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Jotnar - Giant Civ for Fall from Heaven. Download Here.

Discussion in 'Fall Further' started by Arctic Circle, Jun 14, 2008.

  1. Niveras

    Niveras Prince

    Joined:
    Dec 28, 2006
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    362
    Yes. The current version is for FF.40B/FFH.32L, as mentioned in the beta download post (third post in this thread).
     
  2. Tathain

    Tathain Chieftain

    Joined:
    Aug 25, 2008
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    26
    Ok, thanks for the reply. I'm looking foward to getting to try the updated version and I'll keep my eye on this tread.
     
  3. Arctic Circle

    Arctic Circle Prince

    Joined:
    Apr 24, 2008
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    473
    I have run into a problem, where text about my units are huge and might cause game crash. Have anyone seen this, and do you know how to fix it?
     

    Attached Files:

  4. Vehem

    Vehem Modmod Monkey

    Joined:
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    Have you edited MainInterface.py at all? There are a few places in there that set fonts for various areas of the screen and if those are changed it could cause something like this - though I think of a reason that those parts of the code would have been changed off the top of my head.
     
  5. Arctic Circle

    Arctic Circle Prince

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    No. Not at all. This is -only- XML edits in a modular mod. Could it be the fact that it is a modular mod?
     
  6. Arctic Circle

    Arctic Circle Prince

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    Ok, I changed it into a non-modular mod and updated it to the latest version. The problem dissapeared.

    PHEW

    However one wonders why those that sits around editing the XML schemes can't make new settings optional with a default value so things become a little more backwards compatible. Great stuff, that non-withstanding. For example I might consider an optional Evil Jotnar leader.
     
  7. Tarquelne

    Tarquelne Follower of Tytalus

    Joined:
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    3,715
    Wow - It's amazing, the bizarre stuff that'll crop up. I had no idea what might have been causing that.
     
  8. Niley

    Niley Chieftain

    Joined:
    Aug 18, 2008
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    Location:
    Poland
    Wait - you mean it's now going to work with the newest Fall Further or have I misunderstood this post?
     
  9. xienwolf

    xienwolf Deity

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    10,589
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    Location! Location!
    Your text file was probably the culprit. If you didn't close out a color change with [COLOR_REVERT] you can cause all kinds of strange things to happen with your fonts. Other strange tendancies can crop up, but that one tends to be my own personal most frequent issue.

    Though unless you corrected that issue when going non-modular I cannot imagine how it was solved :)
     
  10. Arctic Circle

    Arctic Circle Prince

    Joined:
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    I am rather sick right now so any oddities can slip in because of me being to warm, too cold or too snifflish to notice a keyboard error. ;)

    Right now I suffer from the problem that code that to me looks identical - doesn't work with Fall Further 0.42. My Jotnar Citizens have stopped spawning, even if I retry copy-paste procedure and checked the code with 'all symbols shown'.
     
  11. Arctic Circle

    Arctic Circle Prince

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    Ok. Everything seems to be working now, lets get to the things I promised for version 1.0. :)
     
  12. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    great, looking forward to it ;)
     
  13. Arctic Circle

    Arctic Circle Prince

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    I am trying to do this.

    Well, I managed to fail to include a file in the installation of BETA. Resulting in that you can change civics. You have a point with the goverment switching thing.

    NOTE TO SELF. Make Jotnar immune to the unhappyness of not having Republic.

    Any ideas? ;)
     
  14. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    the pillar of chains does that, you could probably add that same effect to the Jotnar palace I guess ;)
     
  15. Arctic Circle

    Arctic Circle Prince

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    I'll check it out. I am quite sick right now, awake like 6 hours a day, at least I get some modding done. :cringe::sleep:

    Just some flu. But still damn irritating.

    Thanks. :)
     
  16. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    no problem man, take care of yourself, health is more important than pretty much everything else. the Jotnar can wait a couple days I guess ;)
     
  17. Arctic Circle

    Arctic Circle Prince

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    Well. At least I have plenty of bed-time to figure things out. Recently I was trying to create a python to create hills - but made a spell that dug a hole in the ground, eliminated the caster and sent up a message about penguins. :lol:
     
  18. Arctic Circle

    Arctic Circle Prince

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    I was planning on letting the Jotnar Civilization raise/lower mountains/hills - with what units do you feel that such feats would be appropriate?

    My original thought:

    Raise/Lower Hills: Egrass, Elder Giants (Age 100+) and 4-Tier giantkin units.
    Raise/Lower Mountains: Ancient Giants (Age 200+) and 4-Tier giantkin units.

    Perhaps tied to a promotion they have to pay for, and perhaps requiring *** or something.

    Of course with bCauseWar - so they can't want into an enemy territory and raising mountains all over the place during peacetime.
     
  19. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    AWESOME ability! I don't know who should have it (well, workers come to mind of course) but I really really really like this idea, looking forward to it. raising/lowering mountains was one of the coolest things in Age of Wonders :D
     
  20. Vehem

    Vehem Modmod Monkey

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    I'd have to go the other way - not so keen on the idea. So far as I know there's not really a deep thematic reason for it (giants being master of earth magic or devotees of Kilmorph) and mechanically there are a number of problems that it causes, but more so the mountains than the hills.

    The hills would need to destroy all improvements on the tile (so as to not allow farms to be elevated onto a hill or similar) and there would probably need to be a small casting delay on it.

    The mountains I can't think of a safe fix for - seems overpowered or dangerous (in the hands of the AI) to allow a unit to cut off all access to an area.
     

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