View Full Version : Frequently Asked Questions


Starship
May 22, 2006, 01:46 PM
General

Q: What are the plans re: Fall from Heaven and the Warlords expansion?

A: Kael is currently under a NDA and unable to say anything about Warlords. The Team will release more details once Warlords is out.

Q: What is the best way one can help you with FhF II? Is there a certain type of game that makes for the best type of beta results etc.? or is it just best to play it how we normally would and just report any problems we encounter?

A: A good way for finding issues is to use every feature as effectly as possible. That will show which features are to powerfull. Now there are of course also features that are to weak. So best remember, too, what you did not use, and why you thought it was absolutely useless. Finally, if the game is crashing, send in the save game from the turn before, for testing purposes.

Q: Is there a place where we can send donations to the developers for their time and effort and to keep this mod going through all the vanilla civ updates?

A: No, we dont want the donations (but thanks for offering). Instead please make sure you are buying legal copies of Civ4 and the soon to come Warlords expansion.

Q: I get XML errors on startup, what is it?

A: You maybe have old files in your CustomAssets directory. Go in My Documents/MY Games/Sid Meier's Civilization 4/ and rename folder CustomAssets into CustomAssets.old

Q: How do I make it so that FFH is loaded by default?

A: just look in the "fall for heaven II" subdirectory in Mods, there is a link that start directly FFH2 without the need to start civ4 vanilla first. Copy it on your desktop or in the start menu and you are done. (it is still slow but it is one step less

Q: Do I have to install FfH1 over FfH2?

A: Two separate games. FfH2 doesn’t install over FfH1.

Q: Why does FfHII take so long to load?

A: The lag during loading is due to the stuff we included it will become longer instead of shorter in future releases. Please be patient.

Q: The mod won't load,, 1.61 is applied,FfH is properly installed in the mods directory and the Civ DVD is in the drive.

A: It could be that you just aren't waiting long enough. Whiel the mod is loading (before the percentage bar comes up) the game is being copied from the mod directory to cache. Depending on the speed of your hard drive that could take a little while. When FfH was at about 5gb on my laptop I would go fix myself something to eat while it loaded. But that was with all of my source material in (I clean that all up before I distribute).

Q: I have a save from previous version of FfF1.0, or FfHII, can I load that one on the new patch?

A: The patch will probably invalidate your save game.

Q: Why is the civilopedia so...incomplete? It's hard on a new player.

A: Definitly want to have that down the road. But remember this is the very first beta version of the mod. We dont want to spend a lot of time documenting quite yet because we have stuff we need to fix and create that is a higher priority. Also we hate to document a lot of stuff that may change.

Q: Why are there so many barbarians?

A: Yeah, the barbs can be hairy. Make sure you have a couple warriors per city or you'll be in deep trouble! Also, the high mortality rate for scouts is the intentional cost of exploration. Personally I dont like vanilla where you run for goody huts without consequences. This mod is simulating a much more dangerous starting environment and staying home is a viable strategy. Its an early game reward/risk decision.

Q: is FfH2 (and 1) playable via the PBEM system? I've got some people who would like to try it out in a PBEM game.

A: I don't see why not. PBEM is not simultaneous so it's almost like single player. I played both FFH1 and 2 in LAN and they both work perfectly.

Q: I'd like to play FfH together with some other (SDK-)mods (Unit Statistics for example). Do you consider including the SDK source code files so that anyone could merge FfH with other mods?

A: Not with the playtest version. Maybe when we get to a stable version.

Q: but when I start the game with your mod FFh2, everything is fine, and then when I start a new custom game, the sign on the upright screen says "10 turns left", which means I can only play 10 turns. Am I doing something wrong?

A: The 10 turn problem usually means you are using a NoCD patch. Remove it and it should work fine.

Q: Is this mod based off a book or game?

A: The game is based a few D&D campaigns I ran over many many years. The Armageddon spells, spell spheres, leaders and heroes were all big parts of the D&D game. (sweet, I used to be a dm as well )

Q: where did you get the main menu music from?

A: Its from a Half-Life 2 mod called Eclipse: http://students.guildhall.smu.edu/~e...downloads.html

Q: What is the developers stance on usage of the artwork and modifications from FfH2 in other mods? I'm at the very start of a fantasy mod (Aventurien), and several of the FfH2 modifications but also artwork would fit very well there. With proper credits of course. But only if that would be ok for you.

So is it allowed to "scavenge" from the mod?

A: Not only is it allowed, it is encouraged! The more good mods the better.

Magic

http://forums.civfanatics.com/showthread.php?t=159353 – Link Design: Spells

Q: How do spellcasters level?

A: They get XP automaticaly over time, just like Heroes, but slower. With Arcane trait, they get XP faster. In addition, you can send them in fight against weakened enemies...

Q: Why I cant build Mages, Archmages, High Priests, Conjurers, Summoners, Inquisitors etc?

A: Because you need to upgrade them from their predcessors, like Adepts, when they reach certain level. (4 I think?)

Q: Why should I get combat upgrades to my spellcasters?

A: Because it also makes their spells stronger, i.e. if you summon skeleton with mage that has combat 1 and 2, skeleton will have combat 1 and 2 as well. You can also give them spell extension to give summoned units extra move

Q: I'm confused as to what Mana Nodes do?

A: When they are improved they provide a mana resource for whatever improvement you put on them. So if you make a Mana Node into A Body Mana Node it provide Body Mana.Mana is used for different things, the biggest use is that it is used it determines what spell spheres your casters start with for free. So if you have Death mana, Body mana and Fire mana resources caster you build will start with rank 1 in Body, Death and Fire magic.

Q: So wait, mana nodes start out neutral? And then somehow (using a mage, I guess?) you can improve the node to whatever magic type you want? Thats neat. If that's the case, can the improvement be pillaged later and changed?

A: Using an Adept (or worker who will do it much slower) you build an improvement on top of the mana resource after revealing it with the tech Knowledge of the Ether. You select the magic sphere and can pillage it later or pillage your enemy's node improvements as well.

Q: Just checking to be sure: is there any advantage in having more than one of the same mana kind? Eg Ljosalfar having founded the Fellowship of Leaves = 2 Nature mana. Any advantage?

A: Not yet, but soon.

Q: After I researched summoning my adepts still don't have access to the 2nd level spells. I am guessing that besides the first level of the sphere, they need addtional Mana resources?

A: Adepts can never cast rank 2 spells. They need to be upgraded to mages or conjurers first. And they need to be level 3 or greater to be upgraded.

Q: My Summoned creatures don't disappear at all.

A:Skeletons and the like should stay until they die. The creatures from level2 spheres should disappere though. Maybe you have the summoner trait, which allows the creature to stay 3 turns?

Q: Does the spell Earth 2 do anything for summoners?

A: Nothing yet im afraid. You can see all the spells here: http://forums.civfanatics.com/showthread.php?t=159353 and you will see that there is a spell speced for that slot (Summon Kikijub) but it hasn't been added yet.

Q: How many spells can an adept/mage/conjurer cast per turn?

A: There are some exceptions on specific spells, but in general a caster can cast 1 spell a turn and it doesnt effect his ability to cast spells on the following turn.

Q: What does the spellstaff promotion do? And how to break it?

A: When you get the Spellstaff spell, you can cast it to create a spellstaff. You cannot cast it again until the staff is broken. When you've cast any spell, and thus exhausted your casting power, you can break your spellstaff to regain the power to cast for that round. A quite powerful ability, as it can for example allow you to use Meteor Shower twice in one turn.

Diplomacy & Civics

http://forums.civfanatics.com/showthread.php?t=159365 - link Design: Civics

Q: Why I get "You treat your people badly" penalty in diplomacy?

A: It means that you use first two civics in your compassion category (Fend for themselves/Sacrifice the weak).

Q: About the 'You treat your people' diplomacy thing, why do several civs care about it and the rest don't?

A: Some actually like it if you treat your people bad, others do not care. Its dependend on the Leader if it will show up. (And of course dependend on your compassion Civic)

Q: Why I can't select civics like Slavery, Sacrifice the weak etc?

A: They need some state religion, as follows:
Guardian of Nature: Fellowship of Leaves
Arete: Runes of Kilmorph
Slavery: Octopus Overlords
Sacrifice the Weak: Ashen Veil
Social Order: The Order

Q: In regards for Crusades, bannor specific Religion Civic, what happens if the evangelist forces a religion in a city with already 3 religions ?

A: They get a 4th. The 3 religion limit is only for natural religion spreading.

Technology

http://forums.civfanatics.com/showthread.php?t=175251 - Link to Tech Tree Feedback.

Q: In the tech three screen the agricultur (spelling) and some other have things are written in diouble? (like build farm)

A: Yes this is intentional. The reason is that the elven worker have a special version of building those things that allows him to build them in forests without the need to chop. Those double items will be removed when all the rest is ok. (as its only annoying but not a real problem and will need lots of clever coding).

The Civilizations

http://forums.civfanatics.com/showthread.php?t=173034 - Link to Kuriotates info.

http://forums.civfanatics.com/showthread.php?t=172721 - Link to Lurchuirp info.

Q: Arcane, Summoner. What kind of power does that give to the Leader ?

A: All of the traits are covered here: http://forums.civfanatics.com/showthread.php?t=159364

Q: The races/civs that show to be released in Shadow/Fire/Etc(Light is the initial release) Will they be in the initial Beta in some form, or not at all until those later releases?

A: They are in as non-human playable. They haven't had much done with them so they play much like a FfH1 civ, but we didn't see any reason not to include them.

Q: The races/civs that show to be released in Shadow/Fire/Etc(Light is the initial release) Will they be in the initial Beta in some form, or not at all until those later releases?

A: They are in as non-human playable. They haven't had much done with them so they play much like a FfH1 civ, but we didn't see any reason not to include them.

Q: In my game as Ljosalfar, I noticed several things I couldn't do/build, and I can't chop forests.

A: That is intentional. Your elven wokers can built improvements without chopping.

Q: I'm playing with the "Agnostic" civ, the Griggori. I'm having trouble with happiness and culture, and I can't build Temples.

A: If you adopt the 'Free religion' civic you will be able to pic any of the religion specific civics, including slavery (the Grigori love Free Religion!).

Q: My elves can't build seige engines?

A: Yeah, elves cant make siege devices. It's intentional.

Q: How do you build vampires? I cant seem to build them??

A: Only the Calabim can make vampires, and you also need the tech -Corruption of Spirit.

Q: I was wondering what units can recieve the gift of vampirism from the vampire unit?

A: The unit must be alive, and be at least 6th level to be made into a vampire. Moroi are an exception and only need to be 4th level to become vampires.

Q: I was playing a game last night as the Doviello. I noticed that I could not build Libraries when I discovered Writing or Archery Ranges after I discovered Archery. I couldn't find where these were restriction placed on Barbarian races. Am I missing something? I hadn't yet discovered any of the religious techs, so I don't know if I would be able to build Elven Archers/Dwarven Soldiers etc.

A: The Doviello dont use as many buildings as anyone else. They dont need barracks to axemen, macemen or pikemen. They dont need libraries to make adepts. They cant make archers.

Religions

http://forums.civfanatics.com/showthread.php?t=159362 - Link to Design: Religions.

Q: Does the Cult of the Dragon have have any beneficial effects on your cities?

A: No. Call the Inquisition quickly, or build Purge the Unfaithful. Awaken the Ancients is the tech required for this 'religion' and it can only be found by Kuriotates and Sheaim. The first of these two to get it receives the holy city but there's no shrine for this religion. The holy city itself gives you a little bonus (+1 science, +3 culture) but only if you have no state religion.

Q: What is the mechanic behind those ancient forests?

A: Forests have a low chance to turn into Ancient Forests every turn if they are in Fellowship of the Leaves territory. Enemy units that enter an ancient forest have a low risk of spawning a Treant that will attack them. If the nearby city has a Shadowed Vale in it the chance of spawning a Treant is tripled.

Magic Items

Q: Are there going to be more "promotions" that are actually items and weapons?

A: Equipment is coming in "Shadow".

Q: What happens if you drink the Burning Blood with a Moroi and then kill Orthus?

A: The axe is lost forever, the same happens if any summoned unit or spell kills orthus. This should be changed in "Shadow" where equipment becomes actual objects, and a drop type function is added.

Units

http://forums.civfanatics.com/showthread.php?t=159377 - Link to Design: Units

Q: I have the Drown in my city but the people are complaining about a lack of military protecion. What gives?

A: This is intentional. Animals and undead do not make your people feel safe. Would you trust a lumbering zombie to guard you at night?

Q: The Mud Golem doesn't build like a usual Worker, with food overflow like the conquest civic?

A: Its intentional. Did you ever see an machine that grew when you gave it food?

Q: I just had a bear gain a level and get combat 1 after defending against a skeleton. Should that be able to happen now?

A: Yes, animals can level now. (That became important when we made werewovles animals).

Q: Do the Treants stick around until killed or are they there for a limited amount of time? Because at least for a while they are very strong - and it might even be an advantage to have an enemy enter your ancient forest if it gives you such a strong unit early on.

A: The treants dissappear after some turns.

Q: are goblins not supposed to be able to upgrade to higher tech scouts? They currently can only upgrade to worg riders (horseman) which are not even explorer type units.

A: Goblins cant upgrade to "hunters" because hunters and up are lizardmen. we try to keep units from changing species in most cases (living units can become demons or undead, but demons or undead can not become living units, etc).

Q: How exactly does a unit get the Immortality promotion ?

A: Immortality can be gained by three means as far as i remember.
1) the Immortal gains it every turn
2) The Blood of the Phoenix Wonder gives all units you posses when you built it the Immortality Promotion once
3) Losha Valez (Calabim Hero) gains the Immortality Promotion whenever she kills an living enemy.

Q: my vampire has the "diseased" promotion. Is this intended?

A: Vampires can be diseased, they are living (although immortal creatures if they can keep feeding) in FfH.

Q: Where are all the animals? It’s hard to find them around sometimes.

A: animals stop spawning after there are a certain number of cities per civ in the world.

In "Fire" we plan on opening up a midgame area that will allow you to do some midgame exploration (from a design standpoint we want to extend the exploration and this seemed like a good way to do it). This area will have some more powerful animals that will challenge your rangers and may need beastmasters to take down.

In "Shadow" we want to create some areas in the main map that have to be conqured before they can be settled. These areas will house monster lairs that will spawn new animals and give your anti-animal units something to hunt.

Q: What are "Fire" and "Shadow" in one of your last post ?

A: "Fire" is the next phase of FfH2. "Shadow" is the one after that. "Ice" is the last phase of FfH2. When we origionally built the design docs for FfH2 we broke the features into 4 main parts because it was so large and contained so many technical challenges that it would be impossible to handle at one. "Light" is the first of those 4 phases and the one we just opened up for playtesting. There is a lot more to come.

Buildings

http://forums.civfanatics.com/showthread.php?t=159369 - Link Design: Buildings

Q: I was just curious what effects things like Freak Shows and People Pens had?

A: Freak Shows give great artist points and allow you make human, elven, dwarven and orcish slaves into the pen attractions (similiar to how animals are handled for the other civs). Because the Balseraphs can pen people and animals they have the most effective carnivals, and an amazing culture force if they fill one up.

Q: Captured bears can build the dancing bear even without a carnival?

A: Dancing Beras can be built without carnival as bears the strongest animals. This is the reward for capturing them.

Improvements

http://forums.civfanatics.com/showthread.php?t=159367 - Link Design: Improvements

Q: Could someone explan to me how to use the pirate cove, and what it does?

A: The Pirate cove is an improvement that can be built on unowned tiles. It allows ships to pass through it (meaning you can use it as a canal through thin land masses). It also provides some protection and increased healing for ships in it. Making it a nice home away from home for your remote naval units.

http://forums.civfanatics.com/showthread.php?t=173246 Link - Pirate Cove Thread

Promotions

http://forums.civfanatics.com/showthread.php?t=159370 Link - Design: Promotions

TheJopa
May 22, 2006, 02:30 PM
I'm also working on this one, as Starship allowed me.
I'll edit this post as I add new Q&A

Q: I get XML errors on startup, what is it?
A: You maybe have old files in your CustomAssets directory. Go in My Documents/MY Games/Sid Meier's Civilization 4/ and rename folder CustomAssets into CustomAssets.old

Q: How do spellcasters level?
A: They get XP automaticaly over time, just like Heroes, but slower. With Arcane trait, they get XP faster. In addition, you can send them in fight against weakened enemies...

Q: Why I cant build Mages, Archmages, High Priests, Conjurers, Summoners, Inquisitors etc?
A: Because you need to upgrade them from their predcessors, like Adepts, when they reach certain level (lvl. 3 for Mages, Conjurers, lvl. 6 for Archmages, Summoners, High Priests)

Q: Why should I get combat upgrades to my spellcasters?
A: Because it also makes their spells stronger, i.e. if you summon skeleton with mage that has combat 1 and 2, skeleton will have combat 1 and 2 as well. You can also give them spell extension to give summoned units extra move

Q: How are aligments determined? Can I change them during gameplay?
A: Adopting Order will make you good, Ashen Veil makes you bad. Fellowship does not affect alignment. Octopus will make you neutral if you were good, Runes neutral if you were evil. Consider latest two as Evil/Neutral and Good/Neutral religions

Q: Why I get "You treat your people badly" penalty in diplomacy?
A: It means that you use first two civics in your compassion category (Fend for themselves/Sacrifice the weak). This only affects relations with good races; evil ones wont care about this, and neutrals care less. Calabims, the vampire civ, will like you more if you treat your people bad, though.

Q: Why I can't select civics like Slavery, Sacrifice the weak etc?
A: They need some state religion, as follows:
Guardian of Nature: Fellowship of Leaves
Arete: Runes of Kilmorph
Slavery: Octopus Overlords
Sacrifice the Weak: Ashen Veil
Social Order: The Order

Q: How do ancient forests work?
A: If you select Fellowship as your state religion, your forests will start turning into Ancient forests, which give more food and they can also spawn treant if enemy enters them.

loki1232
May 22, 2006, 06:56 PM
Q: Why I get "You treat your people badly" penalty in diplomacy?
A: It means that you use first two civics in your compassion category (Fend for themselves/Sacrifice the weak). This only affects relations with good races; evil ones wont care about this.

Not true dude. I hate to post here, but at least the Calabim give a dip bonus for treating you people poorly.

Kael
May 22, 2006, 07:06 PM
FYI: In general your right about the good and evil civs, but basium doesnt care abotu how you treat your people and the neutral elves think a little better of you if you treat your people well. You can see all of the specific benifits in in the editor. Looking on the leader screen the iHighCompassionAttitudeChange is the modifier if you have the top 2 civs and iLowCompassionAttitudeChange is the modifier if they have the bottom 2. As you can tell from the screen shot, as Loki said, the Calabim think less of you if you treat your people well and more of you if you treat your people poorly.

And TheJopa great job with the questions, youve obviously been doing some reading. :)

Starship
May 23, 2006, 12:03 AM
Reserved for future use.

Starship
May 23, 2006, 12:15 AM
Jopa - Please edit all posts to reserved, and if you find a good faq post then put it in your first post, and I'll move it up to the first post.

TheJopa
May 23, 2006, 04:24 AM
Ok, I will get some more FAQ today, and then we can comb them, and divide them into categories.
And if someone has comment or question about Q&A, PM me or Starship so that we keep this thread with as few posts as possible.

Kael
May 23, 2006, 05:58 AM
This is awesome stuff guys, keep it coming! I added a link to this thread in the main Modpack FfH2 thread.

Starship you may want to move yours up to the first post.

Starship
May 25, 2006, 11:32 AM
Hello. If anyone has recommendations for a good faq go ahead and post, and I'll move it to the top.

Bastian-Bux
May 26, 2006, 01:37 AM
I dont know where else to ask:

Till now I know only two ways to turn djungles into ancient forests:

- axe them and wait for forest to regrow / let druid plant forests via bloom wait for the change into ancient forests (well elves do have time, don't they?)

- genesis changing djungles into foorests -> ancient forest

Is there any other way I might have overlooked for a djungle to turn into an ancient forest? Shouldn't they change by itself due to the influence of the leaves religion?

Chalid
May 27, 2006, 04:57 AM
No right now dschungles do not change into Ancient Forests by themself... But we could introduce an Ancient dschungle that cannot be cut down at all ... :devil:

Bastian-Bux
May 27, 2006, 01:11 PM
Another question:

is it possible that the ancient forest process isn't working properly when using the marathon speed or if played on random maps? In my last three games the ancient forest growth was... weird.

In one game ancient forest showed up in only half of the towns (you could see perfectly well which towns had ancient forests and which not). This was played on the fantasy map 2.

The two games on the two random maps (one gigantic, one duell, both marathon) had no ancient forest at all. Not even severall hundred turns after the development of the leaves religion.

All three games where played with 11c.

Kael
May 27, 2006, 04:21 PM
Another question:

is it possible that the ancient forest process isn't working properly when using the marathon speed or if played on random maps? In my last three games the ancient forest growth was... weird.

In one game ancient forest showed up in only half of the towns (you could see perfectly well which towns had ancient forests and which not). This was played on the fantasy map 2.

The two games on the two random maps (one gigantic, one duell, both marathon) had no ancient forest at all. Not even severall hundred turns after the development of the leaves religion.

All three games where played with 11c.

There is an issue with 11c where ancient forests will only grow on the first 20% of the map. It will be fixed in the next version.

Bastian-Bux
May 30, 2006, 03:27 PM
What is the developers stance on usage of the artwork and modifications from FfH2 in other mods? I'm at the very start of a fantasy mod (Aventurien), and several of the FfH2 modifications but also artwork would fit very well there. With proper credits of course. But only if that would be ok for you.

So is it allowed to "scavenge" from the mod?

Kael
May 30, 2006, 04:10 PM
What is the developers stance on usage of the artwork and modifications from FfH2 in other mods? I'm at the very start of a fantasy mod (Aventurien), and several of the FfH2 modifications but also artwork would fit very well there. With proper credits of course. But only if that would be ok for you.

So is it allowed to "scavenge" from the mod?

Not only is it allowed, it is encouraged! The more good mods the better.

If you use artwork that we created (the buttons and stuff we didnt create, those are just cut from professional pictures) like unit and building art please give the specific artist credit. You can see who made each piece in the units and buildings threads in this forum.

Bastian-Bux
May 31, 2006, 12:46 AM
K, will do so.

justin_in_bango
May 31, 2006, 02:52 AM
Ok... I feel really dumb asking this because I am sure it will seem like something I should know already....

I have downloaded the addition units. (Still DLing the Mod) Where do I put them so I can ensure the files work. I am an old fart (33) so I am not to familiar with the whole "Wonderful World of MOdding." (A Million Kudos to you incredible modders out there. Thanks.)

I tried and loved the original Mod so I am really looking forward to this one!

Added:

These are the mods I am looking to add:

1) FfHWhiteFlagFix (Possibly)
2) Dragon_general_vo[1].2
3) dragon_fire_v0[1].2
4) dragon_toxic_fumes(purple)_v0[1].2
5) kraken
6) birds

Do these get added into the "Units" Folder (DL of FfH 2 done now)

Chalid
May 31, 2006, 05:20 AM
No need to add these manually.
The brid and Kraken are already in Version 0.11
The Dragons will come in Version 0.12

A white flag fix should be included since patch 0.11b as well.

For your original question:
Those files will only add the art anyway (and yes they go to the unit foder but you would have to edit the effects and unitArt files as well).
So you would have to add an actuall unit and unitclasses as well, and then therer would be no special abilities for them....
Oh and you would have to download models to use with those animation effects as well (they are linked in the dragon-thread, first post, bold names above the images)

justin_in_bango
May 31, 2006, 06:24 PM
Thanks. That saved me a possibly HUGE headache. The stuff looks phenomenal by the way!

abman
Jun 07, 2006, 01:19 PM
Just a quick point you might want to include. I've been doing this for awhile and it works fine:
Q: Why does FfHII take so long to load?

A: The lag during loading is due to the stuff we included it will become longer instead of shorter in future releases. Please be patient.

Alternatively, you can move everything from the FFH2 Mods\Assets folder to your CustomAssets folder. Leave the FFH2 Assets folder empty and run the mod. Starts up as fast as vanilla CivIV! However, you will need to move the FFH2 files back out of the CustomAssets folder if you wish to play another mod or vanilla. But copying from one folder to another is MUCH quicker than the game's default mod loading process.

Kael
Jun 07, 2006, 01:47 PM
Just a quick point you might want to include. I've been doing this for awhile and it works fine:
Q: Why does FfHII take so long to load?

A: The lag during loading is due to the stuff we included it will become longer instead of shorter in future releases. Please be patient.

Alternatively, you can move everything from the FFH2 Mods\Assets folder to your CustomAssets folder. Leave the FFH2 Assets folder empty and run the mod. Starts up as fast as vanilla CivIV! However, you will need to move the FFH2 files back out of the CustomAssets folder if you wish to play another mod or vanilla. But copying from one folder to another is MUCH quicker than the game's default mod loading process.

I'd rather you wouldn't. The amount of issues I will be sent for compatibility issue when people forget that the patch didn't update their customassets version (and even if they load the patch version the customassets version will conflict with it) will drive me nuts.

Of course thats cool if you do it abman, but I end up troubleshooting a lot of issues with other mods that put themselves in customassets and I dont want FfH to cause the same issues.

abman
Jun 07, 2006, 03:37 PM
True, its no good for beta testing. But its good complete mods like FFh 1. But yeah I wouldn't want you to have to deal with all those people who don't realize how they might mess things up copying about files.

I personally use two separate sets of files for FFH 2. One dir that I copy to custom assets which I renamed, and the default folder which is treated like a regular mod. I also use a batch script that runs while the game runs and cleans out Custom Assets & the cache after every game. That way the fast load version never intermixes with the beta-test version. So don't worry about my beta reports, they're clean :)

Chalid
Jun 07, 2006, 06:16 PM
I think the easiest way would be linking your custom assets to your FfH 2 012 directory. That should work i think.... But I haven't tried it yet.

abman
Jun 08, 2006, 09:59 AM
I see what you mean, but I don't think it would work. If there are still files in the FFH2 Assets folder then it will load those the slow way, even if custom assets points to the same folder.

Pale
Jun 22, 2006, 07:08 AM
Is it possible to get the c project, I'd like to insert the '3 usable tiles for cities' into my version of fallen from heaven?

Chalid
Jun 22, 2006, 07:13 AM
@Pale:
a) the code base is changing about every day so getting it would be no good.
b) Its already in ;) but only for one civilization and three cities. Check this thread: http://forums.civfanatics.com/showthread.php?t=173034

strategyonly
Jun 25, 2006, 11:56 AM
Who is your resident flag expert, i have a question for that person, about making a personal flag.

eerr
Jun 26, 2006, 01:03 AM
how is fear calculated, and how does it work?
base strength?
including combat?
including defensive bonuses? ect?

kevjm
Jun 26, 2006, 06:31 AM
What do you need to add a spider to a carnival?

Thanks

Chalid
Jun 26, 2006, 06:34 AM
Some tech in the Ranger line. The easiest thing will be to check for the SpiderXXX building in the Pedia.

soibean
Jun 26, 2006, 05:53 PM
I think its animal handling or some such
the tech after tracking I believe

Xereq
Jun 27, 2006, 02:57 PM
Kael,

In a thread about generating two maps you mentioned an underdark, would you be interested in n underdark and ideas for implementing an underdark in Civ 4? If so, could you start a thread? I thought about starting a thread, but it’s really the design team's forum and I don't want to gum up the works with more threads than is necessary.

-Xereq

Chalid
Jun 27, 2006, 03:02 PM
We actually have a thread about it. It was available for the pupblic for about 6 week and got moved to the internal forum as we start dicussing the idears that will be involved.

Its not the underdark, but actually some kind of other plane of existance - Hell.

Bad Player
Jun 29, 2006, 02:31 AM
What do you need to add a spider to a carnival?

Thanks
IIRC you can't (who wants to watch a spider at a carnival?) - there is a building however that you can make and add a spider to which then gives you a silk resource.

Maniac
Jun 29, 2006, 08:35 AM
Just checking to be sure: is there any advantage in having more than one of the same mana kind? Eg Ljosalfar having founded the Fellowship of Leaves = 2 Nature mana. Any advantage?

Chalid
Jun 29, 2006, 08:38 AM
@Manic: Not yet (0.13) but soon.

Maniac
Jun 29, 2006, 08:45 AM
Thanks for the reply. :)

Xuenay
Jul 07, 2006, 01:49 PM
If somebody could edit some new answers into the FAQ. Also, the question about Grigori and healing disease in the FAQ is out of date.

For Miscellaneous:

Q: What are the plans re: Fall from Heaven and the Warlords expansion?

A: Kael is currently under a NDA and unable to say anything about Warlords. The Team will release more details once Warlords is out.

For Units:

Q: I have the Drown in my city but the people are complaining about a lack of military protecion. What gives?

A: This is intentional. Animals and undead do not make your people feel safe. Would you trust a lumbering zombie to guard you at night?

Kael
Jul 07, 2006, 01:51 PM
Please correct to the following:

Q: What are the plans re: Fall from Heaven and the Warlords expansion?

A: Kael is currently under a NDA and unable to say anything about Warlords. The Team will release more details once Warlords is out.

Xuenay
Jul 07, 2006, 01:56 PM
Please correct to the following:

Q: What are the plans re: Fall from Heaven and the Warlords expansion?

A: Kael is currently under a NDA and unable to say anything about Warlords. The Team will release more details once Warlords is out.

Okies, I was just going by what was said in the Warlords thread. Done.

Starship
Jul 07, 2006, 02:46 PM
Xuenay - I'll update the FAQ this weekend. I should have a few hours to get it done. Kael, I'll get that question in first.

strategyonly
Jul 16, 2006, 05:55 PM
There used to be a FORT you could build, that adds defense to a known location, what ever happend to that, and would it still be useful now?

Kael
Jul 16, 2006, 08:14 PM
There used to be a FORT you could build, that adds defense to a known location, what ever happend to that, and would it still be useful now?

Forts should still be in.

strategyonly
Jul 16, 2006, 10:35 PM
Forts should still be in.

How do you build then then? i believe they have a 50% defensive bonus for being on them?

Kael
Jul 16, 2006, 11:32 PM
How do you build then then? i believe they have a 50% defensive bonus for being on them?

All workers should be able to build forts with the appropriate tech (mathematics).

strategyonly
Jul 17, 2006, 08:21 AM
All workers should be able to build forts with the appropriate tech (mathematics).


i knew that but sometimes you have to ask questions, so they get posted.:p

H.GrenadeFrenzy
Jul 17, 2006, 11:43 PM
With Strategyonly's approach, the forts defese bonus stacks if on hills right and what about forests and do they cost anything extra? These are good questions and can be found in the book, I believe(an important read for new players) But does this mod change these factors?

Note: I build them often but these Questions I get from people even on the phone when converting to Civ4 or your MODs, Civ3 players remember.

strategyonly
Jul 19, 2006, 03:34 AM
[QUOTE=H.GrenadeFrenzy] These are good questions and can be found in the book, I believe(an important read for new players)

BOOK? :eek:
Anyways i build the forts to heighten my defensive outreach area(all near the borders), so i could ford off an attack, and when i put those darn workers on "auto" they rebuilt something else over them, darn workers anyways, LOL.:crazyeye: Anyway we could like have bigger forts called castles(permanent like forts) that have a bombard range and unit(s) that ford off the mighty offending units? Or is this not feasible?

H.GrenadeFrenzy
Jul 19, 2006, 09:57 AM
[QUOTE=H.GrenadeFrenzy] These are good questions and can be found in the book, I believe(an important read for new players)

BOOK? :eek:
Anyways i build the forts to heighten my defensive outreach area(all near the borders), so i could ford off an attack, and when i put those darn workers on "auto" they rebuilt something else over them, darn workers anyways, LOL.:crazyeye: Anyway we could like have bigger forts called castles(permanent like forts) that have a bombard range and unit(s) that ford off the mighty offending units? Or is this not feasible?
:lol: :lol: :rotfl: Idunmno...but there is a buiding called castle already so what did they call those buildings in Civ3 that you could put units and cannons into that required the sacrifice of two workers...were those forts? Fortifications? Defense Post? I'll go look and get back later.....those were permant.

vorshlumpf
Jul 21, 2006, 05:09 PM
Information on sentry towers and ancient temples should be added to this FAQ.

- Niilo

QES
Jul 21, 2006, 08:00 PM
[QUOTE=strategyonly]
:lol: :lol: :rotfl: Idunmno...but there is a buiding called castle already so what did they call those buildings in Civ3 that you could put units and cannons into that required the sacrifice of two workers...were those forts? Fortifications? Defense Post? I'll go look and get back later.....those were permant.

The Castle thing bugs me a bit. In fantasy worlds casltes are bastions of grand derring do, and lavish feasts and halls and such, so yes, as a building it makes sense. But ALSO, castles were primiarily built as offensive buildings. You'd plant one in a land you wanted to control, or to wrest control of the land from someone else. WHen we think of the castle, we think of it as defensive, because that's how it fought...but its PURPOSE was very very offensive. The use of the castle was for intimidation, and for command and control of an area, somewhere were troops could come to and from, and thereby subjugate the nearby.

I am advocating for Forts to be reintroduced as stronger more nasty little buggers. Perhaps each fort provides culture (for one ring around it) and a zone of control (old civ2 style) to any units inside it......there by making it impossible simply to "bypass". Youd have to take the long way around, and in choke points...or in grids of forts, this would be impossible, youll have to actually assult the fort (which makes it's purpose offensive as intended).

WHOS WITH ME?
<notices chirping of crickets and grasshoppers>
-Qes

H.GrenadeFrenzy
Jul 21, 2006, 08:25 PM
[QUOTE=H.GrenadeFrenzy]

The Castle thing bugs me a bit. In fantasy worlds casltes are bastions of grand derring do, and lavish feasts and halls and such, so yes, as a building it makes sense. But ALSO, castles were primiarily built as offensive buildings. You'd plant one in a land you wanted to control, or to wrest control of the land from someone else. WHen we think of the castle, we think of it as defensive, because that's how it fought...but its PURPOSE was very very offensive. The use of the castle was for intimidation, and for command and control of an area, somewhere were troops could come to and from, and thereby subjugate the nearby.

I am advocating for Forts to be reintroduced as stronger more nasty little buggers. Perhaps each fort provides culture (for one ring around it) and a zone of control (old civ2 style) to any units inside it......there by making it impossible simply to "bypass". Youd have to take the long way around, and in choke points...or in grids of forts, this would be impossible, youll have to actually assult the fort (which makes it's purpose offensive as intended).

WHOS WITH ME?
<notices chirping of crickets and grasshoppers>
-Qes
maybe......but what about resource affects on the tile with that fort.....will they remain or be lost?.......because for some reason some of those resources are pretty damn hard to get and If they are lost for good....I don't know.....have to chew on that dried ration awhile.

QES
Jul 21, 2006, 08:54 PM
[QUOTE=QES]
maybe......but what about resource affects on the tile with that fort.....will they remain or be lost?.......because for some reason some of those resources are pretty damn hard to get and If they are lost for good....I don't know.....have to chew on that dried ration awhile.

Id say "not accessable" so youd want your fort NEXT to that favorite resource, not on it. That reflects reality, besides most forts will be used in very defensive positions, like in choke points in valleys between peaks, or (if i have my way) in floodplains along a river......as deserts will become impassible, and floodplains would be the only moving-allowed sections in deserts.

vorshlumpf
Jul 21, 2006, 11:33 PM
I agree that forts need some juice. I'd be happy if they even gave +1 to line of sight for all units within them and nothing else, but of course I'd like to see more.

And, I think, being able to build them in unsettled lands should be possible (unless we're given some way to plop down culture on a wild square).

- Niilo

QES
Jul 22, 2006, 01:43 AM
I agree that forts need some juice. I'd be happy if they even gave +1 to line of sight for all units within them and nothing else, but of course I'd like to see more.

And, I think, being able to build them in unsettled lands should be possible (unless we're given some way to plop down culture on a wild square).

- Niilo

I'm for building forts in the wilderness. But as kael said (somewhere) the problem is to get the AI to understand forts, their use, and their inherant defensiveness, and how to set up "grids" and patterns, so that your whole boarder is protected, instead of just a few random points.
As far as i know right now its an AI problem.
-Qes

EDIT: The AI does seem to know to (in times of woe) put units on important resources, like iron, so that it can continue to make its units. IF this could be translated to "important choke points" and "Important culture points" then its possible to get the AI to want to defend those points. And then, i would think, a fort could be tied into this desire. But frankly, i dont know anything about the code, or in what WAY the computer thinks that its important to guard the iron. For AI's the obvious never is.

Starship
Jul 22, 2006, 01:59 AM
YO! This thread is for asking questions that need answers, and posting questions you want in the FAQ. Kindly take your Fort conversation to another thread.

AgnosticMonk
Jul 23, 2006, 02:02 PM
Alright, I have virtually no knowledge of modding, and was wondering if there is a way to unlock the currently non-playable civilizations even in their incomplete state?

Thanks for the great mod, I've been enjoying it quite a bit.

Kael
Jul 23, 2006, 02:43 PM
Alright, I have virtually no knowledge of modding, and was wondering if there is a way to unlock the currently non-playable civilizations even in their incomplete state?

Thanks for the great mod, I've been enjoying it quite a bit.

Thats discussed in this thread: http://forums.civfanatics.com/showthread.php?t=174493

Sarisin
Jul 25, 2006, 03:10 AM
What do you need to play FFh?

Sounds simple, but I will be heading back to the U.S. in October and I want to set my machine up to play FFh.

I know you need to have Civilization IV, but do you also need the three patches? Will Warlords include all the patches?

I don't think I will be able to buy Warlords here in Thailand before October (I will not buy the pirated version), so I will wait until I am back in the US.

Finally, will future versions of FFh require Warlords?

Thanks.

PS. I guess Warlords is out now and I would love to hear impressions of it - not in this thread but elsewhere from FFh'ers.

Kael
Jul 25, 2006, 11:45 AM
Alright I see Warlords is in stores so here is the scoop:

There are no plans to make Fall from Heaven 2 into a warlords mod. There are some advantages to doing it, we would be able to use things like vassal states. But players without Warlords would be unable to play FfH (and there is no way we would try to maintain 2 versions).

At some later point we may switch it to a Warlords mod if that makes sense. But for now we will steal art, resources and cool ideas from Warlords that can be backreved and keep it a Civ4 only mod so that the largest possible amount of players can play it.

If there are any questions let me know. There is a link to the main FfH2 thread on the warlords CD in one of the mod readme's, Im curious to see how many new players it brings.

QES
Jul 25, 2006, 04:13 PM
Alright I see Warlords is in stores so here is the scoop:

There are no plans to make Fall from Heaven 2 into a warlords mod. There are some advantages to doing it, we would be able to use things like vassal states. But players without Warlords would be unable to play FfH (and there is no way we would try to maintain 2 versions).

At some later point we may switch it to a Warlords mod if that makes sense. But for now we will steal art, resources and cool ideas from Warlords that can be backreved and keep it a Civ4 only mod so that the largest possible amount of players can play it.

If there are any questions let me know. There is a link to the main FfH2 thread on the warlords CD in one of the mod readme's, Im curious to see how many new players it brings.

Its good to know your getting some love from CIV proper. Your on a CD mate, be proud!
-Qes

Lord Vermillion
Jul 25, 2006, 05:42 PM
So if you have Warlords will it still be possible to play this mod??? I was considering buying it today, but not if it isn't compatible with the current mod version.

Kael
Jul 25, 2006, 06:08 PM
So if you have Warlords will it still be possible to play this mod??? I was considering buying it today, but not if it isn't compatible with the current mod version.

Yeap, FfH works fine with and without warlords.

Nikis-Knight
Jul 25, 2006, 06:32 PM
Yeap, FfH works fine with and without warlords.
Perfect. So this means I can buy warlords for myself and give the original disc to my best friend as a wedding present. (With FfH burned onto another CD as well, of course.)

edit: or does that violate eula or something? If so I'd just put off buying expansion and buy another copy of original. Sorry for thread hijack.

QES
Jul 25, 2006, 06:39 PM
Perfect. So this means I can buy warlords for myself and give the original disc to my best friend as a wedding present. (With FfH burned onto another CD as well, of course.)

edit: or does that violate eula or something? If so I'd just put off buying expansion and buy another copy of original. Sorry for thread hijack.

What our friend Knight here means is that he's going to BUY a wonderful copy as a wedding present. For all of you whom are official Civ operators. (NIKIS! Icksnay on the esentpray of your own opycay.)

Yes. Yes NIKIS YOU CAN DO THAT. Yes.
:scared:
-Qes

Kael
Jul 25, 2006, 07:56 PM
Perfect. So this means I can buy warlords for myself and give the original disc to my best friend as a wedding present. (With FfH burned onto another CD as well, of course.)

edit: or does that violate eula or something? If so I'd just put off buying expansion and buy another copy of original. Sorry for thread hijack.

No, you will need to use your origional Civ4 CD to play FfH and the Warlords CD to play Warlords.

Jono
Jul 25, 2006, 08:05 PM
Warlords just isn't worth it without FfH (someone had to say it).

Sarisin
Jul 25, 2006, 09:22 PM
Yes, I agree and that was my main reason for asking my question - I wanted to make sure I could keep playing future versions of FFh here in Thailand without worrying about having Warlords.

Anyone: I would still like to know what is necessary to set up FFh from scratch on a new machine. Do you need Civ 4, all three patches, the latest version of FFh, etc. Or, will Warlords have the patches so you can avoid that. I don't think the Civ 4 patches were cumulative, but I might be wrong.

Thanks

strategyonly
Jul 26, 2006, 12:35 AM
Just bought Warlords (Expansion) and nothing is compatible with CIV IV, all the MOD's, all the scenario's, maps, nothing? So either you have to play Warlords or CIV IV but can't combine them.

mervvyn
Jul 26, 2006, 03:56 AM
Yes, I agree and that was my main reason for asking my question - I wanted to make sure I could keep playing future versions of FFh here in Thailand without worrying about having Warlords.

Anyone: I would still like to know what is necessary to set up FFh from scratch on a new machine. Do you need Civ 4, all three patches, the latest version of FFh, etc. Or, will Warlords have the patches so you can avoid that. I don't think the Civ 4 patches were cumulative, but I might be wrong.

Thanks
FfH needs the vanilla 1.61 patch, which should be cumulative for all the previous vanilla patches. no idea about warlords, it's not out here for few more days.

Jono
Jul 26, 2006, 09:29 AM
Just bought Warlords (Expansion) and nothing is compatible with CIV IV, all the MOD's, all the scenario's, maps, nothing? Got to start from scratch? So either you have to play Warlords or CIV IV but can't combine them.

Was like this with all civ 3 expansions... Haven't played civ 2 or the original civ so I can't tell ya about those.

rmac
Jul 27, 2006, 06:36 PM
I have installed Warlords, and realize that FfH2 does NOT work out of the box.

In fact, Warlords crashed for me when I tried to copy the F2F 2014 directory to the Warlords Mod dir.

Kael
Jul 27, 2006, 06:38 PM
I have installed Warlords, and realize that FfH2 does NOT work out of the box.

In fact, Warlords crashed for me when I tried to copy the F2F 2014 directory to the Warlords Mod dir.

FfH2 is not a warlords mod. But Warlords doesn't overwrite your Civ4 install, so if you put your vanilla civ cd in you can load Fall from Heaven as you always have.

There are no plans to convert FfH to the Warlords codebase.

rmac
Jul 27, 2006, 07:39 PM
Kael,

I LOVE your mod, and frankly play it to the exclusion of vanilla C4.

That being said, this MOD is NOT able to run with the Original C4 disk with the Warlords installation. I mention a couple of issues:

1. Civilization4.exe - Requires the Warlords disk to run. WILL NOT run with my Original C4 disk.

2. Double-click my FfH2 save file (in my Original installation) - Warlords splash screen comes up, and WILL NOT start with the Original C4 disk.

I appreciate that you have no intention for adopting the Warlords content. And while I do play a LOT of FfH, it would be nice if you could create some patch (or even just instructions) that would allow Warlords folks to play FfH2. (Also because I'm probably a bit extreme in the amount of FfH2 that I play compared to the vanilla).

Thanks

Silverkiss
Jul 27, 2006, 07:44 PM
I have Warlords, and I can play both FfH II and Vanilla Civ IV, Warlords expansion doesn´t install in the same folder as Vanilla, instead on a sub-folder. You can run any of the two that you want.

rmac
Jul 27, 2006, 07:50 PM
Wow, I would really like to understand how you are able to do that.

I have Civ 4 w/ 1.61 and just installed Warlords. As mentioned in my previous post, the Civilization4.exe in my original folder asks for my Warlords disk.

Not cool. I just uninstalled Warlords so that I could run FfH2...

Silverkiss
Jul 27, 2006, 07:54 PM
Well, I run FfH II normally by pressing its icon (thats on his folder in the Mod´s folder) whit my Vanilla CD on...

Marnid
Jul 27, 2006, 09:16 PM
Q. What exactly does the fear promotion do?
A. Don't know can someone answer this?

Kael
Jul 27, 2006, 09:49 PM
Wow, I would really like to understand how you are able to do that.

I have Civ 4 w/ 1.61 and just installed Warlords. As mentioned in my previous post, the Civilization4.exe in my original folder asks for my Warlords disk.

Not cool. I just uninstalled Warlords so that I could run FfH2...

I think thats because you copied FfH under the Warlords/Mods folder. But it back in the Civ4/Mods folder and it will work correctly. I haven't had any problems running FfH with Warlords installed and Ive been doing it for quite a while.

rmac
Jul 27, 2006, 10:53 PM
Just to be clear, I observed the Warlords Disk requirement when I was running against original C4 installation with FfH folder in Original Mods folder.

I appreciate the comments. I have removed Warlords in order to get my FfH fix, I will probably experiment further in the future.

sakesniper
Jul 30, 2006, 04:06 PM
I have warlords installed and FFH works just fine :confused: You just have to make sure to be starting up normal civ 4 with the civ 4 cd in. Just use the shortcut in the ffh folder with the original civ 4 CD in.

wilboman
Jul 31, 2006, 05:41 PM
Q. What exactly does the fear promotion do?
A. Don't know can someone answer this?
IIRC, units will occasionally be afraid of (won't attack) a unit with the fear promotion (dragons, for example).

loki1232
Aug 01, 2006, 05:46 PM
What does IIRC mean?

wilboman
Aug 01, 2006, 06:17 PM
If I Recall Correctly, IIRC:D

Quick Wiki later: Dang, I'd forgotten how great Wiki is. This could answer any abbreviation question you ever had! (http://en.wikipedia.org/wiki/IIRC) It also lists If I Remember Correctly. Suppose that works.

Xereq
Aug 01, 2006, 10:03 PM
What is a settlement? I keep seeing it refered to but have never come accross it in the game.

wilboman
Aug 02, 2006, 03:02 AM
The Kuriotates are special in that the first several cities they build (scalable by map size) are super-cities. Beyond that, each new city becomes a settlement, a "city" that can only build walls and memorials (obelisks), and no units at all. In effect, they are simply for border pushing and nothing else.

Crash757
Aug 11, 2006, 07:41 AM
What are those two leaders Basium and Hyborem ? They seem to be unasigned to any civilization... Are they somekind of secret leaders that show up in mid game or sth ? :)

Kael
Aug 11, 2006, 08:32 AM
What are those two leaders Basium and Hyborem ? They seem to be unasigned to any civilization... Are they somekind of secret leaders that show up in mid game or sth ? :)

Basium is the Mercurian leader. Hyborem is the Infernal leader.

Crash757
Aug 11, 2006, 10:00 AM
Basium is the Mercurian leader. Hyborem is the Infernal leader.
But it is impossible to choose these civilizations when playing random map and they don't show up on civilopedia :p Are they unfinished or what ? :crazyeye:

Kael
Aug 11, 2006, 10:07 AM
But it is impossible to choose these civilizations when playing random map and they don't show up on civilopedia :p Are they unfinished or what ? :crazyeye:

Yes, the Mercurians and Infernals wonts be added until "Fire". The Sidar and the Svartalfar won't be added until "Shadow" and the Illians wont be added until either "Shadow" or "Ice".

DMN
Aug 11, 2006, 06:26 PM
I'm curious, where is the religion specific music from? Especially the Octopus Overlords music, I wouldn't know where to find something similar to that.

Kael
Aug 11, 2006, 07:44 PM
I'm curious, where is the religion specific music from? Especially the Octopus Overlords music, I wouldn't know where to find something similar to that.

The OO sword is from a song by Sting called the Desert Rose. The rest of the Religious tunes are all cut from songs by Enya.

eerr
Aug 21, 2006, 09:03 PM
can the grigori win a religious victory if they control the holy city?

Kael
Aug 21, 2006, 10:06 PM
can the grigori win a religious victory if they control the holy city?

I dont think so. I think you need to have that religion as your state religion to when the religious victory.

vorshlumpf
Aug 22, 2006, 12:29 PM
How does one remove fallout? The Sanitation tech states that it allows you to "scrub" fallout, but my workers don't have the option.

- Niilo

Kael
Aug 22, 2006, 01:13 PM
How does one remove fallout? The Sanitation tech states that it allows you to "scrub" fallout, but my workers don't have the option.

- Niilo

The sanctify spell removes fallout.

vorshlumpf
Aug 26, 2006, 02:52 PM
Q: What are those small buttons above the unit command buttons?

A: Those are from the Plot List Enhancement mod by 12monkeys. The mod thread explains the functionality (some of the unit filter buttons were changed to suit FfH II):
http://forums.civfanatics.com/showthread.php?t=149572

Speciou5
Aug 27, 2006, 09:30 PM
I checked the first page of this thread and a few others but I tl;dr'd the rest of this thread.

Q - What are the conditions for Bloom? From what I've seen it's any plains/grassland that doesn't have an improvement. Is there more?

Q - Also, is there a quick way to remove your own improvements and return the tile to the empty status? The goal is to remove farms/cottages to build elven farms/cottages.

vorshlumpf
Aug 28, 2006, 12:27 AM
Q - What are the conditions for Bloom? From what I've seen it's any plains/grassland that doesn't have an improvement. Is there more?
Plains, grassland, or tundra, and no terrain features (e.g., oasis, floodplain, worker improvements, ruins,...). Roads are not a feature and do not impede Bloom.
Q - Also, is there a quick way to remove your own improvements and return the tile to the empty status? The goal is to remove farms/cottages to build elven farms/cottages.
Pillage. Use high-movement units to pillage multiple tiles or upgraded cottages quickly (haste also helps).

[I think Bloom should auto-pillage]

- Niilo

Hatty
Sep 15, 2006, 09:40 AM
:confused: Help needed

This looks fantastic! :goodjob: But: I have never played a mod before, never heard of fall from heaven 1, never played dungeons and dragons or similar. I play Prince level on Vanilla Civ, but this is so different that I quite simply haven't got the foggiest. I've tried bimbling along in the game for a bit, but as the pedia is not great on general concepts (not a nag, I'm still awed by the amount of work that must have gone into this) I'm struggling a bit! Rather than asking a string of dumb questions, is there a basic guide somewhere, or some sort of public game like the ALCs for vanilla civ? With so many new civics, totally new religions and massive new concepts like magic I'm feeling somewhat daunted!

Any help gratefully received.

Kael
Sep 15, 2006, 11:47 AM
:confused: Help needed

This looks fantastic! :goodjob: But: I have never played a mod before, never heard of fall from heaven 1, never played dungeons and dragons or similar. I play Prince level on Vanilla Civ, but this is so different that I quite simply haven't got the foggiest. I've tried bimbling along in the game for a bit, but as the pedia is not great on general concepts (not a nag, I'm still awed by the amount of work that must have gone into this) I'm struggling a bit! Rather than asking a string of dumb questions, is there a basic guide somewhere, or some sort of public game like the ALCs for vanilla civ? With so many new civics, totally new religions and massive new concepts like magic I'm feeling somewhat daunted!

Any help gratefully received.

Unfortunalty not. I would recommend checking out the wiki and the first post in this thread. But we are still activly creating this game so sitting down and writing detailed docs would just mean they would be obsolete when the new version releases (like trying to work on a car while its driving down the highway).

But go ahead and ask any questions, I am sure the folks here will be able to answer.

Hatty
Sep 15, 2006, 04:28 PM
Thanks for replying. Guess I need the practice for when the world recognises that I should be a highly paid Beta tester for strategy games ;)

Have now being playing it for a few more hours using hotseat with my boyfriend (great for learning about another civ's features) and I think I'm beginning to get the hang of it (although I haven't really got into casting spells so I've a long way to go).

Quite simply, I love it. Was thinking of getting Warlords, but who needs it with this? Big up to the mod team. The Drown are the business. And the music is fab.

Anyways, I plan to play it till I know it and start dreaming it (does anyone else get that?) and then see if I can help at all: I have no programming/graphics/musical skills so if you still need Wiki input and I am competent enough at some point, I can write reasonably. I might even devise an idiot's guide for folks like me. And, if it becomes obsolete, I shall take it philosophically as I cannot imagine the hours you good people apply to modding, many of which must be 'learning experiences' i.e. frustrating wastes of time when stuff doesn't work.

My first dumb question: What are ancient temples and how in heck do you use them?

Thanks again.

By the by, where the Wiki is completed, it's very useful, extra brownie points to those who have contributed.

Alchemistor
Sep 15, 2006, 04:45 PM
Deleted.

Hmm should have known that I should let the developers answer these questions. Knew I'd get stuff wrong.

Kael
Sep 15, 2006, 04:50 PM
My first dumb question: What are ancient temples and how in heck do you use them?

Ancient temples are a resource, just like banannas (i bet you weren't expecting that responce). Unlike banannas you cant trade them with other civs, you either have them or you dont. To "have them" you need to clear the jungles around them, build a road to them, and use a unit with the explore temple ability (workers, and most recon units can do it).

If you have an ancient temple connected to a city all of your adepts start out with the Combat I promotion. So they are a little tougher, and even more importantly, their spells are tougher.

Chandrasekhar
Sep 15, 2006, 04:52 PM
Whoah, I didn't know that. Hm, I always thought they were just useful for the +8 :commerce: they generate when worked.

Sureshot
Sep 15, 2006, 05:08 PM
about dreaming the games, thats the best... quite disorienting to wake up wondering where your units are, whether you're winning, and why you can't scrolls up and down your vision

Chandrasekhar
Sep 15, 2006, 05:10 PM
Not as bad as the time I played Halo 2 'till 5 in the morning beating legendary, then went to school in the morning and could have sworn one of the students was shooting a needler at the math teacher...

Sureshot
Sep 15, 2006, 05:13 PM
i dunno, FPS tend to atleast agree with reality somewhat, civ gives you really messed up perceptions of disembodiment and area presence

Kael
Sep 15, 2006, 05:14 PM
I get strange urges while driving after playing to much Burnout 3.

Grey Fox
Sep 15, 2006, 05:14 PM
It can get real vivid with games with a high FPS or a faster pace game, like a racing game or First Person Shooter. Alot of my dreams are about games, when they arent about boobies (im starting to wear out that word arnt I?).

EDIT: Heh, many similar responses while I wrote this. And they seem to agree with me about racing games and FPS.

QES
Sep 15, 2006, 07:10 PM
I get strange urges while driving after playing to much Burnout 3.

I had the same effect from playing Grand Theft Auto (Vice City) with my friends. We'd be at a perkins, and an ambulance would be outside, and even though none of us were saying it, we were ALL equally staring with lustful intentions at that vehicle.

When someone finally said something, we all sort of had a nervous laughter, and agreed that we needed to cut back on the GTA.

It should be noted that none of us did cut back, but none of us are as of yet, in jail.
Self-control is good.
-Qes

eerr
Sep 16, 2006, 04:35 PM
about dreaming the games, thats the best... quite disorienting to wake up wondering where your units are, whether you're winning, and why you can't scrolls up and down your vision


Sureshot
View Public Profile
Send a private message to Sureshot
Send email to Sureshot
Find More Posts by Sureshot
Add Sureshot to Your Buddy List

Sep 15, 2006, 06:10 PM #107
Chandrasekhar
Tech Mercantilist




Join Date: Mar 2006
Location: Seattle, WA
Posts: 1,001 Not as bad as the time I played Halo 2 'till 5 in the morning beating legendary, then went to school in the morning and could have sworn one of the students was shooting a needler at the math teacher...
__________________
If the opposite of bonus is malus, and if the plural of bonus is boni, then is the plural of the opposite of bonus Mali? Coincidence or not?

Rattling a sabre makes noise. Drawing it does not.


Chandrasekhar
View Public Profile
Send a private message to Chandrasekhar
Send email to Chandrasekhar
Find More Posts by Chandrasekhar
Add Chandrasekhar to Your Buddy List

Sep 15, 2006, 06:13 PM #108
Sureshot
Imperatrix




Join Date: Feb 2006
Posts: 1,584 i dunno, FPS tend to atleast agree with reality somewhat, civ gives you really messed up perceptions of disembodiment and area presence


Sureshot
View Public Profile
Send a private message to Sureshot
Send email to Sureshot
Find More Posts by Sureshot
Add Sureshot to Your Buddy List

Sep 15, 2006, 06:14 PM #109
Kael
Rampaging Butterpecan




Join Date: May 2002
Location: Ohio
Posts: 7,268 I get strange urges while driving after playing to much Burnout 3.
__________________
Fall from Heaven I
Member of the Fall from Heaven II (forum) team with Chalid, Corlindale, C.Roland, Loki, Nikis-Knight, SeZereth, Talchas, White Rabbit, Wilboman and Woodelf
HOW TO: Design a Mod


Kael
View Public Profile
Send a private message to Kael
Find More Posts by Kael
Add Kael to Your Buddy List

Sep 15, 2006, 06:14 PM #110
Grey Fox
Dreadnought




Join Date: Dec 2001
Location: Sweden
Posts: 4,489 It can get real vivid with games with a high FPS or a faster pace game, like a racing game or First Person Shooter. Alot of my dreams are about games, when they arent about boobies (im starting to wear out that word arnt I?).

EDIT: Heh, many similar responses while I wrote this. And they seem to agree with me about racing games and FPS.
__________________
Under development:
Interstellar Colonization - Sci-Fi space mod. | cIVRPG - Fantasy RPG - With no cities!
Check out the Sneak Peak of Interstellar Colonization and cIVRPG

"A delayed game is eventually good, a bad game is bad forever" - Shigeru Miyamoto
"There is no such thing as luck or bad luck. There is only random advantages or disadvantages."
Also known as Dreadnought.


Grey Fox
View Public Profile
Send a private message to Grey Fox
Send email to Grey Fox
Find More Posts by Grey Fox
Add Grey Fox to Your Buddy List

Sep 15, 2006, 08:10 PM #111
QES
Muppet Heckler




Join Date: Jul 2006
Location: Minnesota USA
Posts: 1,344 Quote:
Originally Posted by Kael
I get strange urges while driving after playing to much Burnout 3.


I had the same effect from playing Grand Theft Auto (Vice City) with my friends. We'd be at a perkins, and an ambulance would be outside, and even though none of us were saying it, we were ALL equally staring with lustful intentions at that vehicle.

When someone finally said something, we all sort of had a nervous laughter, and agreed that we needed to cut back on the GTA.

It should be noted that none of us did cut back, but none of us are as of yet, in jail.
Self-control is good.
-Qes
__________________



didn't we all agree that video games don't influence behavior really?
or am i just thinking of my chat in halo 2...

QES
Sep 16, 2006, 06:16 PM
Didnt influence our behavior, as of yet, none of us have acted on any of it. To my knowledge.
But thinking about it, oh hell yes, we all think about it.

But then again, lots of people think about murder, and death, and killing, and all sorts of horrible things without the influences of ..well, ANYTHING, and they dont act on them either.

The question isnt whehter or not exposure produces thought, its whether or not exposure produces actions. When peopel try to suggest that MORE thought means MORE action, it strikes me as generally "ususpring" the notion of self-control, self-awareness and general humanity.

Videogames dont cause violence, nor do they directly desensetise, only actions and direct "real life" exposure can do that. I've been to developing countries....and ive played a lot of video games. The developing country experienace did more to my sense of empathy and sympathy than the video game ever could. It makes it all the more profound when you realize the child your talking to will die within the week from malnuishment. That stung. And I blew people up in GTA. Think IM desensetized?

To ignore the Human ability to reason and recognize, is to be a fool (thanks politicians for treating us like 4 year olds).
-Qes

EDIT: Real life violence is also what desensetises one to violence, because the brain cannot handle the horror of truly violent and malicious acts. Darfur, the LRA, Gaza, etc. The more actual bloody genocide and violence one sees, the more the brain reacts to allow the semblence of sanity in insane conditions. The LRA turned this into a weapon. Kidnap children, force those children to kill their parents and village, the child becomes a psychological wreck, and seeks order and reason, the child turns to violence, and joins the LRA. The Cycle continues.

wilboman
Sep 17, 2006, 10:57 AM
Am I the only one who actually thinks games can have a therapeutic function? Nothing beats taking pot shots at Germans in Call of Duty when you really feel the urge to do something unpleasant to a certain person or persons...

Nothing desensitises more than the news. Ban the news! Well, that and constant exposure to beggars who smoke and have iPods. Norwegian beggars have got it MADE.

QES
Sep 17, 2006, 02:03 PM
Ancient temples are a resource, just like banannas (i bet you weren't expecting that responce). Unlike banannas you cant trade them with other civs, you either have them or you dont. To "have them" you need to clear the jungles around them, build a road to them, and use a unit with the explore temple ability (workers, and most recon units can do it).

If you have an ancient temple connected to a city all of your adepts start out with the Combat I promotion. So they are a little tougher, and even more importantly, their spells are tougher.

Two Questions:

1) Are you still looking for a better function for Ancient temples or are you happy with the combat I promo?

2) Does this mean I can feed ancient temples to my monkey?
-Qes

Kael
Sep 17, 2006, 03:55 PM
Two Questions:

1) Are you still looking for a better function for Ancient temples or are you happy with the combat I promo?

2) Does this mean I can feed ancient temples to my monkey?
-Qes

Yeah, I would still like a better mechanic. The best so far has been to make them into midgame goody huts (since you have to be able to clear jungles before you can access them). But I dont know if I want to make them goodie huts. I have been notoriously picky about ideas for them, that perfect suggestion just hasn't hit me yet.

Silverkiss
Sep 17, 2006, 04:26 PM
About that, I alredy seen some Ancient Temple spawing outside of jungle, wich led to an incredible bonus in comerce in the early game. I don´t know what happened, but im sure it were 2 Ancient Temples, 1 tile next to the other, one in jungle and the other in normal grassland.

Kael
Sep 17, 2006, 04:59 PM
About that, I alredy seen some Ancient Temple spawing outside of jungle, wich led to an incredible bonus in comerce in the early game. I don´t know what happened, but im sure it were 2 Ancient Temples, 1 tile next to the other, one in jungle and the other in normal grassland.

There is a chance with most resources that another one will spawn beside it. It pretty low for temples but it is possible. And that respawn ignores feature requirements.

dreiche2
Sep 17, 2006, 07:30 PM
Yeah, I would still like a better mechanic. The best so far has been to make them into midgame goody huts (since you have to be able to clear jungles before you can access them). But I dont know if I want to make them goodie huts. I have been notoriously picky about ideas for them, that perfect suggestion just hasn't hit me yet.

Hm, that's at least something interesting, then you would have goody huts you could try to get control of by fighting for them. Unlike the real ones, where it is all a question of running the fastest...

Quetz
Sep 19, 2006, 10:14 AM
Dumb question time regarding mana. Am I correct in the assumption that you are supposed to need 3 Fire mana, for example, to cast a level 3 Fire spell? Or is there no point in having more than one mana resource? Have been trying to figure this out for a while, since the Eternal Flame gives you 3 Fire mana... there must be some point, right?

Or is that something that hasnt been dealt with yet..?

Kael
Sep 19, 2006, 10:19 AM
Dumb question time regarding mana. Am I correct in the assumption that you are supposed to need 3 Fire mana, for example, to cast a level 3 Fire spell? Or is there no point in having more than one mana resource? Have been trying to figure this out for a while, since the Eternal Flame gives you 3 Fire mana... there must be some point, right?

Or is that something that hasnt been dealt with yet..?

1 mana = ability to learn the spell sphere (all ranks)
2 mana = all adpets start with rank 1 in the spell sphere for free
3 mana = all adepts start with rank 1 and rank 2 of the spell sphere for free

Quetz
Sep 19, 2006, 07:45 PM
ok, thanks. I was confused because there is a loadscreen hint that says you need X mana to cast X rank spells, which I assume is how it was at one time.

Hypnotoad
Sep 20, 2006, 12:32 AM
Are there pre-made maps for FfH? If so, where do I find them? This seems like it should be obvious, but it isn't to me...

Hatty
Sep 22, 2006, 07:16 AM
Yeah, I would still like a better mechanic. The best so far has been to make them into midgame goody huts (since you have to be able to clear jungles before you can access them). But I dont know if I want to make them goodie huts. I have been notoriously picky about ideas for them, that perfect suggestion just hasn't hit me yet.

You may have already had a lot of suggestions, or maybe the ideas bunny has come visiting with that 'perfect suggestion'. But, I like the idea of a mid-game goody hut as it introduces a random element, that (apart from battle odds) doesn't really feature after the early game. I'd quite like to see them as reusable goody huts that are dicey to use, a la Temple of Doom. Entering a temple, your intredpid unit could:

Translate Ancient Scrolls of Wisdom = Free tech (very rare)
Unearth Mystical artefacts = Free magic promotion (rarish)
Discover Treasure = Small Gold lump sum (common)
Disturb the temple guardians = 1-5 low level undead barb units pop out (common)
Fall into a booby trap = Bye bye explorer (rarish)
Anger the gods = Unleash 1 high level nasty barb unit (very rare)

Making them reusable opens up the possibility of them being overpowered, but this could be countered by:

-making the negative possibilities likely enough for it to be risky
-cheap, inexperienced units give worse results, expensive high level units give better results, but there is still a risk of losing a valuable unit
-temples must be in your cultural borders in order to be explored
-if they are still overpowered they could 'fall into ruins' after a random number of explores

Then again, what do I know, only been playing it for a week! :blush:

Kael, thanks for replying to my first dumb question so quickly, more to follow, I'm sure.

QES
Sep 22, 2006, 06:17 PM
You may have already had a lot of suggestions, or maybe the ideas bunny has come visiting with that 'perfect suggestion'. But, I like the idea of a mid-game goody hut as it introduces a random element, that (apart from battle odds) doesn't really feature after the early game. I'd quite like to see them as reusable goody huts that are dicey to use, a la Temple of Doom. Entering a temple, your intredpid unit could:

Translate Ancient Scrolls of Wisdom = Free tech (very rare)
Unearth Mystical artefacts = Free magic promotion (rarish)
Discover Treasure = Small Gold lump sum (common)
Disturb the temple guardians = 1-5 low level undead barb units pop out (common)
Fall into a booby trap = Bye bye explorer (rarish)
Anger the gods = Unleash 1 high level nasty barb unit (very rare)

Making them reusable opens up the possibility of them being overpowered, but this could be countered by:

-making the negative possibilities likely enough for it to be risky
-cheap, inexperienced units give worse results, expensive high level units give better results, but there is still a risk of losing a valuable unit
-temples must be in your cultural borders in order to be explored
-if they are still overpowered they could 'fall into ruins' after a random number of explores

Then again, what do I know, only been playing it for a week! :blush:

Kael, thanks for replying to my first dumb question so quickly, more to follow, I'm sure.

Major issue with this is that if they're in a jungle, and they almost always are, then the worker...who finishes clearing out said temple, is always going to be the first unit there, and therefore the explorer.

Im against the goodihut idea, --Moved to other thread-
-Qes

Sureshot
Sep 23, 2006, 08:38 AM
you don't need to make temples require removing the jungle, also ive seen many temples not in jungles

Nikis-Knight
Sep 23, 2006, 09:57 AM
you don't need to make temples require removing the jungle, also ive seen many temples not in jungles
But then they aren't mid game goody huts.
However, it's certainly possible to clear jungle w/o exploring them.

lordslimer
Sep 24, 2006, 01:01 AM
any thoughts on copying an aspect of Master of Magic by having multiple attached maps? As in alternate dimension or underground?

What do you think of ancient temples being places in which hero's/spellcasters xp increases faster?

Chandrasekhar
Sep 24, 2006, 01:39 AM
I believe the Hell map will be effectively an attached map. It's on the design team's to-do list, as I understand.

Question: Is spellcaster XP gain rate scaled based on game speed? In a rare epic game I have going right now, it seems as though my adepts are gaining XP at a very fast rate compared to how many technologies I'm getting.

Kael
Sep 24, 2006, 09:07 AM
any thoughts on copying an aspect of Master of Magic by having multiple attached maps? As in alternate dimension or underground?

I would love it if we can figure out how to do it.

What do you think of ancient temples being places in which hero's/spellcasters xp increases faster?

I think it would be really hard to get the AI to understand how to take advantage of them for that.

Kael
Sep 24, 2006, 09:08 AM
Question: Is spellcaster XP gain rate scaled based on game speed? In a rare epic game I have going right now, it seems as though my adepts are gaining XP at a very fast rate compared to how many technologies I'm getting.

It is not effected by game speed, so they will gain xp faster (compared to other things like learning techs) in epic games and realtivly slower on quick games.

Grey Fox
Sep 24, 2006, 09:33 AM
It is not effected by game speed, so they will gain xp faster (compared to other things like learning techs) in epic games and realtivly slower on quick games.

Thought about changing it?

lordslimer
Sep 24, 2006, 09:44 AM
Quote:
Originally Posted by lordslimer
any thoughts on copying an aspect of Master of Magic by having multiple attached maps? As in alternate dimension or underground?

I would love it if we can figure out how to do it.

Sorry to be a pain, is it possible to have two small maps in the same game, horizontally unconnected (i.e. they have normal small map borders), but connected vertically?

YohanLeafheart
Sep 24, 2006, 12:02 PM
I don't know if you can generate and use 2 maps on the same game. But, there are some script maps, SmartMap is one of them, that can connect vertically only (or both if ou want).

Check the mapscripts area of the site to getit.

Sureshot
Sep 24, 2006, 11:59 PM
vanilla civ comes with that option (top connected to bottom instead of sides connected), its called:

Tilted Axis

you can choose it for your map type, but only if you pick Custom Game, not the Play Now! thingy

one problem ive had repeated with it is that near the top and bottom all the terrain can black out, though it fixes once youve explored the entire map

Nimbus
Sep 30, 2006, 06:42 AM
A question about the grigori and their adventurer units. The adventurer gets xp like a hero unit. They also can be upgraded into larger units, scouts/warriors at first or others later. My question is once you upgrade them do they still gain the xp bonus as per a hero unit until 100xp? or does that stop as soon as you upgrade them? Also is there a limit to how many adventurers the grigori can gain?

eekhoorn
Sep 30, 2006, 07:03 AM
When you upgrade adventures to a unit type, they keep all promotions including the Hero promotion, so they keep getting xp until they have 100 xp.

And no, there's no limit, but later ingame it gets harder to get them because you usualy get so many other Great Person Points that the chance of getting an adventurer is very slim. Personaly I usually get 2 or 3, and on one occasion I got 4 adventures. But if you never build wonders or assign specialists, I can imagine you get even more heroes.

Btw, one exception on the promotions carried over on upgrading: Heroic Strength doesn't get carried over (haven't played the grigori in the last version but I don't think I saw it fixed). So, I wouldn't give your hero heroic strength untill it's a tier4 unit.

Silverkiss
Sep 30, 2006, 08:59 AM
I think it now gets carried over, Kael fixed the problem when carring Str changes with upgrades (I think)

Sureshot
Sep 30, 2006, 11:45 AM
ya it carries over, ive played many games with them now

and the best method is to never contaminate your capital GP pool and go for anything that will increase your GP rate or that gives adventurer points

though in team games if you have two people you get them slower because when a team member gets a GP the amount needed for everyone else goes up :/

Xanikk999
Sep 30, 2006, 02:40 PM
Could someone list the differences beetween a settlement and city completely? I might try the kuriotates and i was wondering if settlements can build stuff or bring in commerce/production/food.

Xanikk999
Sep 30, 2006, 02:41 PM
Sorry to be a pain, is it possible to have two small maps in the same game, horizontally unconnected (i.e. they have normal small map borders), but connected vertically?

Kael is going to need to figure this one out for fire and beyond.

How else will we explore the underworld and hell? CIV2 ToT used a similar system.

Sureshot
Sep 30, 2006, 02:51 PM
settlements main purpose is to gather resources outside your main cities borders. as far as i know, they can't build anything pretty much, and don't generate much commerce

Xanikk999
Sep 30, 2006, 02:54 PM
settlements main purpose is to gather resources outside your main cities borders. as far as i know, they can't build anything pretty much, and don't generate much commerce

And to screw over the AI out of good city spots! :lol: :crazyeye:

BTW do settlements cost maintenence?

Grey Fox
Sep 30, 2006, 02:56 PM
BTW do settlements cost maintenence?
They have -100% in maintanence, but they will increase the number of city maintanence costs in all real cities (I think).

Kael
Sep 30, 2006, 09:36 PM
They have -100% in maintanence, but they will increase the number of city maintanence costs in all real cities (I think).

Not anymore, Chalid adjusted the AI algorithym so it no longer calcs settlements in the city counts for maintenance costs.

Phoenix_56721
Oct 01, 2006, 05:18 PM
Q: is FfH2 (and 1) playable via the PBEM system? I've got some people who would like to try it out in a PBEM game.

A: I don't see why not. PBEM is not simultaneous so it's almost like single player. I played both FFH1 and 2 in LAN and they both work perfectly.
I started a MP game simultaneous turns and we had a out of sync error early on in the game, so we started another game with turns and didn't seem to have that same error again.

I was wondering if there is any problems playing FFH2 MP on simultaneous turns? By the above reply it appears it might?

Sureshot
Oct 01, 2006, 09:44 PM
we play simultaneous all the time

Phoenix_56721
Oct 01, 2006, 10:29 PM
we play simultaneous all the time
Thanks for the reply:) , I didn't think simultaneous was a problem but when I read that reply I started to think that maybe there was something wrong with it. Our next game we plan on going back to simultaneous, normal turns just take too long.

P.S. To the FFH2 Design Team:

Wonderful Mod, Thanks for all you're hard work!! :goodjob:

Maniac
Oct 03, 2006, 02:54 PM
A noob question I guess, but I usually stop my games before the AI signs many permanent alliances, so:

Is it impossible to have more than two civs in one permanent alliance??
I have been kinda technologically inferior in my present game, so a couple AIs researched the tech necessary for permanent alliances before me, and already signed them.
I'd like to join the alliance of my two Order following neighbours, but I can't! The diplomatic option simply doesn't appear. :( Is this normal?

Is there some method with the world editor or so that I could include myself in their permanent alliance/team after all?

Sureshot
Oct 03, 2006, 05:12 PM
you can't break a PA, you can't have more than two in it

personally id like for both those things to not be true, or atleast to have the option to do so

like starting up your own 100 year alliance to do some deed like remove a super power that is of conflicting values

so like lets say the calabim had a score doubel everyone else combined, then all the goods form an alliance for 100 years to take them down. would be fun in multiplayer as well as single.

Maniac
Oct 03, 2006, 06:02 PM
Bah. That means I'd have to attack my best friends to win the game.

Game over... :(

Sureshot
Oct 03, 2006, 06:54 PM
naw, could even do a win condition where you win if you create an alliance with everyone in it (which would require you be on very friendly terms with everyone)

Aluzrin
Oct 11, 2006, 03:16 PM
Is there a way to see what Mana resources you currently have and how many?

CuteKills
Oct 11, 2006, 04:23 PM
Yes.

It shows up as a resource on a city view (like any other resource).

This assumes you're all connected up, of course!

Xanikk999
Oct 13, 2006, 01:34 PM
This also applies to civ4 but i need an answer fast and beileve it or not this sub forum is more lively.

Ok.. How do you activate flying camera mode?

Endovior
Oct 13, 2006, 02:13 PM
Flying camera mode?

If you mean zoom, it's the mouse wheel (probably some fancy keyboard shortcut, too...)

Incidentally, zoom does go everywhere from see the whole globe at once to right up in your unit's face, so that's probably sufficient for screenshots.

Kael
Oct 13, 2006, 02:15 PM
This also applies to civ4 but i need an answer fast and beileve it or not this sub forum is more lively.

Ok.. How do you activate flying camera mode?

In your CivilizationIV.ini you need:


; Allow Camera Flying
AllowFlying = 1


Then in game you press Ctrl+Alt+F to enter and exit from flying mode.

eerr
Oct 13, 2006, 02:59 PM
Not anymore, Chalid adjusted the AI algorithym so it no longer calcs settlements in the city counts for maintenance costs.
the ai algorithim or the game algorithim...

and what teir is hema, the oo mage hero in?
for being an uber mage, is hema up with the likes of mardero and sphener?
(maybe there should be a not so frequently asked questions forum?)

Kael
Oct 13, 2006, 03:14 PM
the ai algorithim or the game algorithim...

Game.

and what teir is hema, the oo mage hero in?
for being an uber mage, is hema up with the likes of mardero and sphener?
(maybe there should be a not so frequently asked questions forum?)

He is a t4 caster, so he can get the best spells.

Nimbus
Oct 15, 2006, 05:08 PM
Silly question time. I am playing Doviello and my melee units and mercenaries have the Iron Weapons promotion. It says they also get a +10% bonus vs. bronze weapons. This does mean they are basically just get the bonus against enemy mercenaries that have the bronze weapon promotion, right?

Kael
Oct 15, 2006, 05:55 PM
Silly question time. I am playing Doviello and my melee units and mercenaries have the Iron Weapons promotion. It says they also get a +10% bonus vs. bronze weapons. This does mean they are basically just get the bonus against enemy mercenaries that have the bronze weapon promotion, right?

Yeah. If we expand the mechanic it will mean more, but it doesnt do much now.

(fyi: im currently teetering on the side of not expanding the weapon upgrades or removing it entirely).

Chandrasekhar
Oct 15, 2006, 06:58 PM
Aw, I like the weapons upgrades. I think it could be a real nice mechanic with a little tweaking.

DarthCycle
Oct 16, 2006, 08:26 AM
Just a quick comment,

There has been a lot of changes recently to FfhII. The latest release as of this posting is 0.16a.

The information available in the first post of this thread is somewhat out of date, especially the section on mana nodes. Until an update is made, please show the version of FfHII for which the FAQ is compatible.

As it is now, it is a little confusing.

Kael
Oct 16, 2006, 05:33 PM
Just a quick comment,

There has been a lot of changes recently to FfhII. The latest release as of this posting is 0.16a.

The information available in the first post of this thread is somewhat out of date, especially the section on mana nodes. Until an update is made, please show the version of FfHII for which the FAQ is compatible.

As it is now, it is a little confusing.

Yeah, thats a good point. Seeing as how Starship hasnt been around lately it may be worth dropping this thread and just concentrating on the wiki as a documentation source.

Grey Fox
Oct 16, 2006, 11:50 PM
I did a search on it but I couldnt find the answer I was looking for.

I'm unsure on how mana works. Is it like this:
- 1 Mana gives you access to the spells
- 2 Mana of the same type gives you the first lvl of the spells for free.
- Does 3 Mana do anything at all?

Chandrasekhar
Oct 16, 2006, 11:55 PM
Three mana gives you access to second level spells for free, but it requires either Sorcery or Summoning to cast those spells, so adepts are unable to cast those spells. Four mana used to give you the level three spells for free, but this was removed because there's no unique promotion that archmages and summoners get that restricts mages and conjurers from casting level three spells (so mages could cast meteor swarm in this way).

mervvyn
Oct 17, 2006, 08:31 AM
i think there is some quite useful info here for beginners - i will make a space for it on the wiki in the next few days.

i also think the new weapons system is quite cool - it could probably use some balancing but i think the concept is interesting and adds good flavour.

monolith94
Oct 18, 2006, 03:24 PM
Wow, I had no idea about that number of mana thing... Going to have to start using that!

Eternal Requiem
Oct 28, 2006, 02:58 AM
Ok for one thing new to the forum, I downloaded the mod and I love it! now the problem I have been having... when I try to play a Scenario game after all the set and stuff. once the game starts loading for a few seconds it kicks me and the game freezes with a problem pop up... says something about version or what not... It's really annoying... I need help in fixing this could anyone enlighten me? and incase you ask I do have the update to the latest version of Civ 4 and the latest update of the game...

mervvyn
Oct 28, 2006, 05:42 AM
it could be that the scenario you're playing was created with an earlier version of ffh2, making it incompatible with other versions of the game.

Eternal Requiem
Oct 28, 2006, 09:24 PM
Well not only that when I make a map and save it for later use and use it as a custom Scenario the game does the exact same thing... the map I downloaded for the game at first was fearun 102*80 that's when I noticed. When I make a custom map it crashes the same way when I try to play the map in the custom scenario. It only does this when I play the lastest version of the ffh2... it's very annoying... I should have posted this info in my last post