[MOD] Fall from Heaven

kopaladin said:
I think theres a bug with guardian of nature. I'm using guardian of nature and one of my cities was created by 3 forest and 7 jungle giving me +10 happy for natural parks.

I've started clearing some jungle and after it disappears I still get the +1 happy bonus for it. If I plant new forests I don't get the happy bonus. I tried changing terrain with the world builder and that didnt affect happiness either.

I also have a new city I built after switching civics and it had 4 natural forests in radius it (2 in initial city radius) - didnt receive any happy bonuses.

I conquered a city with 4 forest squares and I don't receive the bonus either after the revolts die down.

It seems to me that the bonus is only being calculated when you change to guardian of nature civic.

This happened to me in .9 before but I had only noticed the lack on creating forests at the time.


This is correct I'd noticed a problem but wasn't quite sure about it.
 
Kael said:
Alright, I think I made some real progress on the crashes. I found 2 of them.

The most frequent was because I renamed the Disciple of the Order to an Acolyte. When the religion spreads to a new city, if that civ has a state
The reason we were able to "change stuff" and have oit not happen, or preligion of the Order and they can make Crusaders they get a free Crusader. If they can't make Crusaders they get a free Disciple of the Order. When I renamed the Disciple to an Acolyte I didn't update the code to change this.

So what is happening after you press enter to end your turn is the order is spreading to another town (yours or one of the computers) it is attempting to create a dsciiple of the order, failing and crashing.
ut it off for a few turns is that everytime you do an action that requires a random number you consume a random number. Meaning there was a different random number available to see if the religion spread, most likely it wouldn't be one that would cause the spread and you wouldn't have a crash. But it would come eventually, you were just able to stall it for a few turns.

The other crash was actually introduced in patch2. In some situations the check I put in to destory a 0 sized city would cause a crash. I was jumping through a hoop in both cases to make sure I didn't create a -1 sized city but putting a check in front of the population reduction to only apply it to 2 population or larger cites accomplishes the same effect and seems to be more stable.

I have updated the patch and I will be updating the main game as well.

Thank you so much to everyone who offered feedback and save games. I spent all weekend pouring through them. I know there is nothing more frustrating than playing a game for 200 turns only to lose it because of a technical issue and I apologize to everyone who lost games they were enjoying.

Yay! I'm so glad you figured this out! You are awesome! Now that you have the bugs out here are a couple of my suggestions:

* I know you mentioned giving seafearing a free lighthouse in costal cities, but I think it would be better to give them +1 food for all costal tiles. Then with a lighthouse a costal tile would provide 3 food. Here is my reasoning. Seafaring is already getting a pretty nasty deficite in all non-costal cities. They need some way to get good populations in the costal cities. If they just get a free lighthouse costal tiles are certainly no better than a grassland tile with a town, but if they get +3 food for those tiles the costal cities will get a good bonus that I think would make up for the -1 food on farms.

* Secondly I think you should improve a few of the civics. I find myself using the no upkeep initial civics 70% of the time simply because so many of them have such high upkeeps are are not worth going into anarchy for a turn for civics that hurt my empire nearly as much as help it.
Specifically...
-I would set Apprenticeship to no upkeep or else improve it.
-Aristocracy should be +3 from farms or no upkeep.
-Humanisms high upkeep is way too much for only +50% birth rate.
-I would move Protect the meek to low upkeep and Public healers to medium

* I would suggest giving Baron Duin some form of quicker regeneration - he is a wearwolf after all. To compensate he should only have 10 power if even that. He is rather overpowered as is I think.

Alright, I'll leave it at that for now to discuss! :)
 
loki1232 said:
This is correct I'd noticed a problem but wasn't quite sure about it.

Im not quite sure how to fix this problem. This isn't a custom function its vanilla civ code. I will have to think about it, I don't have a quick fix.
 
Fr8Train said:
Yay! I'm so glad you figured this out! You are awesome! Now that you have the bugs out here are a couple of my suggestions:

* I know you mentioned giving seafearing a free lighthouse in costal cities, but I think it would be better to give them +1 food for all costal tiles. Then with a lighthouse a costal tile would provide 3 food. Here is my reasoning. Seafaring is already getting a pretty nasty deficite in all non-costal cities. They need some way to get good populations in the costal cities. If they just get a free lighthouse costal tiles are certainly no better than a grassland tile with a town, but if they get +3 food for those tiles the costal cities will get a good bonus that I think would make up for the -1 food on farms.

Let me think about this. You may be right.

* Secondly I think you should improve a few of the civics. I find myself using the no upkeep initial civics 70% of the time simply because so many of them have such high upkeeps are are not worth going into anarchy for a turn for civics that hurt my empire nearly as much as help it.
Specifically...
-I would set Apprenticeship to no upkeep or else improve it.
-Aristocracy should be +3 from farms or no upkeep.
-Humanisms high upkeep is way too much for only +50% birth rate.
-I would move Protect the meek to low upkeep and Public healers to medium

I agree on Humanism and have already switched it to Medium upkeep.
 
Kael said:
Im not quite sure how to fix this problem. This isn't a custom function its vanilla civ code. I will have to think about it, I don't have a quick fix.

Could you make it so that whenever you build an elven unit, or elven disciple, or elven temple, the happiness from jungles and forestsin your empire is recalibrated?

Saves some CPU cycles and has a little flavor in it.
 
Civics:
Apprenticeship has each specialist give -5% build and +1XP for units? New units learning from their masters?

Seafaring:
What if it gave a trade route bonus in all costal cities?
Increased production of costal wonders? (Great Lighthouse)
 
Civmansam said:
Will there be Dark Angels?

Angels that have been doing bad things in heaven and the got cast away
The Fell from heaven:lol:

This is a Fantasy mod, not a Warhammer 40k mod.... now there is an idea....
 
Fr8Train said:
* I know you mentioned giving seafearing a free lighthouse in costal cities, but I think it would be better to give them +1 food for all costal tiles. Then with a lighthouse a costal tile would provide 3 food. Here is my reasoning. Seafaring is already getting a pretty nasty deficite in all non-costal cities. They need some way to get good populations in the costal cities. If they just get a free lighthouse costal tiles are certainly no better than a grassland tile with a town, but if they get +3 food for those tiles the costal cities will get a good bonus that I think would make up for the -1 food on farms.
! :)

I wouldn't go haywire on making Seafaring to good for costal cities... It would be very easily abusable, lets just go for archipelagos.
 
If Seafaring is given Additional Advantages ther should be mali too..
What About giving Seafaring +2 on Ocean and additional -1 on fields with two or more food generated (like an inverse financial).
That would lead to +1 food on ocean and -1 Food on all grasslands, bonus food, grasslandhill-windmills and famed lands.
 
Hmmm bit annoyed about Druids, it seems a bit harsh that when vitalising land with a cottage - town improvement it destroys everything, how about just having it knock it down a level like when a town is pillaged.

Have noticed something RATHER WEIRD with a Druid, I have just had my entire Empire vitalised, all land in my empire (apart from Oasis) just went up a land grade, this did not affect any improvements I had built (apart from the one in the square the druid was in). This happened as the game was autosaving if that helps. (I can post the auto save it happened on before and the auto save previous if you want).

I also think that the druids are vitalising land 1 turn quicker than they should be.
 
cordas said:
Hmmm bit anoid about Druids, it seems a bit harsh that when vitalising land with a cottage - town improvement it destroys everything, how about just having it knock it down a level like when a town is pillaged.

Thats just a side effect of the way I implemented the spells in phase 1. I had to give soemthing up for spells and for priests I opted to give up the current improvments on the land when the spell is cast and with mages I opted to give up their ability to level.

Talchas has developed an awesome spell system for phase 2 that doesn't have either of these limitations. So in phase 2 druids won't have to destroy improvements to vitalize.
 
Kael said:
Thats just a side effect of the way I implemented the spells in phase 1. I had to give soemthing up for spells and for priests I opted to give up the current improvments on the land when the spell is cast and with mages I opted to give up their ability to level.

Talchas has developed an awesome spell system for phase 2 that doesn't have either of these limitations. So in phase 2 druids won't have to destroy improvements to vitalize.

I hope that this means I can cast entropy spells with my eidolons then.
 
loki1232 said:
I hope that this means I can cast entropy spells with my eidolons then.

Definitly! You should have seen the barbarian rumble game I had going on where every unit in the game can cast fireball. It was a little messy.
 
i have a friend trying to dl the mod everytime he dl's it and loads in up he says half the letters are missing ?

he is patched 1.52 in civ4 and he patch FfH

can anyone help me ?
 
Ok. Crashes are far better now. I still am hitting one though. I made it all the way into mid 200's this time and after clicking enter black screen crash again. This is with patch 3 installed. Now could this be due to that I continued a game that was runnning on patch 2 or is there still a loop going on somewhere? By the way love the changes in 095.
 
Kael said:
Fall from Heaven 0.5 Released Friday December 16th, 2005. 959 Downloads.
0.6 Released Friday December 23rd, 2005. 2,119 Downloads.
0.7 Released Friday December 30th, 2005. 4,647 Downloads.
0.8 Released Friday January 13th, 2006. Lost count, 10,000+ downloads.
0.9 Released Friday January 27th, 2006.
0.95 Released Friday February 17th, 2006.

Wonder what the dowload count was on 0.9. Probably 30k+ :-)
 
Kael said:
Thats just a side effect of the way I implemented the spells in phase 1. I had to give soemthing up for spells and for priests I opted to give up the current improvments on the land when the spell is cast and with mages I opted to give up their ability to level.

Talchas has developed an awesome spell system for phase 2 that doesn't have either of these limitations. So in phase 2 druids won't have to destroy improvements to vitalize.

Actually I don't mind improvements being destroyed, I think it works quite nicely. You have to take a little pain for a long term improvement. It was just that destroying a town seemed to be more than a little pain.

I edited the post you replied to so will quote the edit so that it gets picked up.

Have noticed something RATHER WEIRD with a Druid, I have just had my entire Empire vitalised, all land in my empire (apart from Oasis) just went up a land grade, this did not affect any improvements I had built (apart from the one in the square the druid was in). This happened as the game was autosaving if that helps. (I can post the auto save it happened on before and the auto save previous if you want).

I also think that the druids are vitalising land 1 turn quicker than they should be.
 
Myre said:
i have a friend trying to dl the mod everytime he dl's it and loads in up he says half the letters are missing ?

he is patched 1.52 in civ4 and he patch FfH

can anyone help me ?

Use one of the instant mesenger systems to send him the file... also he might have a messed up install of civ4, get him to uninstall civ4, delete the folders in my documents - my games, delete any folders left in my programs (ONLY CIV4 RELATED FOLDERS OBVIOUSLY) and do a clean install of the game again and then add the mod.
 
cordas said:
Use one of the instant mesenger systems to send him the file... also he might have a messed up install of civ4, get him to uninstall civ4, delete the folders in my documents - my games, delete any folders left in my programs (ONLY CIV4 RELATED FOLDERS OBVIOUSLY) and do a clean install of the game again and then add the mod.
ok ty i will tell him
 
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