[MOD] Fall from Heaven II

Awww... I'm gone for a month or so and you jump accross to 2... shame on you Kael, I'll be sure to try it throughout next week :)
 
The patch is out, its linked in the first post.
 
Arcane, Summoner. What kind of power does that give to the Leader ?

The Frog.
 
Hi woodelf.

After writing this, i try to look at the xp gain. Sometimes 1xp/5turns, other times 1xp/3turns and after reaching 17 xp, 1xp/turn for the two next turns (so to 19 xp) and after 1xp in 3 turns.... Where is the logic?
I can't tell you more, i was in war, and this poor Confessor was killed....

The Frog.
 
Hian the Frog said:
Hi woodelf.

After writing this, i try to look at the xp gain. Sometimes 1xp/5turns, other times 1xp/3turns and after reaching 17 xp, 1xp/turn for the two next turns (so to 19 xp) and after 1xp in 3 turns.... Where is the logic?
I can't tell you more, i was in war, and this poor Confessor was killed....

The Frog.

Yeah, they gain xp automatically like heros, but its a random chance instead of flat point per turn.

We opted for automatic xp on casters because we couldn't find a better system.
 
I got this today, and played it a lot. FfH2 is excelent. Spell system impressed me. Gameplay felling is too good, getting new spells and stuff. However, it is confusing at first. I had to check civilopedia many, many times to see what spells do, and especialy to see which ones are dead-end (because some spells aren't in yet)
What does gypsy wagon do? While it was in my city, it didn't increase culture, and I couldn't check its effect in enemy city (I didn't have spy) How much culture/money it drains?
Why elven advanced temple decreases trade route yield by 1%? Maybe you wanted -1 trade route?
 
Kael,

For those who would try to play FfH2 for the first time, it would be a good idea to add in the Civilopedia an explanation of the leader attibutes and the way you can follow to improve an unit. This exist in more classical mod.
Just to help to new player that look at the civilopedia to understand... There is nothing more boring to not understand. Some may choose to not play...

Very interesting the leader attribute that give no state religion. But, is there any way for this civ to not have problem of happyness?

Last question: what kind of map and level is preferential for this mod?

The Frog.
 
TheJopa said:
I got this today, and played it a lot. FfH2 is excelent. Spell system impressed me. Gameplay felling is too good, getting new spells and stuff. However, it is confusing at first. I had to check civilopedia many, many times to see what spells do, and especialy to see which ones are dead-end (because some spells aren't in yet)
What does gypsy wagon do? While it was in my city, it didn't increase culture, and I couldn't check its effect in enemy city (I didn't have spy) How much culture/money it drains?
Why elven advanced temple decreases trade route yield by 1%? Maybe you wanted -1 trade route?

Yeah I know documentation is pretty bad. You guys are guinea pigs right now and I deeply appreciate all the help everyone has been this weekend. We found a ton of issues and the players did an incredible job of posting all of the data we needed to fix stuff.

I dont expect anyone to love the mod as it is. I hope they are able to get a good impression of what we are trying to do and they agree with it.

The gypsy wagon drains culture and money from opponents cities it is in and adds a little cutlrue to your own. Loki acts just like a gypsy wagon except a gypsy wagon's culture steal wont reduce a city to 0 culture (and therefor destroy it) and Loki will.

Code:
		bValid = True
		for i in range(pPlot.getNumUnits()):
			pUnit = pPlot.getUnit(i)
			if (pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_GYPSY_WAGON') or pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_LOKI')):
				if bValid == True:
					if pUnit.getOwner() == pCity.getOwner():
						pCity.changeCulture(pCity.getOwner(), 2, True)
					else:
						if (pCity.getCulture(pCity.getOwner()) > 1 or pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_LOKI')):
							pCity.changeCulture(pCity.getOwner(), -1, True)
						if pPlayer.getGold() > 2:
							pPlayer.changeGold(-2)
							p2Player = gc.getPlayer(pUnit.getOwner())
							p2Player.changeGold(1)
					bValid = False
 
Loki is actualy able to drain culture since he also acts like a spy, you can actualy see the culture drain on cities that dont produce culture, the problem is that it is only 1 point. :sad:
EDIT: i once had loki reduce a city to -20 culture, it didnt actualy destroy the city but it reduced its cultural borders to 1 square (the actualy city).
I think you should buff it to atleast 4 points, and yes Loki can only cast 2 spells although he has the promotions to cast better spell, which is wierd...
I dont know if the gypsy wagons actualy drain culture since they dont act like spys, like loki, but i didnt notice it, i dint even notice the commerce bonus they are supposed to give when they are in the enemy cities. And btw the culture drain on these wagons should be 2 points, in my opinion.

Ohh and btw I want to edit the traits for the leaders in this mod but i cant edit the CIV4LeaderHeadInfos file, does anyone else have this problem or is it ment to be this way? Ohh and speaking of traits I noticed that Cardith (is that the name of the child leader, i forgot) is the only one who has no unique units or buildings, so to compensate for that why not give him an advantage in traits? So he should be the only one to have 4 traits instead of 2, namely creative, philisophical, expansive and organised, these would be most fitting i think.
 
Hian the Frog said:
Kael,

For those who would try to play FfH2 for the first time, it would be a good idea to add in the Civilopedia an explanation of the leader attibutes and the way you can follow to improve an unit. This exist in more classical mod.
Just to help to new player that look at the civilopedia to understand... There is nothing more boring to not understand. Some may choose to not play...

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.

Very interesting the leader attribute that give no state religion. But, is there any way for this civ to not have problem of happyness?

I dont know, thats one of the reasons we opened up the beta, to get feedback on things like that.

Last question: what kind of map and level is preferential for this mod?

Whichever you prefer. I usually enjoy a highlands map with a few civ less than the normal for that map size(so there is more wilderness to explore). But any type works.
 
Kael,

Thx for the answers. It is logical. I hope you will build a strong civilopedia in the FINAL FfH2.:) :) :)

I will try the "agnostic" civ. Just to give you a feedback.:D

The Frog.
 
Diminicius said:
Loki is actualy able to drain culture since he also acts like a spy, you can actualy see the culture drain on cities that dont produce culture, the problem is that it is only 1 point. :sad:
EDIT: i once had loki reduce a city to -20 culture, it didnt actualy destroy the city but it reduced its cultural borders to 1 square (the actualy city).
I think you should buff it to atleast 4 points, and yes Loki can only cast 2 spells although he has the promotions to cast better spell, which is wierd...
I dont know if the gypsy wagons actualy drain culture since they dont act like spys, like loki, but i didnt notice it, i dint even notice the commerce bonus they are supposed to give when they are in the enemy cities. And btw the culture drain on these wagons should be 2 points, in my opinion.

Ohh and btw I want to edit the traits for the leaders in this mod but i cant edit the CIV4LeaderHeadInfos file, does anyone else have this problem or is it ment to be this way? Ohh and speaking of traits I noticed that Cardith (is that the name of the child leader, i forgot) is the only one who has no unique units or buildings, so to compensate for that why not give him an advantage in traits? So he should be the only one to have 4 traits instead of 2, namely creative, philisophical, expansive and organised, these would be most fitting i think.

I dont know why you wouldn't be able to edit the Civ4LeadeHeadInfos.xml file. But you can also use the editor to make the change as well if you have excel. The Editor is in the 'Fall from Heaven 2 011' directory.
 
Sisonpyh said:
Will this effect my saved game?

Also, is the mercenaries mod in FF2? How does it work?

Mercenary's isn't in yet. We did some testing with it and pulled it for now. We will incorporate the next version when TheLopez releases it.

And yes, the patch will probably invalidate your save game.
 
A few news. I'm playing with the "Agnostic" civ, on a standard Terra world, Noble difficulty. I stop around the year 290. (it is 2 AM in France, near the German Frontiers)

a) Around the turn 200, i discovered the religion ...forget his name :blush: ....Octopus blabla. It spread in and outside my country. You can be sure of one thing: i'm still a true unbeliver of anything. So, no bonus of any kind for my people happyness. I can't build Temples.
Something trouble me. If i can't built a temple of any kind, may i build a "prophet" wonder? And YES. I build "The Altar of Lunotar" in my second city, and receive the 1 point bonus for great specialist. Is it logical that an agnostic civ build and receive bonuses from "prophet" wonder ? mmmmm....:confused:

b) Furthemore, my happyness was a problem. Not a big one, but a problem that need solutions. I had to build most of the building that make my people happy enough to reach a poor 9 pop in my two biggest cities.....:(

c) My diplomacy was quite uneasy. They all want me to adopt their religion... Relations became worst and worst as time goes on. :mad:

d) Civics: You can be sure that there is no bonuses for happyness from "God King", "Organized Religion" and "Religion". Neither i can choose "Slavery".:cry: (I want to hunt orc, human,...for my zoo ;) ) All this create a real difficulty. No Happyness bonus, no production bonus ( the 25% of organized religion). :eek:

e) A bug ? When i looked at the civics, nothing is writen for "Slavery". No explanation of what is the bonus/malus. You just have : low upkeep.

I will wait an answer for half an hour and then go off to bed.

The Frog.
 
Hian the Frog said:
A few news. I'm playing with the "Agnostic" civ, on a standard Terra world, Noble difficulty. I stop around the year 290. (it is 2 AM in France, near the German Frontiers)

a) Around the turn 200, i discovered the religion ...forget his name :blush: ....Octopus blabla. It spread in and outside my country. You can be sure of one thing: i'm still a true unbeliver of anything. So, no bonus of any kind for my people happyness. I can't build Temples.
Something trouble me. If i can't built a temple of any kind, may i build a "prophet" wonder? And YES. I build "The Altar of Lunotar" in my second city, and receive the 1 point bonus for great specialist. Is it logical that an agnostic civ build and receive bonuses from "prophet" wonder ? mmmmm....:confused:

b) Furthemore, my happyness was a problem. Not a big one, but a problem that need solutions. I had to build most of the building that make my people happy enough to reach a poor 9 pop in my two biggest cities.....:(

c) My diplomacy was quite uneasy. They all want me to adopt their religion... Relations became worst and worst as time goes on. :mad:

d) Civics: You can be sure that there is no bonuses for happyness from "God King", "Organized Religion" and "Religion". Neither i can choose "Slavery".:cry: (I want to hunt orc, human,...for my zoo ;) ) All this create a real difficulty. No Happyness bonus, no production bonus ( the 25% of organized religion). :eek:

e) A bug ? When i looked at the civics, nothing is writen for "Slavery". No explanation of what is the bonus/malus. You just have : low upkeep.

I will wait an answer for half an hour and then go off to bed.

The Frog.

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!).

The Grigori probably do need a decent +happiness midgame building.

How are you enjoying the Adventurers?
 
Yes, you are right. "Free religion" is the solution for happyness problem.
The midgame building is an other good solution. It could also add a little +10% shield bonus
For the adventurers, i can't give you a good and real answer. I had two. The first one had a short life... He was the lunch of a Hill Giant. The second one stayed at a primitive level, even if he had 100 xp, i NEVER had enough money to improve it. I was at 50% both research/money with my six cities, and around 1 gold/turn....

Now, THE BED !!!

See you on tommorow.
Good job...

The Frog.
 
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