[MOD] Fall from Heaven

Hello -
I don't think the problem is neccesarily confined to the Vale. I'm playing as the Order & have crashed, gone back to last auto save, crashed again at same point (yr226). I'm not completing any research or attacking anyone. As far as I can tell there are no city improvement finishing up either (I can't remember really & it's too late & I'm too tired to load CIV 4, load FfH - I'll check tomorrow). But rest assured the problem isn't with the Vale exclusively.

Thanks - Seamus
 
I played as Fellowship of the leaves and crash. After loading my save and hitting end turn I crash.
 
Couple of things, Prophets and disciples are said to give 20 culture points on their civilopedia descriptions and when you hover hover them when selecting them to build. However when you hover over the actual unit it says 30 points, not sure if it gives 20 or 30 as i havnt been bothered to check yet.

Also, when building the horseman unit, its picture on the city is the same as the immortals.

The new civs are cool although I would refrain from giving them religious attributes or traits. It seems silly to have the OO All-Devourer civ with the Veil religion, or a Dwarf civ with The Order religion, shouldnt dwarven civs prefer the Runes of Kilmorph religion? With the Elves having the Fellowship religion?

Thats all that i have found sofar, no crashes yet and about halfway through a game. Enjoying the new civs, although if there is an undead one why dont you make some Vampire units? They could carry "bats" instead of hawks with a small attack value and be similer to werewolves in that they could "capture" units and turn them into Vampires too?

As always, well done all who was involved in the making of a quality mod.
 
Couple of more things-

Apocalyse's cost got lowered to 500 hammers. I'm pretty sure it's not meant to be that low. Gate to the Abyss is also the same cost.

I've started another game, and so far, so good. I've been pretty peacefull this time, only declaring a shadow war to get favor, and not actually sending out any attack units. All my other crashes were during wartime, so I'm thinking that has something to do with it. I know, it's vague, but it's all I can come up with so far.
 
Lunargent said:
All my other crashes were during wartime, so I'm thinking that has something to do with it. I know, it's vague, but it's all I can come up with so far.

I´m not sure, but in my game there isn´t any war at all and the game crashed too. Let start another game so we can figure out what is going on.
 
Ok a few things...

"Prophets and disciples are said to give 20 culture points on their civilopedia descriptions and when you hover hover them when selecting them to build. However when you hover over the actual unit it says 30 points"

This is correct it's to do with your buildings increasing culture... a bit confusing I admit.

1. Would like the option to pillage roads in own territory.

2. Animal do not say around quite long enough, how about them being randomly generated from a temples that are outside anyone’s territory just on slow burn one every 10-20 turns or maybe more?

3. Also the animals are very powerful culture providers, so… maybe they could not be used until carnival is built and the carnival gives nothing by its self.

4. Just captured a city using Ravenous Werewolf which I then raised, it left an enemy Crusader behind!!! There had been a Crusader in the city which got well and truly bit by my Ravenous Werewolf.


Love the mod, don’t like modern era so have never played the original game… Just installed Civ IV and download FFH straight away and been playing ever since.

Many thanks


Hully
 
No crash for me, been at war most of the game. Religion is Fellowship of leaves and just research animal mastery.

Hully having lots of fun!
 
I also keep getting random, inexplicable CTDs. Playing as Veil, not at war, not doing anything that I can tell would cause a crash, I don't even think I'm ending a turn! Highly disturbing, but I see I'm not alone in my misery.

Funny thing is, if I reload the autosave just before I crash, I can keep playing beyond the point where I crashed last time...
 
I've found two bugs:

1. The tech 'Message from the deep' doesn't require 'philosophy' but 'Dwarven studies' and 'Elven studies' do so.

2. Is it itended that there's a new leader skin for Yaka? I liked the other one much more!:sad:

BTW, the music is great! It adds a lot of atmosphere to the game. (In my last game I contacted Ehlenna every turn just to listen to the music.;) )
 
I am having no trouble yet, playing dwarves and just made Bambur. Trouble or not, i am amazed at Kael's work as well as his attention to our problems.
And the music for the dwarves adds to the game.
 
Black Whole said:
I've found two bugs:

1. The tech 'Message from the deep' doesn't require 'philosophy' but 'Dwarven studies' and 'Elven studies' do so.

Good point, this will be fixed in 1.0.

2. Is it itended that there's a new leader skin for Yaka? I liked the other one much more!:sad:

It was a good picture, but there was a spaceship in it so I pulled it.
 
Hully said:
Ok a few things...

"Prophets and disciples are said to give 20 culture points on their civilopedia descriptions and when you hover hover them when selecting them to build. However when you hover over the actual unit it says 30 points"

This is correct it's to do with your buildings increasing culture... a bit confusing I admit.

1. Would like the option to pillage roads in own territory.

2. Animal do not say around quite long enough, how about them being randomly generated from a temples that are outside anyone’s territory just on slow burn one every 10-20 turns or maybe more?

In 1.0 animals will last forever. It is one of the 7 features I had to take out of .95 to be able to release it.

3. Also the animals are very powerful culture providers, so… maybe they could not be used until carnival is built and the carnival gives nothing by its self.

4. Just captured a city using Ravenous Werewolf which I then raised, it left an enemy Crusader behind!!! There had been a Crusader in the city which got well and truly bit by my Ravenous Werewolf.

This is also fixed in 1.0 and I had to take the fix out for 0.95. As soon as I can release 1.0 you will have this. For the full list of things that will be address in 1.0 check out the 1st post.
 
Lunargent said:
Couple of more things-

Apocalyse's cost got lowered to 500 hammers. I'm pretty sure it's not meant to be that low. Gate to the Abyss is also the same cost.

I've started another game, and so far, so good. I've been pretty peacefull this time, only declaring a shadow war to get favor, and not actually sending out any attack units. All my other crashes were during wartime, so I'm thinking that has something to do with it. I know, it's vague, but it's all I can come up with so far.

You are right on apoc, i changed it back to 5000 hammers.
 
AljayBoy said:
Couple of things, Prophets and disciples are said to give 20 culture points on their civilopedia descriptions and when you hover hover them when selecting them to build. However when you hover over the actual unit it says 30 points, not sure if it gives 20 or 30 as i havnt been bothered to check yet.

Also, when building the horseman unit, its picture on the city is the same as the immortals.

You right, I got that fixed for 1.0.

The new civs are cool although I would refrain from giving them religious attributes or traits. It seems silly to have the OO All-Devourer civ with the Veil religion, or a Dwarf civ with The Order religion, shouldnt dwarven civs prefer the Runes of Kilmorph religion? With the Elves having the Fellowship religion?

Yes. The current civs were made by Haarbal and incorprated to get rid of the vanilla ones. If you think an Order following overlord is weird, what abotu a Veil following George Washington?!?

There will be an entirely new set of civs in Phase 2 that will address the issues you describe.

Thats all that i have found sofar, no crashes yet and about halfway through a game. Enjoying the new civs, although if there is an undead one why dont you make some Vampire units? They could carry "bats" instead of hawks with a small attack value and be similer to werewolves in that they could "capture" units and turn them into Vampires too?

As always, well done all who was involved in the making of a quality mod.

One fo the New civs is a human one that is ruled by a Vampire Aristocracy. The humans are really nothing more than blood puppets for their lords. They will have Vampire units as their UU and they have an entirely new mechanic planned for them.
 
I kept crashing with no error (even different games) while playing the wood elves. In the end I found the crash to be caused by elven archers. I believe when a battle begins which involves my elven archers, the game crashes. Version 0.95 with patch1.
 
I like the new civs but it does seem odd having the merfolk by land dwellers. I'm curious how hard it would be to make them actually be able to dwell in the sea?

Having fun so far, though didn't realize this game was meant to be slower. Started an epic game and everything was taking a long time. Next game I'll play on normal speed. Good job!
 
The 1st random crash just at a moment of aquiring Survival (Ehlenna/marathon/huge/prince), no error msgs, everything worked ok the 2nd time, after restarting with saved game. No biggie.

I have the vague impression that you've planted some horny bulls somewhere - 10 out of 12 civs has surplus of cows (I'm playing with SupremeOverlord's Enhanced Foreign Advisor so I can see). Lots of moooos everywhere.

And a humble question - have you thought, Kael, about implementing such pretty little very useful trinkets like 12monkey's PlotLIstEnhancements, Snaitf's ShowAttitude, enhanced advisors etc. or something original, but similar? Asking just out of pure curiosity - I have used to them, so I think I'll try to squeeze them into your mod anyway. Just curious :)
 
Lunargent said:
Thanks alot Kopaladin. :) Something is acting screwy with the Veil then. I wonder if anyone else is having the problem.

Yeah, Typhoid Mary with the axe rocks. Too bad I've not seen her spread disease once yet. I've lost and regained that axe a few times this game, it was only luck that she has it now.

One rather amusing event that happened in that game that you can see if you go back in the event log is a series of elemental town take-overs. What happened is that One of my towns was close enough to my neighbor(humans)that with spell extension, I was able to send fire elementals into the town and take it. My army was too busy taking a different town to the west to do more than that. But then the elemental would dissapear, and the enemy, also too bogged down to send in a real unit, would take the town back with a fireball! This went back and forth ( I got a bit of gold each time, and it was hilarious) until the city got knocked down to size one and I razed it.

I loaded your save game. I haven't been able to find the crash yet. Very strange. Im working on it.

Typhoid Mary spreads the Plague, not disease. And I tested with your save and she spreads it just fine (her spread rate is 100%).
 
onedreamer said:
I kept crashing with no error (even different games) while playing the wood elves. In the end I found the crash to be caused by elven archers. I believe when a battle begins which involves my elven archers, the game crashes. Version 0.95 with patch1.

I wasnt able to reproduce any issue with the elven archers. Can you zip your save and attach it to your post?
 
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