[MOD] Fall from Heaven

The Great Apple said:
Page 269 and still going strong...

Question to Kael about phase 2 - are you still planning on having terrain change graphically with the allignment of the player who owns it? I was thinking of having a similar system with the 40k mod, and was wondering if it had been already done, or even was still planned.

In other words, I want to steal your graphics. :mischief:

Still planned but we havent done it yet. Its pretty low on the priority list but if we get to it before you you are more than welcome to share it. :)
 
BlazeRedSXT said:
Kael.. I noticed that a really skimpy version of your FfH editor(xls) in this version.. but the screenshot in your earlier post has me .. umm.. drooling I guess is the best way to describe it.

Is that full of a sheet only implimented in Phase 2, or is there a more robust version like that available for 1?

Cheers!

Ohh, and Midevil, there is a MaxXP for Barbarians and Animals.. though I can't remember where it is(its XML so easy to adjust if you wanted to).

Yeah, that full sheet is phase 2, there isn't a phase 1 editor. The problem is that we have modified schema to add so many new elements to the objects that the files the editor writes only work for phase 2.

When I slipped that editor into phase 1 I removed all the sheets that wouldn't work because of custom schema. As you can tell, not much was left.
 
Fluteman said:
This seems like a really cool mod, but I am having two problems which may or may not be related. I'm sure the answer is somewhere in the 269 pages of this forum, but I don't have the time to go looking through all of it.

So my first problem is I can't seem to get Fall From Heaven to show up in any of the scenario menus. I have successfully started it up by opening the Fall From Heaven .exe, but it would be nice to not have to browse through my documents folder every time.

This mod isnt a scenerio. It is loaded by going into the advanced menu, selecting mods then loading the Fall from Heaven 1.0 option.
 
Haven't gotten round to trying the mod yet (new hardware only arrived the other day) but I did have a thought about the long build option lists - perhaps the interface could be modded to have several tabs in that window for different things, like "Military Units" "Other Units" (settlers, workers, missionaries etc) and a few for different kinds of building - "Military", "Religious/Cultural", "Wonders", etc with some nifty little icons for them. Might make it much easier to find the particular kind of thing you want in a given city. Not quite sure how it would work within the city screen though - maybe make the build option window a popup?
 
Fluteman said:
So my first problem is I can't seem to get Fall From Heaven to show up in any of the scenario menus. I have successfully started it up by opening the Fall From Heaven .exe, but it would be nice to not have to browse through my documents folder every time.

Fluteman: Create a link to the Fall from Heaven.EXE on your desktop. Whenever you want to play FfH, just launch it that way - no more looking through your program file folders.

Hope this helps.
 
Dear Kael,

I was able to reproduce the carnival/animal issue in this savegame. You will notice that the city "NOCARNIVAL" cannot build a carnival, also I cannot add the lion nor the bear to this city. If you put the 2 animals on the gallon and ship them to the city just north of there you can add both animals without a problem. The landscape was a bit "modified" to reach the endgame unhassled "snicker".

*Ok ancountered a problem here, even with best compression i cannot get the filesize below 550kb and the forum limit is 500.., what to do now?*
 
Furin said:
Dear Kael,

I was able to reproduce the carnival/animal issue in this savegame. You will notice that the city "NOCARNIVAL" cannot build a carnival, also I cannot add the lion nor the bear to this city. If you put the 2 animals on the gallon and ship them to the city just north of there you can add both animals without a problem. The landscape was a bit "modified" to reach the endgame unhassled "snicker".

*Ok ancountered a problem here, even with best compression i cannot get the filesize below 550kb and the forum limit is 500.., what to do now?*

Pm'ed you my email address.
 
Okay, I have a problem. I downloaded this mod, installed it with seemingly no problems, and went to play. Just as a note, I never had a problem with Civ without mods, and this is my first attempt to load a mod. I do have 1.6.1, and my Civ4 folder is not default - it is "C:Program Files/Civilization4/". The installer had no apparent problems when I directed it to that path.

I ran civ, went to advanced/load a mod, and loaded it. When civ restarted, it went through the typical loading process but once it got to init XML (uncached), I started getting error message popups (several hundred, at least) all about various xml files.

The error is: "Tag: XXX in Info class was incorrect Current XML file is: XXX/XXX.xml"

All of the 'XXX' change with each file; the first every time is "Tag: UNITCLASS_COMMANDER in Info class was incorrect Current XML file is: Technologies/CIV4TechInfos.xml" and as I said there are hundreds.

So I read a dozen pages or so into this thread and don't see anything similar. I try deleting the mod and re-downloading, installing it again. Exact same error. Read a few dozen more pages in this thread, again no issues similar to mine. I tried launching from the shortcut installed in the mod folder - found out I had to edit the shortcut with my path (it has the default install path in it).

Still got the same issues. I went into normal Civ, advanced, and checked for updates again to make sure I do have 1.6.1 - even though I am sure I downloaded it weeks ago. And sure enough, I am up to date. But FFH still doesn't work.

Any help? I haven't read this entire thread, but by jumping 10 or 20 pages at a time I scanned through for similar problems and saw none...

[edit] I also forgot to mention, not sure if this is normal or not, but once I get through all of the XML error messages, the game just quits back to my desktop - never goes to fullscreen mode or anything.
 
@amnarii:
Its a typical error that apperas if you have files in your Custom Assets folder.

Rename your My Data/MyGames/Sid Meier's Civilization/ folder to something else (a new folder will be created on game start) and your problem should have mysteriously vanished.
 
I'm not sure if this is a feature, bug or already fixed (I'm playing a hotseat game with patch c) but all the religious civics have no upkeep.
 
Chalid said:
@amnarii:
Its a typical error that apperas if you have files in your Custom Assets folder.

Rename your My Data/MyGames/Sid Meier's Civilization/ folder to something else (a new folder will be created on game start) and your problem should have mysteriously vanished.

I had tried to clear my cache once before; forgot to mention that in my first post. I just deleted the "My Documents/My Games/Civilization 4/CustomAssets" folder last time, with no change. After your post I tried to delete the entire Civ 4 folder, and while there is a slight change, overall I have the same problem.

Now, it still goes through all the same errors; but before quitting to the desktop, it actually attempts to go full screen (monitor goes black and changes resolution, with the Civ mouse spinning) for about 5 seconds.

But I still have the hundreds of errors, and I still can't play the mod...?
 
amnarii said:
I had tried to clear my cache once before; forgot to mention that in my first post. I just deleted the "My Documents/My Games/Civilization 4/CustomAssets" folder last time, with no change. After your post I tried to delete the entire Civ 4 folder, and while there is a slight change, overall I have the same problem.

Now, it still goes through all the same errors; but before quitting to the desktop, it actually attempts to go full screen (monitor goes black and changes resolution, with the Civ mouse spinning) for about 5 seconds.

But I still have the hundreds of errors, and I still can't play the mod...?

Hmm Could you have downloaded and installed the patch (FfH100e.exe, 1 meg) instead of the whole mod (FallfromHeaven100d.exe, 122 meg)?

If not its gotta have something to do with the non-default path. Can you reinstall civ4 at the default location and then reinstall Fall from Heaven and see if that fixes the problem?
 
Kael said:
Hmm Could you have downloaded and installed the patch (FfH100e.exe, 1 meg) instead of the whole mod (FallfromHeaven100d.exe, 122 meg)?

If not its gotta have something to do with the non-default path. Can you reinstall civ4 at the default location and then reinstall Fall from Heaven and see if that fixes the problem?

Okay - I am feeling very stupid now. I did indeed just grab the patch instead of the whole mod. Am DLing the mod now, going to bet it will work fine...thanks!
 
BeefontheBone said:
... but I did have a thought about the long build option lists - perhaps the interface could be modded to have several tabs in that window for different things, like "Military Units" "Other Units" (settlers, workers, missionaries etc) and a few for different kinds of building - "Military", "Religious/Cultural", "Wonders", etc with some nifty little icons for them. Might make it much easier to find the particular kind of thing you want in a given city. Not quite sure how it would work within the city screen though - maybe make the build option window a popup?

You know.. this would be darn nifty... and it spawned another idea(again, something that may not be possible to impliment). What if the Build window was split into 2 categories.. Buildings and Units. Allow one or the other or both to build simultaneously based on a "slider".

Why can't I train soldiers and build a market at the same time? I mean, they don't really use the same type of resource to build(though I guess you could argue that the manpower building the market is doing that instead of being trained as soldiers.. but really...).
 
BlazeRedSXT said:
Ohh, and Midevil, there is a Max XP for Barbarians and Animals.. though I can't remember where it is(its XML so easy to adjust if you wanted to).
If you go to the Xml folder and edit the GlobaldefineAlt.xml, you can raise the Max Xps for barbarians.

<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>
<iDefineIntVal>10000</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
<iDefineIntVal>10000</iDefineIntVal>
</Define>
<Define>
<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>99900</iDefineIntVal>

Just for grins I played a game with Aggressive Barbs turned on, and got three warriors to the 100 Xp level. Of course I couldn't get out of the city since I had 10 to 15 Barbs in the city area most of the time.
 
Had an extra thought about the tabs thing - one of them should still be "all" and behave like the current one. In fact, you could have the others be filters rather than tabs, so you could get a list of, say, military units and buildings but not cultural or economic buildings or non-military units. Having the setting remembered on a city-by-city basis would also be great for the highly specialised cities you need in a mod like this.
 
Wow 270 pages. Nice job.

I am a bit confused. Is the first file on the front page the mod, then the one at the bottom of the first post the patch?
 
Not gonna read thru 270 pages of posts to see if this has been mentioned yet, but just wanted to point out that Sid's Tips for the Ranger unit says something like "The Ranger is important because it can explore rival territory" - which gave me the impression that it was saying it could explore territory of someone you don't have open border agreements with (after all, ANY unit can explore Open Borders countries) - kinda like the Privateer naval unit, but of course it can't. May want to re-word that tip.

Also, since I'm here, I may as well mention something else that crossed my mind. I'm playing a Monarch difficulty game against 12 AI, and of course the computer-AI doesn't give great suggestions for research and construction. I specifically aimed at military wonders in my capital city, and ended up with a truckload of bonuses so far (only about halfway thru or less), while the AI concentrated on things like the Parthenon and Great Library. The city has something like:

Training Yard (xp)
Command Post (xp and production)
Heroic Epic (production)
Eye Tower Wonder thingy (sentry bonus)
Dragon Wonder thingy (quality weapons bonus)
Umm... Priesthood wonder? - Something that gives Blessed bonus
Colosseum (more xp)

Not sure if that's all or not, and not sure if there's more to be made available as the game goes on or not. The point being that if you concentrate on these specific things you can get some real beefed-up military units coming out of a single city. Made me wonder if some of the buildings should be National Wonders so as to limit how many you can have per city. Anyway... works great for me in this game (I'm not going to complain about the promotions my guys are getting, especially since I'm playing Agressive AI), but just thought I'd throw that out there for consideration.

Thanks again for all your hard work (everyone involved)!

-Targa
 
Back
Top Bottom