[MOD] Fall from Heaven II

Have you thought about including angels in the mix? If you can have demons for the bad guys, why not a celestial host for the good guys? These could either be heroes, produced by a building, or a religious affliation.

Having played around 5 games on this mod, I do like the feel of the open ended nature of the tech tree, and the fact that it does allow more variation than the vanilla version.
 
the guys from bannor, the mercurians and the grigori are lead by angels and the sphener unit is an angel ;)
 
Hi Kael!

I download FfH v2 after long time not playing Civ at all, and was amazed with changes from 1.0. Superb work of your and your team!

One question still worry me from the v1.0... Caste System civic. It seems just too powerfull for me. Not only one free specialist (great bonus by itself!), but also +2 culture (in addition to first bonus it means +2 culture in every city quarantied! In game where culture is in deficit!), and finish prodaction by gold, and only medium upkeep.

Arete and Slavery are religion-specific, all other labor civic are much-much weaker in my opinion.

Does I miss something?
I suppose it must be tweaked in a way.
Mainly - replace +1 Free specialist by unlimited artist/scientist/priest/merchant as it is in Vanila civ. +1 Free Spec is just too great bonus.

In addition, may be even also remove either +2 culture or Finish With Gold. Or just make it 'high upkeep'.
 
I say that it should have high upkeep, since managing a caste system can be tough.

Oh btw this thread now has the most posts of any in the civ4 modpacks section.
 
loki1232 said:
I say that it should have high upkeep, since managing a caste system can be tough.

Oh btw this thread now has the most posts of any in the civ4 modpacks section.

Still well behind the Fall from Heaven I thread which had about 6,000.

But if you add in the other 23,000 posts in the Fall from Heaven forum....
 
On the subject of Angels, Host of Einherjar are angelic, I think, or moreso angels than demons, anyway. I'm a fan of kick-butt angels too, but angels tend to follow the laws, in FfH world, that includes no direct interaction with humans.

Oh btw this thread now has the most posts of any in the civ4 modpacks section.
Makes me wonder how many downloads any particular version of FfH 2 gets?
 
miracle said:
Hi Kael!

I download FfH v2 after long time not playing Civ at all, and was amazed with changes from 1.0. Superb work of your and your team!

One question still worry me from the v1.0... Caste System civic. It seems just too powerfull for me. Not only one free specialist (great bonus by itself!), but also +2 culture (in addition to first bonus it means +2 culture in every city quarantied! In game where culture is in deficit!), and finish prodaction by gold, and only medium upkeep.

Arete and Slavery are religion-specific, all other labor civic are much-much weaker in my opinion.

Does I miss something?
I suppose it must be tweaked in a way.
Mainly - replace +1 Free specialist by unlimited artist/scientist/priest/merchant as it is in Vanila civ. +1 Free Spec is just too great bonus.

In addition, may be even also remove either +2 culture or Finish With Gold. Or just make it 'high upkeep'.

I'll take a look at it, probably go with your and Loki's recommendation to raise the upkeep cost. This is woodelf's favorite civic. Now we know why.
 
The things with angels in most of the religious traditions on earth is that they did their deiies wishes - hence Gabriel and the angel of death (pass over). There are examples of angels in other mythos's (such as magic: the gathering) where angels do get involved in the fight against evil, and this is the example is what I had in mind. Maybe a world unit like sera angel or the angel of death would be a cool inclusion?
Of course if you already have a mythos you are using then I would love to have a link to read up - I am a creative writer myself and I love to read new ideas.
 
Kael said:
I'll take a look at it, probably go with your and Loki's recommendation to raise the upkeep cost. This is woodelf's favorite civic. Now we know why.

Ha! It's my favorite civic too! Such nice one :) But it inbalances game, as I think :(
Note - I suppose not just make it high upkeep, but also remove or lower some of it's bonuses (probably - 1 Free Spec) - even with high upkeep and with current bonuses it will be too strong civic... Much stronger then other variants in it's group.
 
When I tried to create a Pirate's cove with my worker the game crashes.. anyone else experience this?
 
On an entirely unrelated side-note, would someone remind poor senile ole me where I can find the various citynames listed? If it's any somewhat easily accessible anyway, that is.

Cheers!
 
BAM!!: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 015\Assets\xml\civilizations

it's in the civilization infos xml file.
 
dalwand said:
When I tried to create a Pirate's cove with my worker the game crashes.. anyone else experience this?

It used to give crashes. It should be working in 0.15j. What version are you running?
 
thealien_83 said:
On an entirely unrelated side-note, would someone remind poor senile ole me where I can find the various citynames listed? If it's any somewhat easily accessible anyway, that is.

Cheers!

They can also all be changed on the civilization page in the editor.
 
Any thought of giving some Amurite warrior types a spell...maybe mind I (charm)?...could a spell gradually improve ability/chance of success as a unit's levels increased?
 
Blathergut said:
Any thought of giving some Amurite warrior types a spell...maybe mind I (charm)?...could a spell gradually improve ability/chance of success as a unit's levels increased?

Not really. Any spell with real impact would be to powerful. And any spell without real impact... well why would we do that.
 
Hmmm.... one thing that I would like to see added spell wise is a spell that could strip opposing units of spell abillities - this would be useful for disciples.
 
Excellent. Muchos gracias.

I just get these random impulses of nerdery when I feel the need to rename a city. Perhaps because the name is so unfitting of my civilization, perhaps because I conquered it and want to show that it's mine now, or.. For whatever reason, really. And I prefer to rename it to an "authentic" city name for that civ if I can help it.

Yes, I'm weird and all. But such is life.

Cheers!
 
REJS7 said:
The things with angels in most of the religious traditions on earth is that they did their deiies wishes - hence Gabriel and the angel of death (pass over). There are examples of angels in other mythos's (such as magic: the gathering) where angels do get involved in the fight against evil, and this is the example is what I had in mind. Maybe a world unit like sera angel or the angel of death would be a cool inclusion?
Of course if you already have a mythos you are using then I would love to have a link to read up - I am a creative writer myself and I love to read new ideas.
Check the civlopedia--game concepts, FfH history
 
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