[MOD] Fall from Heaven

HELP!!

I was trying to play FFH 080 just now as the greeks on an archipelago map, but when the progress bar reached "Finishing" in the load, the game Crashed on me and displayed this message:

"[your computer has run out of Video Memery]... File: \main\civilization4.bak\SDKs\Gamebryo2_0\CoreLibs\ NiDX9Renderer\NiDX9RenderedTextureData.cpp"

So i tried the game again in the hope that it was a fake, but it happened again. I tried it with the vanilla Civ and leaders mods with the same result.

I then went and searched My Computer for the file specified, but could not fnd it anywhere!!!

DOES ANYONE KNOW WHATS WRONG WITH MY COMPUTER!?!?!?!

That is due to the unoffical memory fix you have running. Turn it off may well help some with FFH Mod, may get unexplained freezes or crashes thou(I do, aint tracked it down yet, Civ Just Freezes(usually when either going into diplomacy with another civ or at a time of tech discovery)), only seem to get it with FFH, I read somewhere in these posts that some1 else was experiencing his comp reseting due to Civ....may be connected???

They seem to occur at irregular intervals, may happen once in any 4 hr period or 3-4 times one after the other or it may not happen at all, had a 13hr session(Mem Patch Running) yesterday no occurances, 1 Out on memory error, yet on friday they were coming left an right(No Patch). I have noticed that the Map has a Black and a Grey square 5x5 not sure if this has anything to do with it, civ exploring a bugged map tile maybe??

Running current Nvidia Graphics drivers, PNY FX 5500 128MB Card, 1.5 Gig Ram and Athlon 64 3200 CPU, minimum Graphic Setup in Civ.
 
I seem to have run into a bug with FFH 080.
I have the newest patch, and everything is working fine, except, err..

I'm in the year 256 of Rebirth, playing as Julia, and I'm not quite sure when it happened, or if I built/researched something that could have caused it, but I noticed my knights could no longer stack with eachother, and would attack instead. I thought this was some fancy game play mechanic showing how knights always had to best eachother, but appearently this is the case with all units. If I move a unit out of a city, and back, he will capture/attack the remaining city garrison. I am, in fact, at war with myself.

Looking at my diplomacy screen in the lower right corner, it looks as such:
X points: [My name] WAR

Funny thing is, I'm not at war with anyone but myself. And as so, I can't really declare peace either.

Just thought you should look into it. Still, it could have been a nice representation of civil war :crazyeye:
 
Boheme Netter said:
I seem to have run into a bug with FFH 080.
I have the newest patch, and everything is working fine, except, err..

I'm in the year 256 of Rebirth, playing as Julia, and I'm not quite sure when it happened, or if I built/researched something that could have caused it, but I noticed my knights could no longer stack with eachother, and would attack instead. I thought this was some fancy game play mechanic showing how knights always had to best eachother, but appearently this is the case with all units. If I move a unit out of a city, and back, he will capture/attack the remaining city garrison. I am, in fact, at war with myself.

Looking at my diplomacy screen in the lower right corner, it looks as such:
X points: [My name] WAR

Funny thing is, I'm not at war with anyone but myself. And as so, I can't really declare peace either.

Just thought you should look into it. Still, it could have been a nice representation of civil war :crazyeye:

Thats so strange, you are the 2nd person to have reported it. Did you build Meshabber of Dis by chance?
 
I have the same problem. In fact, in my case, when I built Meshabber of Dis, it didn't happen anything in the first place, but when I sent him to a city of another civilization (I obviously had the open borders agreement with him), that Civ immediately declared war on me the next turn. (I thought this was some kind of special ability of this unit) However, it got damaged and I had to send him back to one of my cities to recover, then somehow I declared war on myself. Strange, isn't it?
 
Ghost26 said:
I have the same problem. In fact, in my case, when I built Meshabber of Dis, it didn't happen anything in the first place, but when I sent him to a city of another civilization (I obviously had the open borders agreement with him), that Civ immediately declared war on me the next turn. (I thought this was some kind of special ability of this unit) However, it got damaged and I had to send him back to one of my cities to recover, then somehow I declared war on myself. Strange, isn't it?

Interesting, I will play around and see if I can recreate it. Did you have any defensive pacts going when it happened?
 
Hi once again top mod kael, downside is it's ruined my social life, sleeping patterns etc. I've alreay asked you this so sorry to keep on but what civs have you got in mind in the future?
Can't fault your work tis awesome, you have made a lot of people very happy and tired i imagine lol you should talk to fireaxis about a job. I'm clueless at modding but i'll try an rack my brain for some idea's, as i feel having played this mod so much i should due summit to contribute. Not sure you need idea's though seem's ya have plenty.
keep up the magical work.
 
howard said:
Hi once again top mod kael, downside is it's ruined my social life, sleeping patterns etc. I've alreay asked you this so sorry to keep on but what civs have you got in mind in the future?
Can't fault your work tis awesome, you have made a lot of people very happy and tired i imagine lol you should talk to fireaxis about a job. I'm clueless at modding but i'll try an rack my brain for some idea's, as i feel having played this mod so much i should due summit to contribute. Not sure you need idea's though seem's ya have plenty.
keep up the magical work.

The following is what my design doc has on the Civ's that are coming in phase 2. There are obviously quite a few details missing (they all need UU's, starting techs, etc) but this is what I have so far.

What you will notice is that the civs are broken into alignments which will effect civs relations with each other, they are also all given enemies that they will carry an automatic dislike for in each game. These alighments will only be positive or negative modifiers on relations, they will not limit players. A "good" civ will be able to make the Veil its state religion, a "good" civ will be able to join in a pack with "evil" civs and help destroy a fellow "good" civ. The alignment is only a starting point. If you are good it will be easier to be friends and stay friendly with other good civs, but that doens't mean you won't be able to do all the same stuff with "evil" civs.

I need new elements to quantify these relationships, which is why I need the SDK, which is why the civs were pushed to Phase 2. Keep your fingers crossed that it will all be doable. Remember the design doc always shows what I want, not nessesarily what I will be able to do.

Spoiler :
Bannor
Alignment: Good (Law)
Race: Human
Enemies: Doviello, Clan of Embers
Leader: Sabathiel
Traits: Organized, Magic Resistant
UU:
Starting Techs:

Malakim
Alignment: Good (Sun)
Race: Human
Enemies: Svartalfar
Leader: Varn Gosam
Traits: Creative
UU:
Starting Techs: (bonus from desert)

Elohim
Alignment: Good (Spirit)
Race: Human
Enemies: Calabim
Leader: Ethne the White
Traits: Creative, Spiritual
UU:
Starting Techs:

Mercurians
Alignment: Good (Life)
Race: Human
Enemies: Sidar, Infernal
Leader: Basium
Traits: Aggressive, Spiritual
UU:
Starting Techs:

Luchuirp
Alignment: Good
Race: Dwarf
Enemies: Sheaim, Balseraphs
Leader:
Traits: Arcane, Dwarf
UU: Stoen Golem
Starting Techs:

Kuriotates
Alignment: Good (Creation)
Race: HUman
Enemies: Infernal, Calabim
Leader:
Traits: Expansive, Philosophical
UU:
Starting Techs:

Ljosalfar
Alignment: Neutral (Nature)
Race: Elf
Enemies: Svartalfar, Illians
Leader:
Traits: Elven, Expansive
UU: Elven Archer, Elven Worker (can't remove forests of jungle, can build improvements on top of forests and jungles)
Starting Techs: Elven Studies, Tracking, (bonus from forests)

Khazad
Alignment: Neutral (Earth)
Race: Dwarf
Enemies: ?Horsemen
Leader:
Traits: Dwarven, Industrious
UU: Dwarven Soldier
Starting Techs: Dwarven Studies, Mining

Sidar
Alignment: Neutral (Death)
Race: Human (sorta)
Enemies: Calabim, Mercurians
Leader: Morgoth
Traits: Hidden
UU: Rathas Denmora (H)
Starting Techs:

?
Alignment: Neutral (Water)
Race: Human Pirates
Enemies: Clan of Embers
Leader: Falamar
Traits: Expansive, Seafaring
UU: Pirate
Starting Techs: (bonus from sea)

Grigori
Alignment: Neutral (Force)
Race: Human
Enemies: Sheaim
Leader: Cassiel
Traits: Industrious, Philosophical, Agnostic
UU: Branding (H)
Starting Techs:

?
Alignment: Neutral (Air)
Race: Human Horsemen
Enemies: Khazad
Leader:
Traits: Expansive, Horsemen
UU:
Starting Techs:

Amurites
Alignment: Neutral (Metamagic)
Race: Human
Enemies: None
Leader: Valledia the Even
Traits: Blood of the Amurites
UU:
Starting Techs:

Doviello
Alignment: Evil (Chaos)
Race: Human Beastmen
Enemies: Bannor
Leader: Charadon
Traits: Aggressive, Barbarian
UU: Shaman
Starting Techs: (bonus from Tundra)

Balseraphs
Alignment: Evil (Mind)
Race: Human
Enemies: Luchuirp
Leader:
Traits: Financial, Philosophical
UU: Mentalist
Starting Techs:

Clan of Embers
Alignment: Evil (Fire)
Race: Orc
Enemies: Bannor, ?Pirates
Leader: Jonas Endain
Traits: Orc, Barbarian
UU: Orc Warrior, Rantine (H)
Starting Techs:

Svartalfar
Alignment: Evil (Shadow)
Race: Dark Elf
Enemies: Malakim, Ljosalfar
Leader:
Traits: Hidden, Dark Elven
UU: Dark Elf Assassin
Starting Techs:

Calabim, the Order of Blood
Alignment: Evil (Body)
Race: Human, Vampire Aristocracy
Enemies: Elohim, Kuriotates, Sidar
Leader: Alexis
Traits: Aggressive
UU: Vampire
Starting Techs:

Sheaim
Alignment: Evil (Dimensional)
Race: Human
Enemies: Luchuirp, Grigori
Leader: Tebryn Arbandi
Traits: Summoners
UU: Imp, Abashi (Black Dragon, H)
Starting Techs:

Infernal (minor Civ)
Alignment: Evil (Entropy)
Race: Demon
Enemies: Mercurians, Kuriptates
Leader: Hyborem
Traits:
UU:
Starting Techs:

Illians (minor Civ)
Alignment: Evil (Winter)
Race: Human
Enemies: Svartalfar
Leader: Auric Ulvin
Traits:
UU:
Starting Techs:
 
Other minor points:

* The buildings that are supposed to grant minuses to science/gold/culture still seem to have no effect. They only give the positive modifiers.

* The Sid's Tips texts for a number of items are outdated. Genesis still says it'll destroy any surrounding terrain improvements, for instance, and some of the summoning units say they can only be used within cultural boundaries.

* Playing as the Ashen Veil, I once got a message saying that a Crusader had joined my ranks, but no unit was ever created that I could find.

Possible ways to implement tunnels: Have one square that's the tunnel entrance, and one that's the tunnel exit. Check at the end of turn if there are any units on the entrance - if there are, get their properties and delete them. Write a message "your units have entered the Tunnel of Doom, it will take them X turns to reach the other side" to the screen. After a set number of turns have passed, create identical units on the tunnel exit. Should the tunnels be dangerous, you can add a function to randomly subtract health from the 'emerging' units.

Of course, this is harder to implement on random maps, but one could simply have a small number of tunnel entrances spawn on the random maps and then have the entering units emerge on a random entrance (nobody said you wouldn't get lost in the huge network of underground tunnels). Maybe have a specific Cavedweller promotion for the dwarves - when a Cavedweller unit finishes the turn on a cave entrance, the game scans through the map for all the other entrances and shows a pop-up menu with the coordinates of the other entrances. The player can then select one of them, and the experienced dwarf who knows the tunnels like his own pockets finds his (and that of any other units in the same square) way to the wanted entrance.

Also, I could try my hand at writing some flavor Civilopedia entries for the buildings and wonders. Kael, do you have any design documents or anything that explain the function/style of the buildings & wonders in more detail, or would I be free to just come up with whatever? And do you want any write-ups to be PM'ed to you directly (so people won't be spoiled before 0.90), or posted in this topic (so people have something to read while waiting for 0.90)?
 
Balance Issue:
Castle needs to be moved to Fanaticism. As it is, training an Eidolon takes 2 different techs, while training a Paladin takes only 1 (unless this is the effect you were going for).
 
Hully said:
Spiral Minaret, says +1 gold from all Asen Veil buildings.

Seems to make no difference, is this working correctly and if so... where will the extra income be listed?

I rarely build this wonder, but I believe it gets listed in the city screen on the wonder itself.
 
And a cosmetic change:
Rightousness and Malevolent designs should be renamed to less alignment-biased names, since any civ (good or evil) can research them.
 
Xuenay said:
Other minor points:

* The buildings that are supposed to grant minuses to science/gold/culture still seem to have no effect. They only give the positive modifiers.

They seem to by my eyes. Give me a specific building and I will check it out.

* The Sid's Tips texts for a number of items are outdated. Genesis still says it'll destroy any surrounding terrain improvements, for instance, and some of the summoning units say they can only be used within cultural boundaries.

Good catch, I will update these.

* Playing as the Ashen Veil, I once got a message saying that a Crusader had joined my ranks, but no unit was ever created that I could find.

I wonder if that message wasn't for an order AI player. I have seen human players get AI messages from time to time, I will try to block it so it doesn't show up in the future.

Possible ways to implement tunnels: Have one square that's the tunnel entrance, and one that's the tunnel exit. Check at the end of turn if there are any units on the entrance - if there are, get their properties and delete them. Write a message "your units have entered the Tunnel of Doom, it will take them X turns to reach the other side" to the screen. After a set number of turns have passed, create identical units on the tunnel exit. Should the tunnels be dangerous, you can add a function to randomly subtract health from the 'emerging' units.

The problem is the computer would have no idea how to use it so it would be an unfair advantage for human players. Maybe after the SDK comes out we could write logic for stuff like this.

Also, I could try my hand at writing some flavor Civilopedia entries for the buildings and wonders. Kael, do you have any design documents or anything that explain the function/style of the buildings & wonders in more detail, or would I be free to just come up with whatever? And do you want any write-ups to be PM'ed to you directly (so people won't be spoiled before 0.90), or posted in this topic (so people have something to read while waiting for 0.90)?

Nah, coming up with whatever is fine. I would love to see it. Just make sure to have read the world history and you should be good to go. The heroes civilopedia entires have some world history in them too.

Be creative. As you can see from the hero entries I tried to use a bunch of different styles to write about them. Some are first person stories, some are narration about the character, some are bits of stories that involve them. Some have to do with why they are important, and some just seek to capture a bit of that heroes personality.

And PMing me with what you have is probably better. Just because this thread gets enough scroll already, stuff like that is better left out of the thread.
 
BlakTooth said:
Balance Issue:
Castle needs to be moved to Fanaticism. As it is, training an Eidolon takes 2 different techs, while training a Paladin takes only 1 (unless this is the effect you were going for).

Your right, I moved it to Fanaticism like your recommended.
 
Thanks Xuenay

But it does not show the gold generated, it does show the Culture but thats all...

It's also not listed under base Commerece from buildings...Hmmm

But enjoying the mod though!
 
Been playing some Civ 3 (tam and RFRE) lately. Few things that I miss and would like to see regarding combat. I like how if an enemy tries to move adjacently past your tile, you sometimes get a free shot on them and take about 1/4 of their hp. I also enjoyed the concept of the random chance to produce a leader/army unit if a heroic unit won a battle. The army unit being able to load 3-4 normal units and fight as one seemed awesome as well.
 
Boheme Netter said:
Kael, concering declaring war on myself; There were no defensive in the duration of the entire game.

K, cool. I should be able to add an additional check to Meshabber that keeps this from happening in the future.
 
Some stuff on 0.8 :
1st : I LOOVE the new graphics - units/buildings !!

2) Because AI got 10% agression increase I started @noble, it's still early to tell because it was a single game (I got 3 techs from goodyhuts) but it seems that the reccomended difficulty on my opinion should be prince.

3) Fireball bombardment decrease only by 1%.... Isn't there a way do make it bombardment as part of the regular attack? Even with the colleterall damage I would preffer conjurer (fire-elemental) on a mage.
I hope one day you could make a real fire ball that has a constant damge without the attack phase.

4) I had more but I can't remeber ... I will add next time.
P.s
Loove the mod
 
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