[FfH MOD]Fall Further

Vehem

Modmod Monkey
Joined
Nov 22, 2005
Messages
3,219



Fall Further Version 051 for Fall from Heaven 2

The purpose of this Modmod was initially to add additional, distinct civilizations to Fall from Heaven 2, whilst maintaining balance, variety and flavour. Each civilization has a distinct playstyle, some unique artwork, flavourful civilopedia entries and a few tricks up their sleeves. Since Version 030, some interface and other feature additions have also been included. This trend will continue as other modders release mod-components into the community.

Installation
Previously this mod required Fall from Heaven 2 to be installed and combined files from that install with the new content. It is now an independent install and does not require a specific version of Fall from Heaven 2 to be installed, or any version at all for that matter. To install, simply download and run the Setup program and latest patch (if any).

Download Thread
Fall Further Subforum
Feature List and FAQ

===

The mod has been around for a while before being posted here and has a small community developed within the Fall from Heaven sub-forum. We have also recently been granted our own sub-forum there. If you have any questions or comments, that is the best place to go - some the regulars have followed mod development for the past year or so and know it very well.

This post is primarily to inform people of the mods existence, but I will try to monitor it as often as possible.
 
Even though it is stated you ought to head to our private subforums, you still should feel most happy about posting here, if only to bump the thread and spread knowledge of the mod-mod ;)


Oh, and look forward to the posting of some mod-mod-mods out here sometime!
 
well since no one is posting here i would just like to say good stuff, i actually prefer your mod to the main one. It runs faster and i like the new races the were added.
 
Though I don't have enough time to play Civ in general nowadays, I still gave this mod a try and I must say that it is quite impressive. I like your additions to FfH so much and I hope to see more distinctive features that explore more variations on the original theme.

Thanks a lot for your hard work and keep it up.
 
I am a long time FFH player. I cannot imagine why Fall Further is not integrated into FFH. The additions are cool. The map generation is more fun. The maze-like mountains are cool. Thanks for the fun.
 
Well, the maze-like mountains and map generation are Cephalo's "Creation" Mapscript, which has been placed in the main FfH mod as the "Erebus" Mapscript. FF includes a slightly modified "Erebus Wrap" Mapscript so that you can have a toroidal world.

But yes, many cool additions, and tons more on the way :)
 
We've just posted what is planned to be the final patch of Version 042 - the full changelog of which is here.

The next version is planned for release a short while (probably around 1-2 weeks) after the release of Fall from Heaven 034 (planned for release next week) and will feature Tarquelne's excellent "Scions of Patria" civilization. They're undead, but that doesn't mean they don't have good taste...
 
It would be nice if there were a way for the swamp-loving civs to spawn near swamps. Kinda sucks to have to regen map 15 times to get near some swamps.
 
I did not one odd behavioral bug. After a lair-exploration, when I get a promotion like the diseased skin one or the whithered-one, I see a funny behavior having to do with the space bar.

Once a unit get that promotion when you hit the space bar, even though other units still have moves to make, the next unit wouldn't not cycle into focus to be able to move it.

I would have to manually click on another unit for the normal space-bar cycling to work.
As long as that unit it not cycled thru with the space bar, it would not be an issue, but as soon as it was reached, the space bar would no longer advance to the next available unit.

With FFH, I had never encountered that. Fall further was the first time I encountered that.
 
I've encountered that issue on occasion before, and seen it solved, so I'll have to look up where/when it happened. If memory serves properly it is normally the result of a typo somewhere in Python without having python exceptions enabled. But I could easily be remembering wrong.
 
I like this ModMod very much, I hope many of it's features will be moved into FFH...
BTW - when support of new 0.34 is planned?
 
In addition, one thing bothers me - Thessa created Basium, then she became evil and Basium is still on her team.
 
We are waiting for "patch week" to cool down with base FfH, and evaluating how to mix our features with some of the new features, as well as incorporating the Scions into the Mod. So it'll be a little bit till the next version is released, maybe a week or 2.

And on the Basium note, he can even be summoned by Hyborem himself. It can get a bit wierd with that guy.
 
Current Version Changelog

Version 043
0. Updated to FfH 034.
1. Scions of Patria added (civilization by Tarquelne)
2. Curse the Lands, Appease Divinity and Mana Surge rituals temporarily disabled (we've got plans for these but at the moment they're going to interfere too much with the Illian rituals - watch this space)
3. Barrows, Ruins and Hill Giant Steadings use old Fall Further style exploration. New style dungeons (including goblin forts and Epic Dungeons) use Kael style exploration. (both alongside to compare/contrast, plus extra variability).
4. Ice Mana is still a standard node type (change from FfH 034 back to FF042).
5. Ice spells split into "Divine" and "Arcane".
6. Ice Arcane includes Slow, Summon Ice Elemental, Frozen Lands.
7. Ice Divine includes Summon Frostling, Stasis Curse, Snowfall.
8. Epic Lairs will not disappear when explored/destroyed. Can be successfully explored/destroyed once every 100 turns. (Mr Underhill)
9. Lightbringers gain better results from tribal villages (MaxAstro).
10. Theatre cost decreased to 180 hammers (MaxAstro).
11. Aqueduct cost decreased to 150 hammers. Tech Prereq changed to Construction.
12. "Well" building added. Cost 75 hammers. Requires: Crafting. +1 Health.
13. "Sewers" building added. Cost 180 hammers. Requires: Sanitation, City next to river. +1 Health, no Unhealthiness from buildings in city.
14. Buildings which require riverside cities (Brewery, Spirit Mill, Sewers) display the requirement in their help text.
15. Cualli start with "Blood and Sacrifice" as a default civic (MaxAstro)
16. Daracaat is now Barbarian, Aggressive, Defender (Aggressive and Defender are not mutually exclusive thematically) (MaxAstro).
17. Polar Bears will only spawn on Snow, not Forest (MaxAstro).
18. City of a Thousand Slums now requires Taxation instead of Engineering (MaxAstro).
19. City of a Thousand Slums now provides -5 Health (negated if you have a sewer in the city).
20. Mazatl Palace provides Creation mana instead of Mind mana (MaxAstro).
21. Letum Frigus will spawn Beastmen periodically - it still attracts warriors of the Doviello who know it as a legendary place (MaxAstro).
22. Axemen and "standard" Axeman UU's (i.e. Moroi, Brutes and Swordsmen but not Pyre Zombies and Wood Golems) gain 25% Attack vs Warriors (don't rely on warriors to defend well).
23. Archery now requires Crafting instead of Exploration->Hunting.
24. Archery cost increased by 20% to 360 (offsets the cheaper path to the tech slightly, but still massively easier to reach than previously).
25. Javelin thrower units gain the "Skirmisher" promotion (promotion introduced by the Scions - +15% chance to withdraw, increased chance to defend stack).
26. Added Promotion Duration mechanic (for ModModders).
27. Added CivSelect GameOption - allows you to enable or disable civs that will may be selected when choosing Random civilizations.
28. Added chance for Fall Further magic items to be found in treasure chests
29. Added GameOption to disable Worker Experience gain (promotions still available so if they *do* gain XP from somewhere it can be spent, but there is no passive gain).
30. Lizardman promotion grants attack/defense bonuses in normal jungle as well as deep jungle (MaxAstro)
31. Added Carrack naval unit. Requires: Optics. Strength 9, Range 1. (Role: Escort)
32. Frigate moved to Astronomy. Strength 11, Range 1, Moves 5, No cargo. Bonuses vs transport ships - Galley, Galleon, Queen of the Line - and Privateers. (Role: Escort/Patrol vessel)
33. Galleon moved to Optics, 1 extra cargo. (Role: Transport)
34. Caravel gains +35% withdrawal chance. (Role: Exploration)
35. Galley gains 2 cargo spaces and increases in cost by 10 hammers. (Role: Early Transport)
36. Man O' War gains ranged attack (Range 2, 60% limit). Moves reduced to 3. Strength increased to 16. National Unit - Limit: 4 (Role: Heavy Warship)
37. Pirate (Lanun UU) gains 1 move and starts with Buccaneer crew (allows them to use the Buccaneers spell). Gains +50% bonus vs Transport ships (see above).
38. Privateers gain +25% bonus vs transport ships.
39. All bonus requirements (copper, iron) for naval units below Astronomy level removed (encourages the use of different ships, especially by the AI).
40. Trade Ship added. Strength 2, Moves 3. Can carry out trade missions in foreign ports.
41. Archery is no longer a prereq for Stirrups (though is still required for most units under UNITCLASS_HORSEARCHER). (MaxAstro)
42. Gilden Silveric requires Hunting in addition to Archery (puts him back where he was in the tech-tree).
43. Kraken gains 25% vs Man O War
44. "Training Yard" renamed to "Barracks".
45. New building "Training Yard", requires Warfare, +10 Passive XP Cap for Melee.
46. "Archery Range" renamed to "Fletcher".
47. New building "Archery Range", requires Archery, +10 Passive XP Cap for Archer.
48. New building "Jousting Tilt", requires Feudalism, +16 Passive XP Cap for Mounted.
49. Hunting Lodge and House of the Grey (Sidar UB for Hunting Lodge) gain +5 Passive XP Cap for Recon.
50. Exploration Guild (Austrin UB for Hunting Lodge) gains +10 Passive XP Cap for Recon.
51. Command Post gains +50% Passive XP Gain Rate for Melee, Mounted and Archer.
52. Mages Guild and Alchemy Lab both gain +25% Passive XP Gain Rate for Adept.
53. Meditation Hall (Kahdi UB Alchemy Lab) gains +50% Passive XP Gain Rate for Adept.
54. Pagan Temple gains +25% Passive XP Gain Rate for Disciple.
55. Temple of Temporance gains +75% Passive XP Gain Rate for Disciple.
56. Jousting Tilt grants +2 Happiness with Aristocracy
57. Archery Range grants +1 Happiness with Aristocracy
58. Full Dwarven Vault grants +25% Passive XP Gain Rate for all unit combat types.
59. Overflowing Dwarven Vault grants +50% Passive XP Gain Rate for all unit combat types.
60. Low Dwarven Vault grants -50% Passive XP Gain Rate for all unit combat types.
61. Empty Dwarven Vault grants -100% Passive XP Gain Rate for all unit combat types.
62. Hippodrome grants +50% Passive XP Gain Rate for Mounted.
63. Cave of Ancestors grants +50% Passive XP Gain Rate for Adept.
64. Planar Gate grants +25% Passive XP Gain Rate for Adept and Disciple.
65. Determination (Force2 spell) removed.
66. Force Bolt (Force1 spell) increased in strength and moved to Force2.
67. Accelerate spell added at Force1. Increases movement rate temporarily for Siege and Golem units.
68. Boarding Parties and Buccaneers gain +50% vs Naval Units (as per Kael's comment for 040 - guessing at the value)
69. City Raider 2 reduced to 30% bonus (was 40%) (as per Kael's comment for 040)
70. City Raider 3 reduced to 30% bonus (was 50%) (as per Kael's comment for 040)
71. Abbey (Elohim UB) grants +10 Passive XP Cap and +50% Passive XP Gain Rate for Disciple.
72. Game Option "Simultaneous Turns" added for Single Player use (treat as experimental).
73. FF Version and Patch Version are shown when hovering the civ-flag. (Jean Elcard)
74. Added "Avoid Unhappy Growth" city option. (Jean Elcard)
75. Added "Avoid Unhealthy Growth" city option. (Jean Elcard)
76. Haste is persistent so long as you start your turn in a tile with a unit capable of casting Haste.
77. When Haste does eventually wear off, all units suffer the Fatigued promotion (no longer a Centaur specific penalty).
78. Extended End of Winter option included (replaces old End of Winter) - see this post for details (Jean Elcard)
79. Erebus-Wrap script removed.
80. Erebus Mapscript now includes options for "World Wrap" and "Soften Peak Percentage" (Jean Elcard)
 
Awesome, downloading to play now!:goodjob:
 
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