[MOD] Fall from Heaven II

I'm running Windows Vista RC1 64-bit, and the relevant directories are as follows.

Code:
C:\Program Files (x86)\Sid Meier's Civilization 4

C:\Program Files (x86)\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 016

C:\Users\cww\My Documents\My Games\Sid Meier's Civilization 4

dont know if this is your problem, but if you dont choose ENGLISH in the options menu as language, then you wont see any kind of texts and everything is screwed up, try going inot optijons menu in civ4 or whereever and choose english :)
 
dont know if this is your problem, but if you dont choose ENGLISH in the options menu as language, then you wont see any kind of texts and everything is screwed up, try going inot optijons menu in civ4 or whereever and choose english :)

English is selected. :)

By the way, I enabled logging, and this is what happens in PythonErr.log when I try to access the options dialog from the main menu:

Code:
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "<string>", line 52, in load_module
  File "CvEventInterface", line 13, in ?
  File "<string>", line 52, in load_module
  File "CvFFHSpellsEventManager", line 4, in ?
  File "<string>", line 52, in load_module
  File "FFHSpells", line 6, in ?
  File "<string>", line 52, in load_module
  File "CustomFunctions", line 10, in ?
  File "<string>", line 52, in load_module
  File "UnitStatisticsUtils", line 9, in ?
  File "<string>", line 52, in load_module
  File "UnitStatisticsTools", line 6, in ?
  File "<string>", line 52, in load_module
  File "UnitStatisticsDefines", line 29, in ?
  File "<string>", line 52, in load_module
  File "CvConfigParser", line 26, in ?
  File "<string>", line 52, in load_module
  File "CvPath", line 119, in ?
  File "CvPath", line 100, in _getUserDir
  File "CvPath", line 109, in _getInstallDir
  File "CvPath", line 88, in __getRegValue
WindowsError
: 
[Errno 2] The system cannot find the file specified

Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Traceback (most recent call last):

  File "<string>", line 1, in ?

  File "<string>", line 52, in load_module

  File "CvScreensInterface", line 3, in ?

  File "<string>", line 52, in load_module

  File "CvMainInterface", line 21, in ?

  File "<string>", line 52, in load_module

  File "CvStatisticsScreen", line 20, in ?

AttributeError: 'module' object has no attribute 'UnitStatisticsTools'
Failed to load python module CvScreensInterface.
ERR: Call function showOptionsScreen failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
 
And, here is what happens when I hit Play Game and then step through all the options.

Code:
AttributeError: 'module' object has no attribute 'UnitStatisticsTools'
Failed to load python module CvScreensInterface.
ERR: Call function showOptionsScreen failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

That last ERR line repeats and repeats and repeats... in fact, it is still growing as I type this. When I started this post, the file was 44 KB. Now, it's over 3 MB.

PythonErr2.log is also opened, and the following is dumped into it.

Code:
sys.path = ['ASSETS\\PYTHON\\SYSTEM\\email', 'ASSETS\\PYTHON\\SYSTEM\\encodings', 'ASSETS\\PYTHON\\SYSTEM\\wx', 'ASSETS\\PYTHON\\SYSTEM\\wx\\build', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', 'ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvFFHSpellsEventManager
load_module FFHSpells
load_module PyHelpers
load_module CustomFunctions
load_module Popup
load_module UnitStatisticsUtils
load_module RandomNameUtils
load_module math
load_module string
load_module NexusNameUtils
load_module SdToolKitAdvanced
load_module cPickle
load_module Numsort
load_module UnitStatisticsTools
load_module UnitStatisticsDefines
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
CvModName import failed
Traceback (most recent call last):
  File "<string>", line 1, in ?
  File "<string>", line 52, in load_module
  File "CvEventInterface", line 13, in ?
  File "<string>", line 52, in load_module
  File "CvFFHSpellsEventManager", line 4, in ?
  File "<string>", line 52, in load_module
  File "FFHSpells", line 6, in ?
  File "<string>", line 52, in load_module
  File "CustomFunctions", line 10, in ?
  File "<string>", line 52, in load_module
  File "UnitStatisticsUtils", line 9, in ?
  File "<string>", line 52, in load_module
  File "UnitStatisticsTools", line 6, in ?
  File "<string>", line 52, in load_module
  File "UnitStatisticsDefines", line 29, in ?
  File "<string>", line 52, in load_module
  File "CvConfigParser", line 26, in ?
  File "<string>", line 52, in load_module
  File "CvPath", line 119, in ?
  File "CvPath", line 100, in _getUserDir
  File "CvPath", line 109, in _getInstallDir
  File "CvPath", line 88, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface

Thanks for your continuing help, everyone.
 
I've never played it on Vista, has anyone else tried that?

The files its complaining about are custom FfH files (thats good, its really reading the mod files). Maybe your download is bad and you should try redownloading and reinstalling?

Another thing to make sure of is that you are downloading the full mod (about 250 meg) and not just the patch (about 3 meg).
 
Could it have anything to do with those Vista pathways?

Good question... does the mod have hard-coded paths that could conflict with my weird-o Vista paths?

I've tried other mods, and they all work fine, but of course, none are as complex as this one.
 
I've never played it on Vista, has anyone else tried that?

The files its complaining about are custom FfH files (thats good, its really reading the mod files). Maybe your download is bad and you should try redownloading and reinstalling?

Another thing to make sure of is that you are downloading the full mod (about 250 meg) and not just the patch (about 3 meg).

I redownloaded and reinstalled, and nothing changed. :(
 
No idea then, do you have a non-Vista machine you could try it out on?
 
Now that I've been playing this mod like a maniac, I thought I could give some feedback, even tho it really doesn't look like you guys need any :)
but anyways, here's something that ocurred to me...

National units
I don't know if this is possible to do, but what if the max number of (some) national units depended on number of cities/buildings/units/resources instead of always being 3?
Here's a few examples I can think of:
(a) Spartatoi: 1 unit for every 2 cities that have built an Armorer.
(b) Mage: 1 unit for every 3 Adepts built.
(c) Adept: 1 unit for every city that has built a Mage Tower.
(d) (a very very powerful nature summoned creature): 1 unit for each Nature Mana.

By the way, I ended up loving the "lip-chewing eyebrow-furrowing experience every time you have to decide what Mana to make your first node into. Or for that matter each node thereafter" as thealien_83 put it :p

Also, is there a max level for units? Coz my dwarven hero stopped gaining xp at 100 (lvl 10)
 
Also, is there a max level for units? Coz my dwarven hero stopped gaining xp at 100 (lvl 10)

Your heroes will stop getting free xp at 100, but they can still gain more the old-fashioned way. Time to get that hero out of his shelter and let him see some combat!
 
By the way, I ended up loving the "lip-chewing eyebrow-furrowing experience every time you have to decide what Mana to make your first node into. Or for that matter each node thereafter"
I usually try and collect all elemental mana, so I get the tower of elements and a bonus to all my summons. Its not difficult if you get the appropriate wonders/religions.
 
National units
I don't know if this is possible to do, but what if the max number of (some) national units depended on number of cities/buildings/units/resources instead of always being 3?
Here's a few examples I can think of:
(a) Spartatoi: 1 unit for every 2 cities that have built an Armorer.
(b) Mage: 1 unit for every 3 Adepts built.
(c) Adept: 1 unit for every city that has built a Mage Tower.
(d) (a very very powerful nature summoned creature): 1 unit for each Nature Mana.

I personally wouldnt like that system very much since I like to overcrowd my maps. Every civ end up having between 2 and 6 cities at best.
So with your system I wouldn't be able to build more then 1 or 2 of each unless I started conquering.
Plus, the smaller civs (who are allready weaker) would get an extra disadvantage from not being able to build as much strong units as the stronger civs.
 
I see your point, but those were just random numbers I threw in the ex. The actual numbers would obviously have to be balanced :)
Maybe you could have a minimum number of nat units plus a bonus per cities or something like that? so smaller civs wouldn't suffer as much from this...
Also, I don't mean applying this to aaall nat units, maybe it could work for just some.
c ya
 
I see your point, but those were just random numbers I threw in the ex. The actual numbers would obviously have to be balanced :)
Maybe you could have a minimum number of nat units plus a bonus per cities or something like that? so smaller civs wouldn't suffer as much from this...
Also, I don't mean applying this to aaall nat units, maybe it could work for just some.
c ya

Yes, it is possible, but we havent tried it for reasons like Rhymes stated. Its a double-win mechanic since it gives an advantage to a player who already has an advantage.

If it was used it would probably be as a control on a UU, not on a shared unit.
 
Could it have anything to do with those Vista pathways?

I have my Civ IV installed in "C:\Juegos\Civ IV" in spanish with no problems. Maybe is the Win-Vista and the many "tools" it has "inside".
 
Playing recently as the Khazad, I was pleasantly surprised to be able to attack with the hero Maros. Is this intentional?

Yes, Maros is much better on defnese than he is on attack, but he is able to attack if needed.
 
I had a question about the werewolves. Is there a limit on the number of greater werewolves? My number of greater werewolves seems linked to the number of cities I have.

I would like to add to the answers already provided about max xp.
The max xp your units can receive automatically (heros) or thru combat with barbarians (including Archeron the dragon) is 100.
You can exceed this limitation if you have the Raider trait. Then you continue to receive 1 xp for each combat, even if you are not normally entitled to xp. This may be true with the Valor spell also, although I haven't verified it.

I do not know if there is a true limit to the xp you can eventually gain. However, you cannot continue to level if there are no promotions to gain.
For example. I had The Black Wind. It was level 18 and had 483/325 xp. There were no promotions available so I could no longer level. :( Still a kick butt boat, though.
 
@optumystic
There is a limit to the total number of werewolves but from what I've seen no limit to their level. I've recently been playing on small maps doing OCC's and lots of ww are Greater.

Valor does gain an extra xp over 100 as does having the unit 'mated' with a great commander.
 
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