View Full Version : FfH2 Modmods, Scenarios, and Maps


  1. Fall from Heaven: Rise of Mania
  2. Svartalfar Mod
  3. MOD: Breath of Pestilence
  4. Blaze's FfH MaxMod
  5. Map of Erebus - Unofficial FfH2 Map
  6. 21civ Standard Size Erebus Scenario
  7. [Map] My huge 19 civ map for v.25 +
  8. FFH specific map scripts?
  9. Minimod
  10. Wiser Orcs (a FfH II mod)
  11. Challenge: Barbatos Isle
  12. Faeryl Viconia: Roleplaying Challenge
  13. Barbarian trait very mini mod
  14. Tech Tree Reworking
  15. [Map]FFH-Map where Evil rules
  16. FFH2 the Middle Earth years....
  17. Escape from Hell scenario map
  18. Composite Mod-Mod for FFH2
  19. [Map] North America 12Civs for .030f 85x90
  20. Creation.py map script early rough draft
  21. Magister Modmod
  22. national quasi hero suggestion
  23. Need help with editor
  24. Few beginner questions
  25. Ritual Reworking
  26. FFH on old world earth
  27. Khazad - Ljosalfar war
  28. Mana Node Yield
  29. Mod Question: Adding a new civ
  30. DDS Files
  31. Unit Statistics for FFH
  32. Ethema: A FFH Scenario
  33. [Map script]Creation.py for FFH2
  34. Cardith Lorda Role Playing Challenge
  35. AltCivics for Shadow
  36. Tales from the Winter Court [Svartalfar AAR]
  37. The longest war AAR
  38. Need a little help
  39. A little modding help
  40. [MODCOMP] Doviello Icehouse
  41. My First Scenario
  42. A little modification to the Calabim
  43. [Promotion Religion=Unit Religion]
  44. Tentative Early Release of New Civ: The Villalfar
  45. Question: How to make something only buildable on a hill?
  46. Improving the "Defender" trait.
  47. A few new events
  48. Bored and problems playing FFH. So i decided to makeup a scenario/modmod
  49. Modmod "No Blight"?
  50. Another Simple Question: Player colors
  51. Modular Fall from Heaven
  52. Fall Further - Additional Civilizations Modmod
  53. Converted BUG elements
  54. Bannor AAR
  55. Good vs Evil – My first scenario.
  56. Horsemen & Firebows
  57. 19 civ Huge terra map for FfH2 - WIP need help
  58. Weakened Compact
  59. Alfheim: Elves at War
  60. Help request: how to use FFH2
  61. The Chromatic War
  62. How to mod FFH2 ?
  63. Python Questions
  64. Longer Thaw?
  65. Fixing the 'no reagents' problem
  66. Ability to Build All Improvements
  67. How to open CvGameCoreDLL.dll ???
  68. Importing the promotions part of FFH2 problem
  69. FFHBUG alpha
  70. Middle Earth Map?
  71. Opp fire and unit promotion giving
  72. Modified DLL - "Control more Stuff"
  73. How and where to modify generic map scripts?
  74. Dungeon Adventure MOD MOD
  75. Balancing STWeak in the absence of Hell terrain?
  76. Spicing up the Elohim?
  77. Rex's Map Pack
  78. Modular SpeedFFH
  79. On technologies and unit graphics
  80. Elohim With Salsa: Modular mod.
  81. Expanded Spell System
  82. Holy Warriors: Modular mod with new Pal/Eid./Druid type units for each religion.
  83. [Mini MOD _ MOD Comp] Alignment Options
  84. Help needed. No maps work for me in ffh2
  85. Screenies of the leaders
  86. The Werewolf Civ Mod
  87. No city razing/No settlers playstyle: modifications required
  88. Unit Module: Amurite Siege Mage
  89. Commanding Officers and Broader Alignment
  90. [MODCOMP]Broader Alignment
  91. Units Module: Amurite "technological" units replaced.
  92. Dual-phase Tech Tree Expansion
  93. New Rod of Winds function/building
  94. Map Idea - All Leaders!
  95. Requesting Python Help
  96. Building Module(s): Blasted Garden - Gives Reagents.
  97. Ideas, python help request: Alazkan's Mirror
  98. Worker Mod
  99. 35civAllLeaders Scenario
  100. Request: Map of Erebus
  101. Units Module: Calabim assassin and shadow
  102. Version conversion
  103. Unit Module: Salt Golem
  104. Does AI vassalize too much?
  105. Is this possible?
  106. Modular Airships
  107. FlavourMod - Mapscript Module
  108. [MODCOMP] - XML Cleanup & Expansion
  109. Recommend me a map
  110. question ´bout maps/scenarios @ ffh-0.31
  111. Naming things
  112. A couple of questions
  113. Scions of Patria: Seeking ideas, feedback for undead civ module
  114. FFH2 Official Scenarios?
  115. How to...
  116. [Map] 19 Leaders 60x60
  117. Hey Magister, have a question
  118. FfH modmod idea
  119. Bannor Armageddon Scenario
  120. An Easier Scenario for vanilla civ (2.023): Land of Conflict
  121. Automation Request: Vitalizer and Spring
  122. problem adding promotions?
  123. FfH2 BTS 0.31e The Earth Map 124x68 19civs
  124. How to make a new leader?
  125. Amurite Armageddon Scenario
  126. Python Questions
  127. Kunningas - Giant civ, feedback, help and opinions treasured.
  128. Armageddon Scenarios
  129. Civilization Module: The Scions of Patria
  130. Request-upgradeable/obsolete buildings
  131. python help request : plot.setOwner?
  132. challenge for total conversion gurus
  133. Making all cities hold one building to create a 1-tier radius
  134. [MODCOMP] Interface Upgrade (No gameplay changes)
  135. Multiplayer Great Person mod
  136. FFHBUG beta
  137. Alternate Main Menu Background
  138. Age of Man
  139. The Legion of D'Tesh (Civilization Module)
  140. [Mod-Mod Request] FFH2 Tactics: No Stack'O'Doom
  141. Illuria
  142. Magister- is it possible to make barbarians spawn inside revealed fog of war?
  143. MarnokMod - (Explorable lairs)
  144. What's up with the Scenario Screen?
  145. Pedia bug, single column please help!
  146. Editing buildings
  147. Modular Personal Mod
  148. Changing supply cost
  149. MOD Idea: Improved Buildings
  150. Where to Find Mutate Chance?
  151. [GRAPHICS/PYTHON] Religious HUD
  152. [Map] ZomgErebus: Huge map, 25 civs, Fall Further required.
  153. Map creation and compatibility
  154. "Unofficial" Extra Events?
  155. Balanced "E" Map please?
  156. Need Python/XML Help
  157. Illuria: A Good map for FFfH Further
  158. Claim Flags from Dungeon Adventure
  159. Request: Standard-sized maps
  160. Standard-sized custom map project: races poll
  161. Standard-sized custom map project: landmass poll
  162. [Maps] Realization: my smaller lore-themed maps
  163. Jotnar - Giant Civ for Fall from Heaven. Download Here.
  164. 360 camera from Dungeon Adventure
  165. Shadow Portals Modmod idea?
  166. How does this work?
  167. How do modules work?
  168. How to Activate Mod mods
  169. Can anyone give some python help plz?
  170. Trying to find all the Adaptive/Insane code...
  171. A few tricky things
  172. Portable Resources from Dungeon Adventure
  173. AI Difficulty Adjustments in Custom Maps
  174. Apep's FfH Maps
  175. Assimilation
  176. Any Scenario Guides?
  177. Beefin up Octopus Overlords
  178. Sorcery tinymodmod
  179. Hippus Flavor Mod
  180. Diplomacy Dialogue
  181. Hell Terrain in World Builder
  182. Disable Forts?
  183. Apep's Modular Modmods: AltCivics for FfH
  184. The AI got a problem with the Barbs? Palace Guard is the Solution!!!
  185. Greater Erebus
  186. Tarquelne's Modules for 3.17
  187. Voice for the Techs
  188. Orbi ModMod - tactics & corporations
  189. Cursor Graphic Replacements
  190. FlavourMod 2
  191. Unit Model help request: Chop the heads off the attached units.
  192. Questions for modders
  193. Religous icons?
  194. Nomadic Civilization ModMod Development (FFH2+FF)
  195. [Maps] Knight's Erebus
  196. Orthus giving free promotions to barbs
  197. Expanded Mercenaries
  198. Graphics help
  199. Python Unit Creation & Starting Promotions
  200. Request: Assimilation Module
  201. Overriding Default Unit Art Styles in FFH
  202. BUG mod not working after Fall Further v.041D
  203. Rumours (Passive Intrigue) Mod - Need some help.
  204. requires contact