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Modular Fall from Heaven

Well if you are cutting and pasting from my module to get the dimensional promotions that is because I simply don't have that data entered. If I enter the pre-reqs at all in a module they show up for Accuracy and Aeron's Bounty, so I have to leave the fields blank.

I would normally say to download the "Deep Fix" to get it right, but that sorta isn't an option right now with the upload system fried :( So you have to look at the other spells to see what to add. Basically if you copy EARTH2 and EARTH3, then just change any place that says EARTH to DIMENSIONAL you should be fine (Except for the buttons). Also if you are putting things directly into the main mod XML then you will need to change the requirements for the Dimensional 3 Summon (Space Fold) to not limit itself to Summoners only.

I'll make a note in the first post to indicate that Modular XML doesn't seem to work with Vista :( Sorry to hear that.
 
OK, I want to strangle the Vista dev team. I downloaded your mod again, reinstalled FfH, Fall Further v12 and your stuff, leaving the Modular loading turned off in the config. It now works, even though the load flag in the config file is set to zero. Some of the new lairs and animals aren't in the game even though they are in the folder. Oh, and the ones that are in have their build orders referenced in the pedia, but cannot use it.

For instance, sea serpents have 'Can call to the deeps' in their entry but it isn't hypertexted and the relevant order and improvement don't exist on the game.
 
That... is strange. So somehow with Vista it is trying to load the modules, and doing it halfway, with the flag off. And just crashing with it on?

Does deleting my modules clear the reference to calling to the depths from the Sea Serpent when you reload?

Actually I just loaded up my stuff and it doesn't hyperlink when working properly, nor show up in the improvements section evidently. So go into worldbuilder and give yourself a Sea Serpent (in the ocean) and the Tech Never, see if you can build a lair (button is the Nuke button, big red button, and lair should be a miniature maelstrom).
 
I just want ask if your going to change the name for the spirit spells. Spirit falls under the god of wisdom, Sirona, who is considered to be a 'good' god. Shouldn't her spells sound less wicked? Like Shining Soul or Spirit of Truth or Aura of Glory or Righteous Cause.

It could be that the spirit/aura/entity shows the error of their ways to convert, or show the shining aura of the entity is too blinding/shows them how tiny they are and causes fear.
 
Well my take on it is that with Divine you are following the God of the Sphere. With the Sorcery & Summoning, you are just accessing the raw element directly. And who is to say that man cannot fall on his own and access the corrupt version of a Good God? Or rise above and access the Good verion of a Corrupt god?

Mostly though it will probably wind up changing when I get done with the manual and sit down to tie graphics to each of the summons. Whatever I can find that seems somewhat fitting will wind up setting the flavor of what the spell is. But for the moment I just have the raw idea of scaring people away or essentially Mind Control, neither of which is completely what I would call "Good"

And honestly, I somewhat agree with prior criticism that they are more Mind than Spirit. But I already had 2 for Mind, and I really wanted these 2 units SOMEWHERE so I could play with the ability :) (Bloody hard to think of something that is Spirit, but not Mind for me though....)
 
Well, there were certainly evil spirit spells (think: every spell ever used by Laroth), but I agree that those don't seem appropriate for spirit. I honestly don't think I could think of a decent summon for spirit (not that I think all the spheres need summons), but more sorcery spells could be cool. In general I think that adding more spells with the same promotion requirements but also alignment restrictions could be really cool. Or, some could be cross-sphere spells. (I think a spirit spell that causes unhappiness or even revolt in rival cities would be good, as would one that lets you sacrifice population and/or living units in order to summon powerful pieces of equipment would be great)
 
Well, to me I think that the abilities match, one could think of old Kung Fu movies. A person fights another person to gain understanding or convert someone to his cause. Or the old master who just stands there and no one dares to attack them because they are too frighten by his mere presence.

If you do want to change spirit later on the ony thing that comes to mind is a summon that can cast a random (good) spells on the units to make them stronger. Like Courage, Sirona's Touch, Moral, Bless, shield of faith. It could also act like the flagbearers of Bannor, that gives strenght to units around it.
 
Yeah, I had thought of a couple like that, but since I am limiting myself to XML and trying to keep each Module contained so that it won't mess with other ones it gets tricky adding nifty things :)

I could go with something like "Impressive Tutor" and "Intimidating Presence" for names. The second one does work fairly well, but then it sounds more like a promotion for a unit than a seperate entity, though in the minor description of the summon I basically say that is what it is. And the first one just doesn't fit for me (plus I love the word Insidious. Flows nicely)
 
:eek:

Maybe U already know Xien but every time I play a different civ

I 've always the avatar of talli (airlike) not the others.

When I use dimensional mana with an adept I can directly use the 2nd and 3rd level of dimensional spell.

PS : I like your mod :goodjob:
 
I don't quite follow you on the Avatar bit, but as for the Dimensional it is an unfortunate issue I can't quite get around yet. I cannot assign Pre-requisites to any promotions in a Module, the game doesn't associate them properly. So an adept can get those promotions, but fortunately cannot use the summons until he has summoning, and I blocked the rank 3 so that only conjurers can use the spell (So hero units should avoid getting Dimensional).

Glad you like em :)
 
Just occured to me that there is one small incompatability with my Modules and other Mods:

In the AI Cheater Module I had to re-define the allowable units for each civ that has a UU in the arcane branch, and the Khazad & Barbarians since they have no Arcane Units. This means that if you use it (just the one module) with Fall Further you will not have the new blocks to keep you from building any UU's which Vehem has added (mostly that means Hero units).

So if you use this with Fall Further, you'll have to modify or delete the "Allow AI to directly build Top Level Magic Users" module.
 
Vehem was nice enough to provide me the relevant information, so attached is a new version of the CivilizationInfos.xml for using the AI Cheater Module with Fall Further. Just open the Zip file and overwrite the folder by the same name, nesting from that point in is handled for you in the file structure.
 
I created some altered game speeds that would work well as a modular mods, do you think they could possibly be included (I'm assuming that you don't change CIV4GameSpeedInfo.xml and CIV4CultureLevelInfo.xml in your other modular mods).

Speed:
- Luddite
Marathon tech/inflation/Research GP Pop, everything else set to quick mode speeds. Really forces you to specialize, though everyone will probably want mysticism and writing!

- Army Heavy
Epic Tech/Marathon Inflation, Normal Buildings / Growth, Quick Units

- Cheap Buildings
As Normal Speed, except buildings cost the same as on Quick Speed.

See attached for the minimod folder structure. If you like it, feel free to add it. It doesn't change any of the current speeds, just adds these three.

View attachment Altered Gamespeeds.rar
 
I could definitely see the Cheap Buildings speed being quite popular for many people :) I'll set up a link to your post here in the first post to direct people's attention to it.

Glad to see other people making modules :) I've been wrapped up in the manual lately so haven't had a chance to see what else I can do.
 
Do you have something against having every city go to legendary in one turn, with no culture requirements? ;)

I made this mistake myself when I added a custom speed to my modmod. I only added one, which was basically Epic as far as research/culture/inflation/etc go, but between normal and quick for buildings and units
 
I wonder about GPP points... Perhaps another speed that doubles or triples GPP points, with tech rate reduced... Or perhaps just a change to the GPP mechanism to increase the # of great people spawned... I've always liked great people :-)
 
I got distracted by a movie for a bit there, but I just got back on and I was about to link your post but found that it was an invalid link. I sorta wondered about the whole .rar thing since that isn't typically an allowed attachment type.

I'd say be careful to keep the Grigori in mind if you alter GPP too heavily. Might make them unstoppable.
 
I got distracted by a movie for a bit there, but I just got back on and I was about to link your post but found that it was an invalid link. I sorta wondered about the whole .rar thing since that isn't typically an allowed attachment type.

I'd say be careful to keep the Grigori in mind if you alter GPP too heavily. Might make them unstoppable.

True... heh. Just thinking out loud. Perhaps instead of altering the GPP levels, just give all specialists x2 GPP points. Should keep grigori from getting too many additional adventurers (though it would help all other civs more than them)...
 
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