Mod-Modders Guide to Fall Further

I'm trying to mod a new improvement, and I ran into a question:
How do we make a difference between improvement which upgrades when worked (by a city, like cottage) and the one which upgrades even if not worked (like castle) ?

I read the XML files and compare the two but still cannot see the difference...
 
What sort of damage would it do for me to tweak back the techs some civs start with back to ERA_ANCIENT? The massive point-boost at the start for having those techs may be affecting AI decisions, I fear, since they see their enemy in ERA_END/with a tech from that era at the start.
 
What sort of damage would it do for me to tweak back the techs some civs start with back to ERA_ANCIENT? The massive point-boost at the start for having those techs may be affecting AI decisions, I fear, since they see their enemy in ERA_END/with a tech from that era at the start.

IIRC, it will result in missing civ specific art.
 
Not true. The reason it was changed in the first place, is to prevent the techs from being given out for free on advanced start... It wouldn't cause any issues other than that.

But, you had problems with malakim+ and had to put ERA_END to fix it...It should still be in your thread(?)
 
I'm trying to mod a new improvement, and I ran into a question:
How do we make a difference between improvement which upgrades when worked (by a city, like cottage) and the one which upgrades even if not worked (like castle) ?

I read the XML files and compare the two but still cannot see the difference...

The real question would be : do you know if the auto-growth of castle is SDK coded or XML parametrable ?
 
What sort of damage would it do for me to tweak back the techs some civs start with back to ERA_ANCIENT? The massive point-boost at the start for having those techs may be affecting AI decisions, I fear, since they see their enemy in ERA_END/with a tech from that era at the start.

I'll have to go hunt down this point gain and make sure it is squashed. Era shouldn't mean anything at all in this game.

BTW, I recently removed the changing of a player's Era when he gains a technology, so the previous ERA_END issues should be abolished completely. All references we did make to it can be culled without any issue even.

And yeah... I'll be looking to find the score calculations so I can remove consideration of era from the points per tech or whatever it is. Actually I'll probably also disable any points from a non-researchable tech outright.

EDIT: Wow, techs sure aren't worth much in the long run... getEra() + 1.... So the best actual tech we have in the game is only worth 4 points...
 
But whenever I play with a civ that gets a ERA_END class starter tech, they have +100 or so points on their rivals.

Checked to make sure it's a core Fall Further issue and not a Fall Flat issue, and it is something at fault with Fall Further at the core - Scions and Bannor on turn one

Scions: 109
Bannor: 9

Before founding or moving or anything like that.
 
Woot. I'm helping.

EDIT: I'd imagine the score code is all DLL-contained?
 
I'm having a bit of trouble with a promotion I'm trying to build. The gist of it is that it's given to adepts along with Channeling 2, and gives them a percent chance each turn to go barbarian until they upgrade to actual mages. My problem is that the "MustMaintain" tag causes them to lose the promotion the turn after I've built them (that is, before they've upgraded), and I'm not sure why. Anybody have any ideas?

Code:
		<PromotionInfo>		<!-- Unready -->
			<Type>PROMOTION_UNREADY</Type>
			<Description>TXT_KEY_PROMOTION_UNREADY</Description>
			<bMustMaintain>1</bMustMaintain>
			<iPower>30</iPower>
			<PrereqUnits>
				<PrereqUnit>UNIT_ADEPT</PrereqUnit>
			</PrereqUnits>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>Art/Interface/Buttons/Promotions/Hero.dds</Button>
			<iBetrayalChance>6</iBetrayalChance>
			<iMinLevel>-1</iMinLevel>
		</PromotionInfo>
 
Anybody have any ideas?

Minlevel -1, I'd guess. It's an old enemy.

Maybe ditch that and use a promotion they automatically get when upgraded to clear Unready?

Looks like an interesting mechanic, btw.

re: Anarchy:

Python will do it, for example
pPlayer.changeAnarchyTurns(5)
.
 
Minlevel -1, I'd guess. It's an old enemy.

Maybe ditch that and use a promotion they automatically get when upgraded to clear Unready?

Looks like an interesting mechanic, btw.

Thanks! Turns out minlevel was the problem.

I'm planning on giving the mechanic to Tya Kiri via the "Reckless" trait when Fall Further acquires minor leaders (I eagerly await the day. :D) Testing it out with ol' Dain right now.
 
I believe <bOutsideBorders>1</bOutsideBorders> is what you're looking for.

Thank you, but it doesn't seems to make the improvement auto grow.
Seem sonly that I can build it outside my borders. What I need is the improvement to upgrade even if not worked by a city (but in my border)
 
Does anyone know about a problem when setting negative yields to a terrain type for a civ which make no improvement buildable on that tile ?
 
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