Final Fixes Reborn

i haven't done an update since last month, so i'm not sure what update you're talking about. as for your issue, try deleting the cache, and redownloading the Assets folder of the mod ( if you're using svn, just delete the folder, right click on the main folder and choose svn update)
 
I've done some more testing, and it looks like the issue was with that specific save. I went back to a much earlier point and played trough the turns where I started experiencing crashes and was fine. Going back to the original savefile continued to not work.

Edit: It still occasionally crashes, but not with the same high frequency.
 
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Wait hold up lol. Is downloading the snapshot the same as doing the SVN checkout thing being discussed? Guessing I wasn't supposed to download the snapshot then?
 
I've done some more testing, and it looks like the issue was with that specific save. I went back to a much earlier point and played trough the turns where I started experiencing crashes and was fine. Going back to the original savefile continued to not work.

Edit: It still occasionally crashes, but not with the same high frequency.
Get me a save just before the crash, then , i can look at what's wrong exactly ^^


Wait hold up lol. Is downloading the snapshot the same as doing the SVN checkout thing being discussed? Guessing I wasn't supposed to download the snapshot then?
the difference between the snapshot and the svn checkout thing is that you don't have to install tortoise svn for the snapshot but when an update comes, you'll have to download the whole file again instead of just updating through svn. both are valid method of downloading the game
 
ok, i cannot open that save. without knowing With what modules you were playing . For the first contact thing, i've tested Falamar and he seems to have the default lanun one. I don't seem to find a more specific one in the xml. Are you sure there's one ?
 
I'm not playing with any modules to my knowledge. When I encountered Falamar, he said the "would you rather be our friend or our foe" line. I've seen a few other historical leaders do this too, but it's inconsistent.
 
ok, so i found the actual code that handles the diplo stuff and it'll choose at random amongst all of the valid lines, so we need to remove the default one for it to not happen, but for that, we need to be sure that no one needs it.
 
Ok, I'd definitely love to help!

The first thing I noticed was that there's a column for Deidra in the D'Tesh tab. That probably shouldn't be there.

What about the other new civs and leaders? I know at least the Chislev have some dialogue already, but are the others completely done, or do you want to just focus on these civs for now?
 
the deidra column in dtesh was just for comparison.^^ As for what is needed, the overview sheet gives you an idea. Each leader has a column, each type of diplo comment a line, and there's a L or a U where there is already an existing comment for that leader. ( L signifies that the comment is a generic one for the civ, while U signifies it's unique to the leader).

So at this point, either you choose a leader and fill all comment for them, or you choose a comment ( like first contact) and fill alll the leaders (either with unique quotes or their civ related ones)^^
in both cases, both the text and the xml would be helpful
 
So, if any of you plays the elohim, you know they get traits when visiting certain Unique Features, which is a very powerful ( too powerful) feature.

I plan to change it by using the dynamic trait system we've introduced for the Emergent leaders. In this new version, the Elohim will get a weak trait while controlling a Unique feature, meaning they can lose it if they lose the tile it's on.
I've written the XML code for all those traits, all that remains is to actually give an effect to them. I've already asked once sometime ago but i figure that i may ask once more now that i'm actively working on the mechanic.

So, i'm asking for suggestions for small traits related to each Unique Feature.

For example, for Yggrasil : all tile with 4 food gain +1food, for tomb of sucellus, all units can heal while moving, ...
 
Bradelin Veil: ?
Pristine pass : +10% str in cultural borders
Volcano : units : tiles with 4commerce gain +1
Isle : ?
Wirlpool : +1mvt to ships
Mirror of heaven : recon and disciples get 1visibility
Pool of tears : units get poison resistance and units with medic 1 can cure plague
Remnants of Patria : 10% for building production
tomb of the lich (what's its name) : units get 10% str vs undead
Cliffs (don't remember if its in the modmod): units get better results in lairs/villages (Tali improves exploration)
Tower of eyes (mind magic) : +1 relation with AI, +1 (total +2) when a border is shared ?
Standing stone : ?
Pyre of seraphic : 10% chance that unit dying are reborn as angel with 50%xp
 
So to sum up old and new ideas that were suggested (the ones in bold are the ones i'm tempted to use at this point :
Spoiler :

Aifon Isle : fishing boats get +1F+1P, disciples get water walking

Bair of Lacuna :

Bradeline's Well : all summons have the "fear" promotion. OR all mounted and arcane units have "immunity to fear"

Broken Sepulcher : undead can cast Sprint OR units get 10% str vs undead

Clff of Kelle : units get better results in lairs/villages OR allows to build griphons and pegasus with griphon weyr

Dragon Bones : +5% vs beasts, +5%vs dragons to disciples and recon units

Foxford :

Guardian of Pristin Pass : +10% str in cultural borders OR allows building gargoyles with marble

Letum Frigus : melee and recon get +5% in tundra/ice

Maelstrom : +1mvt to ships

Mirror of Heaven : +10 vs summons and illusions (for disciples and melee) , +1 visibility range , +1 ranged range (archery, mounted, and recon) OR recon and disciples get 1visibility

Mount Kalshekk : grant "mountainer" to disciples and melee units. OR tiles with 4commerce gain +1

Odio's Prison: Dungeons get +1 :)

Pool of tears : pagan temple allow to "cure disease - pest - plague - withered" OR units get poison resistance and units with medic 1 can cure plague

Pyre of the Seraphic : disciples get +0.2str fire affinity OR 10% chance that unit dying are reborn as angel with 50%xp

Remnants of Patria : mines give +1P OR 10% for building production

Ring of Carcer :

Rinwell :

Seven Pines : grant "immortal" to units with Spirit III

Sirona's Beacon :

Standing Stones : earth mana nodes gives +1F, +1P, +1C

Tomb of sucellus : all units can heal while moving

Tower of eyes : +1 relation with AI, +1 (total +2) when a border is shared

Yggdrasil : + 1Food for tiles with 4 food OR all animals and beasts get "strong".



Anyone has a particular liking to some of those, any idea for the missing ones ?
 
Hi Black_Imperator! I just wanted to drop in a sincere thank you for your continued development of the mod, and all the wonderful things you are doing. I come back to Fall from Heaven periodicially to play it obsessively for a while, and it is amazing that thanks to you it gets better and better each time.

Thank you, so much!

By the way, the unique features Elohim list looks great. For the Bair of Lacuna, perhaps a bonus to ritual production, reflecting the ability of the Elohim to run their armagadon reducing ritual counter to the Sheiam better while denying their enemy the Sheiam one of their most important sites?

Anyway, thank you again!
 
1. I just had a battle with Losha Valas vs. Basium and they both died. Is that supposed to be possible?

2. I was recently at war with the Kurioates. I think that if they lose one of their main cities, one of their settlements should gain city status, to be reverted if the city is reacquired. Is this possible? It makes it a bit too easy to cripple them otherwise.
 
1. I just had a battle with Losha Valas vs. Basium and they both died. Is that supposed to be possible?

2. I was recently at war with the Kurioates. I think that if they lose one of their main cities, one of their settlements should gain city status, to be reverted if the city is reacquired. Is this possible? It makes it a bit too easy to cripple them otherwise.

1) Yes, Basium's weapon works similarly to netherblade with Units that may turn into demons

2) upgrading a settlement could be possible, but switching it back after would be difficult
 
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