Fall From Heaven Reference Charts

vyapti

Prince
Joined
Mar 14, 2002
Messages
339
Location
Eugene, Oregon
I've been working on documenting the vast array of Units, Buildings, Civs and their unique attributes. I finally have something to upload. I hope it's helpful.

This Mod is wonderfully complex and, as a new player, it can be intimidating. I am interested in any feed back anyone can give me to make this document better (and accurate). I would appreciate any contribution.

Thank You


Fall From Heaven Reference Sheets
 
For the civs section you didn't mention the combat bonus in desert for the Malakim.
There is no way to go backwards once you select a topic (as far as I can see... if there is plz make it more obvious).
For the barbarian trait I think you should mention that you become at war with them if you are the most powerful civ by x%.
Religions - misspelling of "Rines" of Kilmorph.
Religions - CotD: perhaps clarify that Amnurites and the other one don't get -1 culture if they have CotD in their city.
Religions - Runes of Kilmorph: Building is that one that gives you 3 iron (name?)
Proms - perhaps clarify +40% vs orcs to orc units (e.g. all barbarians) since new players might not realise this.
Proms - dunno if u wanted to include the proms that golems get from barnaxus instead of the combat proms (+10% instead of +20%)
Magic -> spheres: you wrote "ex:" which means from rather than example (e.g.)
Magic -> spheres: line 11 ("Other requirements...") - I think you are missing the end of the sentence where the parentheses are.
Magic -> spheres: line 2 - capitalise 'e' in "Each"
Units - missing equivalent bird/s to the hawk (raven)
Units - I can't find golem units...

tot: Why do the Calabim have +10% war weariness? :confused:
tot: I didn't know Order and AV completely convert you to good or evil now - can anyone else confirm this?

Overall: Good reference chart, nicely laid out with clarity and organisation.
 
There is no way to go backwards once you select a topic (as far as I can see... if there is plz make it more obvious).

I have created a Navigation menu on the Menu Bar.
(File-Edit . . . Help . . . Navigation).
You can navigate the tabs that way

navbarjpgfx7.jpg


You may also go to Tool-->Options and click on Show Tabs, or click on the show tabs button on the title screen.

I will be adding a floating toolbar later, but I wanted to get something posted now.

. . .

I will incorporate your edits also, Thank You.
 
Didn´t see the chart, but correction/explanaiton of some of the points Bad Player made.

Bad Player said:
For the barbarian trait I think you should mention that you become at war with them if you are the most powerful civ by x%.

50%

Bad Player said:
Religions - CotD: perhaps clarify that Amnurites and the other one don't get -1 culture if they have CotD in their city.

It´s Sheiam and Kuriotates, Amurites are the magic civ.

Bad Player said:
Religions - Runes of Kilmorph: Building is that one that gives you 3 iron (name?)

Mines of Gal-Dur

Bad Player said:
Proms - dunno if u wanted to include the proms that golems get from barnaxus instead of the combat proms (+10% instead of +20%)

Empower, summoned units also get these if the summoner has Combat I-V promos.

Bad Player said:
Magic -> spheres: you wrote "ex:" which means from rather than example (e.g.)

Ex: means example in some languages :D

Bad Player said:
Units - missing equivalent bird/s to the hawk (raven)

There is also the Parrot (For Balseraph and Lanun)

Bad Player said:
tot: I didn't know Order and AV completely convert you to good or evil now - can anyone else confirm this?

They always did this, and still do.
 
Thanks for the charts and reference sheets. They will be a great help in getting even more out of this mod.

Like you said, it can be very baffling for the beginner, but the joy of discovering new elements is one of the fun aspects, but a helping hand is certainly welcome:)
 
Special feature of the Leaves religion is that treants may spawn when an enemy enters an ancient forest.
Also, I'd recommend a larger font size.
Burning blood description doesn't mention the chance to kill the unit at the end of the turn (75%? Something likely, anyway.)
Defensive should be -40% strength, +80% defense.
Enraged is +40% strength.
Stoenwarden and Priest of leaves get found temple, too.
Could mention that recruit uses up great commanders.
Barnaxus needs more room to display all the info in his abilities tile.
Baron Duin Half moon needs his special ability listed: defeated unit may be gained as ravenous werewolves.
Might want to mention that all Malakim units start with Nomad under UU tab
Units: Floating Eye, Griffon, Host of Einherjer, Imp, Kikijub, Law Bringer, Lifespark, Meteor, Nightmare, Pit beast, Sand lion, and Treant should all start with Summoned Promotion.
Assassain starts with Marksman promotion (not shadow), no bonus to melee units.
Ranger starts with subdue animal.
Demagog might as well be under unique units, they require crusade civic to be built.
But very good overall, I'd say it should be included in the FfH download.
 
Excellent and helpful!

Thanks for sharing this :)

If possible (and I don't have any good ideas how to lay it out) I would like a page that would show magic users upgrade paths and the spells that would become available. so if for instance, I wanted a particular spell, I would need to build an adept upgrade him to what, etc.
 
If possible (and I don't have any good ideas how to lay it out) I would like a page that would show magic users upgrade paths and the spells that would become available. so if for instance, I wanted a particular spell, I would need to build an adept upgrade him to what, etc.

I've considered an upgrade path for units, as well. I've got some time off after Christmas and will probably work on cleaning up the spreadsheet at that time.

I've really enjoyed playing the last couple of weeks and haven't wanted to interrupt play time to do any updates.
 
I've considered an upgrade path for units, as well. I've got some time off after Christmas and will probably work on cleaning up the spreadsheet at that time.

I've really enjoyed playing the last couple of weeks and haven't wanted to interrupt play time to do any updates.

wanted to say thank you for creating and maintaining that spreadsheet, i think it will be a very big help for new players (and even for regular players :) )
 
wanted to say thank you for creating and maintaining that spreadsheet, i think it will be a very big help for new players (and even for regular players :) )

I agree!

Maybe it could be added in to the Mod download? It is so tiny compared to the size of the mod- would hardly make a difference in the download.
 
dunno, either way its only good up till 2.16f

theres gotta be lottsa changes to bring it up to date with fire, so much has changed... and is still changing
 
I'll compare the sheets to the various tips, mouseovers, and civilopedia from 2.020f when I get back home. Won't be able to compare with the wiki since there's no net at home. :(
 
I've been busy as hell at work since I did that. If things let up a little, I'll update it while everyone else is play testing FIRE. There's a lot of info that needs changing and I need to edit a couple of macros.

. . . Hopefully soon.
 
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