Rise of Darkness

Refugee's worldspell is broken. Repeatable. I went from one unit in my capital, about to lose next turn... To having 5,000+ units, random races, the same turn. Almost crashed my comp, but that was because I as stupid and decided to see if it kept going. It does, exponential if you keep alt-clicking the stack. XD
 
Refugee's worldspell is broken. Repeatable. I went from one unit in my capital, about to lose next turn... To having 5,000+ units, random races, the same turn. Almost crashed my comp, but that was because I as stupid and decided to see if it kept going. It does, exponential if you keep alt-clicking the stack. XD

Dude. Someone should hire this guy! Seriously. I don't think I have seen someone derive so much enjoyment in exploiting game problems as much as this dude! Heh nice. Now get back to helping with D'Tesh *whip whip*
 
Dude, it's my JOB. You should see me in a dnd game... I don't know who loves me more, my fellow players or the dm. XD The dm loves me because I know all the obscure monsters that he can use to throw the party for a loop...

And the party loves me because I'm able to bribe sweet gear for the party in exchange for above said knowledge. XD

And I took a break from D'Tesh, actually, simply because they are too imballanced at the moment for me. What with Rites of Oghma being buildable, I was able to have 20/20 warriors. WARRIORS. It just wasn't any fun after that. XD That and I'm more of a builder civ type.. making it so that they HAVE to get population from conquest just isn't my cup of tea, especially since they are weak in combat until you get at least one extra death node, but after that they grow exponentially... AND they don't gain experience from combat, at least not honestly, which is a fact which, for me, is a game-killer. True, the lack of exp lowers the micromanagement.. but since I'm only building units from my capital ussually, even one unit per turn is still less then what I can ussually pump out if I am playing Scions, or even worse.. Embers. XD
 
Well that was weird but I think I fixed it. I really don't remember putting in a Refugee worldspell but there it was there.

Sorry about the infinate unit problem, I just got destroyed in a multiplayed because of it. It was very scary when there was about 300 Knights and Knight UUs where there had not been a turn ago.
 
Oh, no problem. Once I deleted 90% of them I used what was left in my five turns of anarchy to bassically make any pact I wanted... not to mention merely DESTROYING the people that had destroyed my lands... and I'd had enough gold saved up to let me continue to over-run even after anarchy the few enemies that wouldn't bow...
 
Patch D is out and the major change is that I have included Black Impertator's Event Mod.

Patch D Breaks savegames:
  1. Arcane Units can get commando
  2. Fixed Refugee Worldspell
  3. Filled in More TXT_KEYS
  4. Includes a better Production Popup (Thanks, Greyfox)
  5. Fixes some bugs with the Refugees
  6. Beastclass units are immune to any deaths from the AC
  7. Dragon provides immunity to plague and disease
  8. Blair of Lacuna renamed Bair of Lacuna
  9. Bair of Lacuna teleports away from Non-Sheiam units until turn 300
  10. Added events from FfH more events mod
  11. Fixed issue that may have cause the Advanced Pedia to not have been seen
 
Force mana spell "push" pushes even horrible monsters back from unique places to where they appeared and you can claim resource. One little lvl 1 spell can negate nice game mechanic...
 
Here's something that has been rather time consuming. I managed to put a new skin on the model of Auric and created an actual Nikito unit instead of a water elemental.

Full view
Civ4ScreenShot0065.jpg


Nikito fighting a Host of Einerjar
Civ4ScreenShot0066.jpg
 
Coooooool.
 
I have released Patch E and it is linked on the third post of this thread. This updates Rise of Darkness to Fall from Heaven Version .41.

The current version of Fall from Heaven is an entirely new build so there are a few issues with it. If you find an error while playing Rise of Darkness please post it here rather than the Fall from Heaven Bug thread. If the issues are due to my mod they will be resolved but if I find they are reproducable in a normal version of Fall from Heaven I will notify Kael in the Bug thread or ask the finder to post it for me.

I have also updated the changed files in the SDK from Greyfox's Production Popups and Improved Pedia to FfH.41.

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Patch E Breaks Savegames:

WARNING: Fall from Heaven is not stable at the moment. There have been three versions of the base download each with different art issues. Please refer to the last pages of the Fall from Heaven Bug Thread for information on what version you have.

To install this Patch you must redownload Fall from Heaven to version .41 and install Rise of Darkness .21 over a copy of that. Then once that action is completed you can install Rise of Darkness Patch E over that.

  1. Updated to .41
  2. Fix some bugs with the Cult of the Dragon
  3. Fix some TXT_KEYs and fill in pedia some more
  4. Include Jabie's Crafts Process
  5. Reduce AI chance of choosing the Necromancer option on the Barbatos event
  6. Added Legion of D'Tesh civ
  7. Added lot of new Art
  8. Added a new Nikito Model
  9. Added Dimensional 2, 3 Promotions
  10. New spell: Barrier: Sets plot min level +1 to a max of 6; lasts only one turn Req Dimensional 2
  11. Cyther spell moved to Dimensional 3
  12. New spell: Tesseract: Summons Tesseract unit: 6:strength: + 1Aff. Dimensional Mana 1:move: Can teleport anywhere (Nuke) Can hold 4 units
  13. New spell: Dark Gate: Turns caster into Dark Gate unit (one per civ): Has 1:strength: and 1:move: summoned units with two tiles of it will never expire in duration.
 
Son of a... Same thing as when I first installed. >.< And completely uninstalling both FFH2 and rise did nothing... last time that worked. :/
 
Sorry about that, it probably wasn't you this time. I had forgotten to include some files that were changed by the Legion of D'Tesh. Here is Patch F to fix your problems (Double tested this time)

Patch F does not Break savegames:
  1. Fixes the Issues that prevent you from playing (Thanks, Benjamin Embarec)
  2. Updates to FfH patch A
 
CTD. Refugees. Play now. Erebus mapscript. Island if that matters.... First refugee, the armageddon count went from 0 to 13% then back down to 4% the very next turn. Scout. Second refugee was a lion, and third was a highly promoted scout [or rather high exp.] After that, next turn CTD. Don't know what caused it. Tried again, CTD after the second refugee... two scouts, both unleveled this time.
 
Ok, after searching for a while I found an error in my DLL that caused a CtD when a city is captured. Try out Patch G, if that doesn't work then I could use your savegame to help find what really is causing it.

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Patch G does not Break savegames:
  1. Found and fixed a CtD that occurs during City capture (Thanks, Benjamin Embarec)
  2. Promotions display correctly the chance they have to capture a slave
 
I can't find anymore exploits/glitches for ya'll man... :'( New computer, and although it's got like 5 times the video ram my old one does.. it's missing the shading and lighting elements that Civ4 suppossedly needs, and i've been informed it won't run at ALL now. And my old one no longer can connect to the internet so double whammy. XD

I'll probably get a NEW new computer, or just video card, in a couple months but till then I guess you need to find someone else to sniff out all the major exploits in this and Legion. :p
 
Thanks a lot, Embarec. Your bug searches really helped me a lot. I think I got everything in the mod except there is some event that is causing crashes. I'll look at each one seperatly but so far I narrowed it down so that none of the FfH, Nikito, Elohim or Cult of the Dragon events are broken. Once again thanks for your help. :goodjob:
 
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