[MOD] Fall from Heaven

Zuul said:
Wonder what the dowload count was on 0.9. Probably 30k+ :-)

I have no way of telling anymore. I google Fall from Heaven every once and a while and Im amazed at how many websites are hosting it (and that so many are hosting old versions, makes me sad).
 
Kael said:
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.

Heh heh.
I hope that at least a little of this will be in phase I.
 
Hello-
Kael I was wondering if there had been any concensus on the cause of the CTD's (haven't read the last 5 pages or so). I crashed on a game after installing the patch - oh well I'll start over with a new game started post patch. Well that lasted much longer - only two techs left to build - than it crashed. Another civ had just built Apocalypse, all others declared war, I started to build my army again (lost both my Heros & Typhoid Mary by the way that sucked), hit return & CTD. If this has been addressed I'm sorry for reasking, but I thought I'd try to catch ya while you're online.

By the way love the new version! I continue to be overwhelmed by your imagination & creativity - not mention skill!

Thanks - Seamus
 
I would like to ask for everyones help on solving a problem that occurs a little too often when playing mods such as Fall for heaven and a few others. Its an error that occurs ONLY in multiplay. Here is a screenshot:

error.jpg


Something between playing certain civ mods multiplayer and the ntdll.dll file is not clicking. This is what happens: When i go to start up a multiplayer game everything is fine. When others join in everything is fine. But once i hit launch it seems as if every player then has a random chance to be instantly kicked out of the game and this message occurs. It will then occur every single time they try to play that mod in multiplayer.

Im coming to the conclusion that this error has something to do with only certain type of mods. For example of the four people i usually play multiplayer civ with three of us had this problem. The one guy who didnt has the oldest computer out of all of us and never updates his windows patches. In addition other mods like Total Experience will give this same error but mods such as Sevomod will work just fine.

I am wondering does Fall for Heaven and mods like Total Experience have something in common? Is there python code being modified similiar in each mod that could be causing this? I eventually found a solution to this problem and that was to reinstall windows :( So far this is the only solution I have had to the problem. My other friends still can not play FFH multiplayer and im looking for a better solution than the shotgun approach of reinstalling. Note that FFH and the other mods will work fine in single player still. This problem isnt just with us either as ive started to see other people mention this issue in a few other thread.

If anyone has any ideas on what could be the cause of this and how it can be solved please let me know. Also if you want to test to see if this is a problem on your system just host a FFH multiplayer game by yourself and hit launch and you'll either get the error message or it will work just fine. Please post back here if you have this problem as Im curious who else gets this error and if there is something else (that our machines have in common maybe) that is the culprit.

Also here are the fixes i tried before reinstalling windows to no avail: defragmenting, reinstalling civ then re-patching, downloading a newer version of ntdll.dll and replacing mine with it, clearing my civ cache, turning off all firewalls and turning off all background programs that use the internet like skype. Nothing but reinstalling worked.

Any help or insight would be appreciated, thanks.
 
seamus75 said:
Hello-
Kael I was wondering if there had been any concensus on the cause of the CTD's (haven't read the last 5 pages or so). I crashed on a game after installing the patch - oh well I'll start over with a new game started post patch. Well that lasted much longer - only two techs left to build - than it crashed. Another civ had just built Apocalypse, all others declared war, I started to build my army again (lost both my Heros & Typhoid Mary by the way that sucked), hit return & CTD. If this has been addressed I'm sorry for reasking, but I thought I'd try to catch ya while you're online.

By the way love the new version! I continue to be overwhelmed by your imagination & creativity - not mention skill!

Thanks - Seamus

Definitly caught some crashes in patch 3. Im going through Wraith's crash right now to figure out what it is. So hopefully we will have another crash patch tonight.
 
Hello-

Okay I'll keep my eye out. Thanks for the responce.
Another question on a different subject. Did you somehoe manage to import new building graphics (from the map view notthe in-city view)? I think I'm seeing new buildings - if so they look great. Is it possible to give these new additions more religious specific flavor? If you didn't add any new ones forgive me; I spent the last few days mounting artwork for school & inhaled ALOT of fumes (chalk it up to that).

Thanks-Seamus
 
seamus75 said:
Hello-

Okay I'll keep my eye out. Thanks for the responce.
Another question on a different subject. Did you somehoe manage to import new building graphics (from the map view notthe in-city view)? I think I'm seeing new buildings - if so they look great. Is it possible to give these new additions more religious specific flavor? If you didn't add any new ones forgive me; I spent the last few days mounting artwork for school & inhaled ALOT of fumes (chalk it up to that).

Thanks-Seamus

Not me, the art team Chalid and C.Roland do amazing work. I think Chalid found some new building models he added in 0.95. C.Roland mad a circus tent for the mod from scratch, new model, new skin. It will be in 1.0 for the carnival building. It is a big tent with red and white stripes, it looks great.
 
Kael, continued kudos as this mod keeps getting better and better. I refered more than a few people to it and they all love it.

I had a few ideas and things I noticed:

1. Seafaring trait: I know it's been discussed to give them a free lighthouse in all coastal cities. I thought letting all coastal squares produce a hammer would be better. Not ocean squares just coastal ones. This might be too good in some peoples opinions, just a thought.

2. A "Dispelling Circle" city upgrade: One of the most effective strategies for a human player is to build some good defensive units and then a ton of conjurers and mages. Your fireballs and elementals trash the city and then your units walk in. It may cost you experience but you very rarely lose a unit and the AI doesn't counter it well at all. An anti summoning city upgrade would offset this strategy or at least make it less effective. Maybe call it a null shield or anti magic shell for all those old AD&D players.

3. I've always been partial to the wonders that give you X building in all cities on the continent. I know you're going for more of a specialized cities theme so you may not like this idea. You could have a Marksman Academy for archery range in each city, War College for barracks etc..

4. Prophecy of Ragnarok seems a bit too expensive for what it does. Maybe upgrade it or lower its cost?

5. Blatant Warhammer ripoff here but how about using the uranium icon as a warpstone resource? Maybe have it revealed by a wild magic tech and used to power a better siege weapon as right now there's just catapults and cannons. Makes more sense for players using a magic heavy civ or strategy than a cannon IMO.

6. Forests and jungle seem to grow more than they used to. Was this increased or am I imagining things?

7. How about an ancient fortress in the same vein as the watchtower? Have it give 125% defensive bonus or so and make it have a zone of control that can't be moved through by enemy units until the fortress is taken. Fortresses, especially along the border, were a huge part of medieval warfare and it'd be cool to be able to have a strong point outside a city to create choke points and the like.


Just a "few" ideas and once again great work.
 
loki1232 said:
Heh heh.
I hope that at least a little of this will be in phase I.
Well, it definitely won't be ready in time for 1.0. I can't know for sure when I'll finish the spell system, but even then all the spells have to be created, theres got to be testing and so on.
 
I have managed to duplicate the error i mentioned in post 3516 three times while using different religons. All three crashes happened between turns 150 and 180. --- My ashen veil bugged saved game is attached on post 3516 .

On my last game I was able to recieve an acolyte from spreading the order. Im glad to see that you have fixed that bug. :goodjob:

I have also noticed a minor bug as well. I was able to build roads with my elf archer when he is stacked with a worker. Is this a bug or is it intetional?

If you need me to provide the other the two saved games with the same error, just ask.

Thank you again for this excellent mod-- Im way too lazy to tackle and accomplish a task of this magnitude without completely half assing it. If you need additional information to solve the problem feel free to pm me too!

EDIT: some clarifcation I have recieved the error once with .95 with no patches, and twice with all the pacthes. I have yet to complete a gane with .95 without getting a crash. Every time it crashes, I receive an error very similar to Naf's. However all of the previos version worked just fine. Thank you again!
 
Bloodington said:
7. How about an ancient fortress in the same vein as the watchtower? Have it give 125% defensive bonus or so and make it have a zone of control that can't be moved through by enemy units until the fortress is taken. Fortresses, especially along the border, were a huge part of medieval warfare and it'd be cool to be able to have a strong point outside a city to create choke points and the like.
Only problem with this is that w/o the SDK theres no way to get the AI to understand it (or your unit movement for that matter) and even with it it would probably be very difficult to get the AI to use/avoid your use of correctly. Of course the w/o the SDK part is no matter, as it can't be done w/o the SDK, as there is no way to intercept a move.
 
First off...This is my first post, and I've got to say thanks for all the amazing work you all are doing on these MODS! I happened onto this site by accident, and I grateful that I have. You've all made this game a lot more fun to play.

Anyways...I post this in this thread, cause this is my favorite MOD, and thanks KAEL for all the work!

Besides the much deserved praise, I also have a problem to address. I'm about 550ish into my turns on the .95 version, and I'm getting a crash with this error:
error.jpg


I've installed the patch, but I'm still getting it. Sometimes if I go back to an earlier save file, I can play past that point, but it will come up somewhere else eventually.

Sorry if this has been addressed already, but I couldn't go through so many pages.

Any insight would be greatly appreciated...and keep up the amazing work!

PS. my apologies if this belongs in another forum...but as I said I'm new here.
 
Excuse me for the dumb question but how do you install the patch.

Does it change if you have civ 4 installed on another drive

Good job :goodjob:
 
Mr. Pointless said:
Excuse me for the dumb question but how do you install the patch.

Does it change if you have civ 4 installed on another drive

Good job :goodjob:

Just run the executable and it will install. It defaults to a directory on your C: drive but you can change it to where you installed Civ 4.
 
Digitaldog said:
Kael...ya got any idea what my prob might be?

I dont know. If you can zip up and attach a save fiel I will take a look at it. In my experience if you go into the worldbuilder, and save the game from the worldbuilder menu, then reload from the worldbuilder menu it will fix these issues.

Incidently, did you start a game, then patch, then continue playing the game?
 
naf4ever said:
Oh and the last couple of games i started the all-devourer of the overlords isnt getting his +2 food, +1prod +1 gold bonus from fishnets...


I just played a game with him and I was getting it.
 
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