is a complete overhaul of the interface to use seZ's new setup. Ideally that release is fairly soon.
 
Not only that, I can't go into any adviser, that dawn of man thing doesn't pop up at the beginning and some other things I don't remember.

Plus I tried putting in seZ's HUD, I could see the little AC in the lower left, only the number, and thats it, plus I could see the turns in the top right, but it stayed at 0.
 
I believe in magic too, just look at our Malakim mechanics thread! :crazyeye:

I only ever have an interface (in game) problem when I use the religion specific GUI but that is a known issue right? Not that big of a deal.
 
When I see that sort of behavior - python seems completely FUBARed - it's because of a major python bug I just introduced. Assuming you haven't been modding the python files in your sleep a re-install sounds like the best bet. Make sure you've got the proper versions of FFH2, the FFH2 patch, Fall Further, and the Fall Further patch. And patched BTS...
 
When I see that sort of behavior - python seems completely FUBARed - it's because of a major python bug I just introduced. Assuming you haven't been modding the python files in your sleep a re-install sounds like the best bet. Make sure you've got the proper versions of FFH2, the FFH2 patch, Fall Further, and the Fall Further patch. And patched BTS...

Ok reinstall Civ 4, or FFH and Fall Further? Cause I already reinstalled those two.
 
I would reinstall FFH2 and FF, and make sure you have the proper patches for each.

FFH2 with patch e
then FF with patch g

i advise using patch e since f broke building spells and g fixed that but FF latest patch was based on e.
 
FFH2 with patch e
then FF with patch g

I tried it. And guess what!? No.

I'll just install BTS if I'm still sick tomarrow.
 
New Feature: Foxford

A long while ago (2006), Kael ran a NotW game set in a village named Foxford. I've implemented this village as a Unique Feature with an associated event for the first to reach it. After the event is resolved, the feature remains with yields identical to a normal village (though it cannot be improved to a town).

Event: Night of the Werewolves
Trigger: Entering Foxford
Your unit has encountered a village on the verge of hysteria. Rumour has it that werewolves are preying upon the villagers.

Option 1: We must uncover these creatures and save the village.
  • +5 Experience
  • Unit promoted to "Adventurer"
  • 20-30 gold
  • Unit renamed "Hero of Foxford"
  • OR: 15% chance of unit being killed by the Werewolves

Option 2: Werewolves could be powerful allies, try to strike a bargain.
  • Requires Evil Alignment
  • Unit promoted to "Werewolf"
  • OR: 33% chance of unit being lynched by the villagers
  • EITHER WAY: Village yields removed (-3 commerce - the werewolves win even if the player's unit is discovered)

Option 3: We have no time to involve ourselves in village gossip.
  • No effect - event remains in place for next unit to arrive.

=====

The main reason I'm posting this here however is to request that anyone who remembers any specifics from the game that may make good event options, posts them here.
 
@ Vehem -- It's been a while, but for the record, I fixed the vast majority of CtD problems I used to have by systematically turning off infernal terrain and keeping out Acheron (unfortunately). All that's left now are rare cases of bad mem allocation or some unknown/unreproducible crashes.

I had a fun (if totally odd) game recently. Picture this: I ran Svarts and gave them the Order, which, eventually made them Good. Sailing by the Calabim coast, my archmages picked up a couple of vampires through Domination. Very soon I ended up with fine young vampire Paladins (... and vampiric Alazkan, vampiric Valin Phanuel, vampiric High Priests, etc). :crazyeye:

Ah, the gleam on Sphener's mithryl canines in the early morning sun!
 
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