[MOD] Fall from Heaven

One step closer to release. Woodelf (playtester extrodinaire) has given the thumbs up on the AI fixes and rates the computer to no longer be a pushover.
 
Kael said:
The only time I ever CTD after loading a save is after making a change. So you can't reload saves from the 0.50 version with the 0.60. Or even something as minor as going and adding a new unit int he xml will make your saves CTD on load.

Exactly... or loading the new fantasy diplomacy texts by Woodelf for example... found this out the hard way, too.. :D
 
Kael said:
One step closer to release. Woodelf (playtester extrodinaire) has given the thumbs up on the AI fixes and rates the computer to no longer be a pushover.

Go for it! The only problem I have to date is with the passive AI. I'm playing on Emperor and walking all over them..:evil:
 
edu2003mdq said:
Regarding animal units, what's the point of being able to capture animal units if once you have them you can't move them over resources or your territory?
Just wondering... :confused:

You actually captured one? By the time I have the tech for that, there are no animals left..:mad:
 
Kael said:
The only time I ever CTD after loading a save is after making a change. So you can't reload saves from the 0.50 version with the 0.60. Or even something as minor as going and adding a new unit int he xml will make your saves CTD on load.

Well, it only happens with your mod. So maybe when I upgraded versions, some of the .50 stuff remained in? I'll try re-instaling or something.
 
edu2003mdq said:
Regarding animal units, what's the point of being able to capture animal units if once you have them you can't move them over resources or your territory?
Just wondering... :confused:

Once captured animal units are yours just like any other unit, so they can travel through your lands. Animal units are also able to travel through your rivals territory without an open borders agreement, making them nice spy units.

The problem is, as Dragonlord mentioned, the tech comes so late that there are hardly any "wild" animals left. I may move the granting tech up, but I expect it will become more valuable as player created/summoned animals are added to the game.
 
I forgot to add before, Purge the Unfaithful doesn't work and adds 2 unhappy faces instead of removing 2 (very painful wonder to build!)
 
Kael said:
Once captured animal units are yours just like any other unit, so they can travel through your lands. Animal units are also able to travel through your rivals territory without an open borders agreement, making them nice spy units.

The problem is, as Dragonlord mentioned, the tech comes so late that there are hardly any "wild" animals left. I may move the granting tech up, but I expect it will become more valuable as player created/summoned animals are added to the game.

Yeah, I can have them enter enemy/rival territory but not mine. It gives me the red cursor and won't move into my territory and the same happens when I click on a resource tile or on a city: the red cursor again and no movement whatsoever. I have to take the to an adjacent tile. As you said they're very useful as spies.

Check that out when you have a chance. Thanks! :scan:
 
AU_Armageddon said:
I forgot to add before, Purge the Unfaithful doesn't work and adds 2 unhappy faces instead of removing 2 (very painful wonder to build!)

All of the building codse has been rewritten, I tested it this morning in 0.70 and it is working. Thanks for the feedback.

It is supposed to had 2 unhappy. It removes all non-state religions from all of your cities but it isn't the most people friendly wonder.
 
edu2003mdq said:
Yeah, I can have them enter enemy/rival territory but not mine. It gives me the red cursor and won't move into my territory and the same happens when I click on a resource tile or on a city: the red cursor again and no movement whatsoever. I have to take the to an adjacent tile. As you said they're very useful as spies.

Check that out when you have a chance. Thanks! :scan:

Well, you are 100% correct. Firaxis is applying some rules to animals, one of which is they can't enter cultural boundries. To fix it I will need to create a 2nd instance of all of the animals that don't have the animal flag. So that if you defeat a wild bear you get a tame bear, etc. Since its going to take creating all the units and building some logic in the function to match them up correctly Im going to leave it out of 0.70. I will get it in the next version, until then captured animals won't be able to enter your own cultural boundries.
 
Version 0.70 is uploaded and ready for play. Check out the first post in this thread for the link. Have Fun!
 
Oooh, oooh, 0.7, I have it, it's in my haaand! Farewell, sleep.
 
D'ling and trying 0.70 right away :)
 
loki1232 said:
OMG when both .6 and .7 were released I've been away from my house and have to wait. .8 is my last hope.

Glad to see my spies are reporting correctly.
 
I'm getting XML errors on load and the CTDs before the title screen pops up. The exact XML error is:

There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: GameInfo/Civ4CultureLevelInfo.xml

also

Tag: GAMESPEED_MARATHON in Info class was incorrect
Current XML file is: GameInfo/Civ4CultureLevelInfo.xml
 
OK, fixed that (removed all references to GAMESPEED_MARATHON in a copy of that xml file that I placed in the module file).

However, now the title screen is completely messed up. No text on the menus.

Correction. No text anywhere. I wonder if I should reinstall.
 
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