Modular Fall from Heaven

Oh additionally - As the Amurites, I can't seem to get my Conjurers to take Body II for the "second skin" summon....
 
Actually that way would HURT the grigori as then adding in 1 specialist is less of an option for speeding up your GP generation at a small risk of getting a non-adventurer. Though with some micro-management you can still manage to swap the extra specialist out halfway through for the same effect as running a single specialist had before.

Not sure what the issue was earlier, but it was claiming that the file didn't exist and wouldn't open anything. It works for me now though.
 
Wow... NONE of the new summons will work. I just looked it over and you need sorcery or Divine in order to get Body, Spirit & Enchantment to go to rank 2 or 3.

I guess it is pretty safe to say that nobody else has really tried those summons out then :) (and I've only tested them by cheating through Worldbuilder. The one real game I played I just used the Dimensional Summons.)

Pity too, I really liked how the Midas Flies unit tured out :(
 
What was the point of the Midas Flies anyway? Are they also a summoned creature? I was never able to capture one and with only 2 offense, it doesn't look as though they will be collecting many bounties.
 
Yes, they are a summoned creature, and were made weak because they have Affinity for Enchantment Mana. So at the worst they would be 3 :strength: because you have to have 1 source of Dimensional mana to have gotten the summon in the first place. But toss in a couple more sources of Enchantment and you wind up with a very powerful unit which rakes in the cash (and as many of them as you want since there is no limit on production of Conjurers)
 
M. dumb reporting in!

So... I install your ... installer 0.902 in the folder specified (whhich is the main FFH folder).
I check Fall from Heaven 2 030.ini and see that Modular modding is already at 1. good.
I launch the game. No new options to be seen.

Care to enlighten me? What is wrong?
 
Ok. I think I get it, after reading several time your first post:

Any change which you do not want to use, you simply delete the folder which it is in.

so this imply that by default all changes are active. Perhaps it would be clearer if you explained how it works explicitely. I was searching for options to check etc. :)


questions: How can I change the number and spawn frequency of Hellfire hole?
Are changes to event frequency dynamic or do they require a new game to be started with?
 
If you modify the event frequency it will take effect next time you load the game. That small modification shouldn't break savegames either.

I haven't done anything to modify the spawning of Hellfire, not entirely certain I can modify that one with pure XML actually.

And I'll make note somewhere of the fact that there is no new options screen :)


Also, I am going to attach a file which can be used to fix up all of the promotions so that the summons can be used once again (or for the first time as the case may be).
 
Also, I am going to attach a file which can be used to fix up all of the promotions so that the summons can be used once again (or for the first time as the case may be).

What was the problem?
 
Summoning wasn't a PreReqOr for Body, Mind, Spirit & Enchantment, so nobody capable of summoning could actually learn how to summon the new spells.

Ah. Thanks.
 
Midas flies sounded fun - Gibbon with combat 5, twincast, and a couple sources of enchantment, I can see a lot of gold being raked in :).
 
Xien-

I've been using the Event increasing mod from your Modules, and I have a couple of questions:

1) Does using enabling "Living World" still double the amount of events set in your modular file?

2) I've set the integer in your module to 12, and I'm still not seeing many events fire off, whether I use Living World or not....I have modular loading enabled, so I'm pretty sure it's being used, it just doesn't seem to have the impact I was expecting for so great a change. Any suggestions?

Either way, thanks for the hard work...Modmods don't get enough credit for how much love and attention goes into them:goodjob:
 
Well, that particular module is a really simple one designed for those folks who don't want to muss about with XML much. You can totally skip it and just go to Beyond the Sword\Assets\XML\GlobalDefines.xml, set the same value in there to make it effective for BtS and all mods that don't personally change it as well.

At 12 you really ought to be seeing some serious increase in events occuring, but there is always the possibility that you simple don't have any available for a long period of time. Calabim Refugees is the one I generally used to test things out since it is repeatable and has essentially no requirements. So if you set that to a 100% chance to be included in your game you can get a better feel for how frequently events are really triggering for you.
 
Can the available event percentages be altered mid-game, or are they allocated and fixed at the beginning of a new game? I'll update the events XML to put all the events in, all the time (except Blight, which I have disabled, it's just not fair to the AI and annoying to me), but I'd like to have it effect my current game....will it?

Thanks for all the great feedback, btw!:)
 
I updated Modular FfH to work under 2.031.

Having placed new lines in the XML actually managed to break the modules, as well as removing huge chunks of the magic system :)

Initially I was going to remove the new Summon Spells, but I decided I may as well leave them in the game for people who enjoy them to have more variety from the current spell selection. I might add in more spells at a later date, but for now I really need to finish work on the manual :)

Circle of Gaelan fix is working for 2.031a, but I would ask that people give it a chance for a little bit without this fix to see if Kael has it working proper yet and provide feedback if it is not. This workaround is still pretty imperfect :)


I removed the Dangerous Special Features for now, I may revisit the idea some later day, but my initial design for it was that the spawned creatures ought to belong to the player if inside his cultural borders, so since it doesn't do that I ditched it.

I also realized that the method I was using to let all the new animals build lairs could also be making the Barbarian player buy pointless promotions or otherwise mess up the already floundering AI, so I removed that bit. Lairs still spawn at map creation though.
 
I updated Modular FfH to work under 2.031

Yay! It's very nice to actually see the AI with those units.

Initially I was going to remove the new Summon Spells, but I decided I may as well leave them in the game...

Good!

Also:
I posted a modular mod to "spice up" the Elohim as discussed in another thread.

It includes a large Civilizationsinfos.xml file containing an entry for every civ. I thought it was necessary to restrict the UU to one civ, but it makes the mod it incompatible with any mod altering that file. (If I understand things correctly.) Was it necessary?
 
Heh heh. I read your thread before I read this post. It IS neccessary if you leave them without any other Pre-reqs unfortunately. I posted some thoughts on it in your thread. Also I am linking the first post to your thread as well for people wanting this module.
 
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