View Full Version : FfH2 Modmods, Scenarios, and Maps


Pages : [1] 2 3

  1. Fall from Heaven: Rise of Mania
  2. Svartalfar Mod
  3. MOD: Breath of Pestilence
  4. Blaze's FfH MaxMod
  5. Snarko's Options mod
  6. Map of Erebus - Unofficial FfH2 Map
  7. 21civ Standard Size Erebus Scenario
  8. [Map] My huge 19 civ map for v.25 +
  9. FFH specific map scripts?
  10. Minimod
  11. Wiser Orcs (a FfH II mod)
  12. Challenge: Barbatos Isle
  13. Faeryl Viconia: Roleplaying Challenge
  14. Barbarian trait very mini mod
  15. Tech Tree Reworking
  16. [Map]FFH-Map where Evil rules
  17. FFH2 the Middle Earth years....
  18. Escape from Hell scenario map
  19. Composite Mod-Mod for FFH2
  20. [Map] North America 12Civs for .030f 85x90
  21. Creation.py map script early rough draft
  22. Magister Modmod
  23. national quasi hero suggestion
  24. Need help with editor
  25. Few beginner questions
  26. Ritual Reworking
  27. FFH on old world earth
  28. Khazad - Ljosalfar war
  29. Mana Node Yield
  30. Mod Question: Adding a new civ
  31. DDS Files
  32. Unit Statistics for FFH
  33. Ethema: A FFH Scenario
  34. [Map script]Creation.py for FFH2
  35. Cardith Lorda Role Playing Challenge
  36. AltCivics for Shadow
  37. Tales from the Winter Court [Svartalfar AAR]
  38. The longest war AAR
  39. Need a little help
  40. A little modding help
  41. [MODCOMP] Doviello Icehouse
  42. My First Scenario
  43. A little modification to the Calabim
  44. [Promotion Religion=Unit Religion]
  45. Tentative Early Release of New Civ: The Villalfar
  46. Question: How to make something only buildable on a hill?
  47. Improving the "Defender" trait.
  48. A few new events
  49. Bored and problems playing FFH. So i decided to makeup a scenario/modmod
  50. Modmod "No Blight"?
  51. Another Simple Question: Player colors
  52. Modular Fall from Heaven
  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. 360 camera from Dungeon Adventure
  164. Shadow Portals Modmod idea?
  165. How does this work?
  166. How do modules work?
  167. How to Activate Mod mods
  168. Can anyone give some python help plz?
  169. Trying to find all the Adaptive/Insane code...
  170. A few tricky things
  171. Portable Resources from Dungeon Adventure
  172. AI Difficulty Adjustments in Custom Maps
  173. Apep's FfH Maps
  174. Assimilation
  175. Any Scenario Guides?
  176. Beefin up Octopus Overlords
  177. Sorcery tinymodmod
  178. Hippus Flavor Mod
  179. Diplomacy Dialogue
  180. Hell Terrain in World Builder
  181. Disable Forts?
  182. Apep's Modular Modmods: AltCivics for FfH
  183. The AI got a problem with the Barbs? Palace Guard is the Solution!!!
  184. Greater Erebus
  185. Tarquelne's Modules for 3.17
  186. Voice for the Techs
  187. Cursor Graphic Replacements
  188. FlavourMod 2
  189. Unit Model help request: Chop the heads off the attached units.
  190. Questions for modders
  191. Religous icons?
  192. Nomadic Civilization ModMod Development (FFH2+FF)
  193. [Maps] Knight's Erebus
  194. Orthus giving free promotions to barbs
  195. Expanded Mercenaries
  196. Graphics help
  197. Python Unit Creation & Starting Promotions
  198. Request: Assimilation Module
  199. Overriding Default Unit Art Styles in FFH
  200. BUG mod not working after Fall Further v.041D
  201. Rumours (Passive Intrigue) Mod - Need some help.
  202. requires contact
  203. Riders of Armageddon Scenerios
  204. The readouts from FF...question on it...
  205. Mod Compatability
  206. how to enable No Settlers option in vanilla BtS?
  207. 'tidy action' interface
  208. Apep's Modular Modmods: AltAmurites
  209. Apep's WondersPack
  210. Playing on Earth
  211. LOTR Map
  212. A question for the mod community
  213. Larger than Huge Maps
  214. Module: Tired of getting jerked around by Barbatos?
  215. Mailbox's Economic Mod
  216. Swapping Amurite Immortal/Beastmaster for Ranger
  217. The Inheritance Cycle
  218. combine ffh and standard bts elements
  219. Need Help With a Bit of Tricky Python
  220. How to start the scenarios?
  221. Crystallized Mana; Conquerable Nodes
  222. Fix for production from unhappy people
  223. Bugged Fall Further Save or my system?
  224. Adding ai flavors
  225. Upgradable Heroes
  226. Feasting to the max
  227. looking for standard/large maps
  228. any way to give one civ multiple buildings of the same BuildingClass?
  229. Why is the Improvement growing not working modules?
  230. FiRe! - Fall into Revolution
  231. MarnokMod .34
  232. How would you add the guilds back?
  233. Monsters!!
  234. Help with adding options
  235. Something stirs amongst the ruins....
  236. Kouji's FFHBUG thread
  237. Wildshape
  238. fort spreading borders - python problem
  239. Need some python help
  240. Frustrated with crashing (Fall Further 0.42)
  241. Beginner Questions for a ModMod
  242. BMP to WBS Converter with FfH2
  243. RiHatz Founding City Mod
  244. Fixed Mercurians and Infernals
  245. Civilopedia
  246. Custom Erebus mapscript?
  247. Amurite Unique Spells
  248. Help with SDK
  249. Help with Python for Regicide Mod mod
  250. Rise of Darkness