[MOD] Fall from Heaven II

Rhye's and Fall's system of "Historical Victory" is exactly what I mean as giving the various Civs and religions different purposes and goals.

An alternate or additional way of implementing this would be to have more Quests based on religious orientation.

It means nothing in terms of game play to say that "The Runes of Kilmorph is very much interested in keeping on traditions and being industrious. It's only goal is to progress but honor the old ways." Who ever plays a civilization that doesn't seek "progress", i.e. more technologies, or to be "industrious", i.e. being able to build stuff. How does that statement affect the way that a Civ with Runes of Kilmorph religion plays? Couldn't I adopt that religion and be dishonorable, ignore traditions (whatever that means), and ignore progress? Making choices, such as religion, should open some pathways and foreclose others.
 
Rhye's and Fall's system of "Historical Victory" is exactly what I mean as giving the various Civs and religions different purposes and goals.

An alternate or additional way of implementing this would be to have more Quests based on religious orientation.

It means nothing in terms of game play to say that "The Runes of Kilmorph is very much interested in keeping on traditions and being industrious. It's only goal is to progress but honor the old ways." Who ever plays a civilization that doesn't seek "progress", i.e. more technologies, or to be "industrious", i.e. being able to build stuff. How does that statement affect the way that a Civ with Runes of Kilmorph religion plays? Couldn't I adopt that religion and be dishonorable, ignore traditions (whatever that means), and ignore progress? Making choices, such as religion, should open some pathways and foreclose others.


I too am a great fan of Rhye's, but I consider that a game which just like FFH2 is a genre of its own... You are locked in achieving those goals... the freedom of choosing is gone (IMO) and I would hate to see each civ "locked" in FFH (maybe a modmod locking them to specific goals would be alright?).
 
Im also a big fan of Rhye's mod and have thought many times about coming up with UHV's for FfH2. But part of the reason UHV's work for Rhye is that he has a fixed map, so he is more able to balance and tweak individual win conditions. Not many would work in a random map sort of environment.

We may have unuusal victory conditions in the scneario. But because our main game is random map, we probably won't be able to implement Rhye sort of UHV's in FfH.
 
Im also a big fan of Rhye's mod and have thought many times about coming up with UHV's for FfH2. But part of the reason UHV's work for Rhye is that he has a fixed map, so he is more able to balance and tweak individual win conditions. Not many would work in a random map sort of environment.

We may have unuusal victory conditions in the scneario. But because our main game is random map, we probably won't be able to implement Rhye sort of UHV's in FfH.

Well, achieving goals doesn't necessarily have to mean they are actually victory conditions, right? I haven't played Rhye's often, but I don't think it'd be very fun (especially in multiplayer) if you lost because another civilization achieved its goals - after all, these wouldn't necessarily be exclusive (in contrast to things like Domination, Conquest, Tower of Mastery, etc. - in the cases of all normal victory conditions (except for Time, maybe), it makes sense that nobody else can win if anybody reaches any of these first).
On the other hand, it's a problem if each civilization (even led by the AI) can reach its own unique victory conditions, meaning you'd have to control basically all other civilizations, which is nearly impossible on huge maps. As far as I can remember, the UHVs didn't actually make you lose the game if an AI achieved them, right? In that case, something like this would probably not be fitting for FFH, and it would make AIs even less competetive.


On the other hand, one could make "softer" civilization goals - i.e. the Runes of Kilmorph religion has the goal X, say, own the Holy Shrine, have X gold in your treasury, and own a certain amount of mineral ressources. It could be like a quest, prerequisites for a wonder, or something else, or it might simply unlock a third religious tech or something like that (i.e. the third religious tech becomes unlocked after you have cleared all the conditions).

In code, I guess this could be accomplished by creating a single tech that has unique units/buildings for each civilization, (and then moving certain units to this tech from other parts of the tech tree). If you can complete the goals, this tech becomes either researchable or you receive it immediately.

For example, tying the Mithril Golem and Meshabber of Dis on the one hand and special heroes on the other hand (Abashi, Eurabatres, maybe others) to these sorts of conditions would make more sense in my opinion than simply teching for them.

These unique goals could differ between leaders of the same civilization, or a single leader/civ might have mutually exclusive goals. Simply giving some/all civs and religions a goal and a reward for achieving said goal would probably mainly require ideas and not that much actual coding (although I might be wrong about that).

It would also help increase the atmosphere of the game, and differentiate leaders a bit more. Right now, to me Perpentach seems to be one of the few truly unique leaders in that his insanity actually affects my gameplay (in comparison, Keelyn sounds equally interesting in her civilopedia entry, but her personality has basically zero impact on gameplay).

It would also make a lot of sense for some of the neutral civs which right now sometimes don't really find their niche in the available victory conditions. Also, these goals wouldn't necessarily have to be huge - if there was enough feedback, one could make several small goals throughout the game, like with the Kilmorph example above. AV goals would obviously be tied in with the AC/corrupting the world, etc.
Another example where these might be useful would be to actually reward resolving some of the conflicts in the FFH universe, e.g. the war between the Svartalfar and the Ljosalfar or between the Clan and the Bannor. Right now, you basically have to roleplay stuff like that. If you were actually rewarded for defeating your archrival, it would probably feel like achieving this might be worth it.
 
I too am a great fan of Rhye's, but I consider that a game which just like FFH2 is a genre of its own... You are locked in achieving those goals... the freedom of choosing is gone (IMO) and I would hate to see each civ "locked" in FFH (maybe a modmod locking them to specific goals would be alright?).

But if each religion had some specific victory option, you'd still have the freedom to choose. If you don't want to amass lots of gold and gems, then don't adopt Runes of Kilmorph. Currently, if you don't want to bring Armagedon, you don't adopt the Ashen Veil. I don't think its practical or even possible to adopt that religion without choosing that path.

Even with some religious specific victory condition, that doesn't mean you have to choose to pursue it, just like you don't have to try to build the Altar of Luonnatar.

Without having a specific and tightly balance map, duplicating the Historical Goals might not be possible, but Religious and/or Civ based Quests should be feasible.
 
Hi,
Currently playing Amurites in patch H.
Sorry -I was asking about the fireballs promotion, now I see Firebows need to gain a level inorder to cast fireballs, my mistake :-(
Thanks,

Love the Mod!
 
Patch "i" is linked in the first post. It won't break save games and fixes the following issues:

1. Reduced Brigit to normal size.
2. Fixed an issue which was keeping "causes war" warning popups from occuring when you cast spells.
3. Fixed an issue which was keeping global spell warning popups from occuring when you cast spells.
4. Fixed an issue which would cause the infernals to lose the fallow trait when Hyborem died.
5. Fixed an issue that would cause the first unit to always be picked for events (fixed by Sto!).
6. The Kuriotates can't build Stables anymore (they dont need it for their centaurs).
7. Updated the German translation.
8. New Infernal Worker model by seZereth.
9. New Infernal Settler model by seZereth.
10. New Infernal Scout model by seZereth.
11. Reduced Griffons from 5 to 4 strength.
12. Removed the requirement for units to have more than 1 movement to select blitz promotions.
13. Fixed an issue that allowed the Kuriotates to promote settlements when they were out of city slots.
14. Updated the Spanish translation.
15. Dwarven Cannon effect fixed, they now look like AA intended.
 
I've cross posted this on the 3.17 forum, but maybe someone here can help me out. After installing the 3.17 patch and the latest FFH patch, the game works, however, the units all become single animations and are gigantic. I haven't changed any settings and I made sure that single unit animation wasn't checked and that the resolution was the same. Has anyone else had this problem? Does anyone know how to fix it? Thanks in advance.
 
I've cross posted this on the 3.17 forum, but maybe someone here can help me out. After installing the 3.17 patch and the latest FFH patch, the game works, however, the units all become single animations and are gigantic. I haven't changed any settings and I made sure that single unit animation wasn't checked and that the resolution was the same. Has anyone else had this problem? Does anyone know how to fix it? Thanks in advance.

thats the adventure mode, look here or search this thread, its some pages up
 
I recently applied the game patch and then patched FfH to h. At that time, I started to experience oddities with unit graphics. Skeletons appear as warriors most, but not all of the time. Griffons and hunters, among others, are also erratic. The really odd thing is that, although they are wrong most of the time, an individual unit will switch graphics back and forth, even within a turn.

Applying patch i had no effect.

Anyone else experiencing this? Or know what could cause it?
 
I installed patch "i" but now get GFC errors most of the time when I try to run the mod, which kills Civ before it opens. Occassionally, Civ will open, but without the FfH Hyperborean Splash. I can then attempt to open FfH, but then it crashes again.
 
Unique religious victories were never included because religions are not unified. At one point the Order became corrupt and tried to slay the true servants of Junil (including Valin Phanuel). Each religion/civ combonation can be interpreted differently.

Really? :eek:
I know I haven't made quite the effort I keep telling myself I should to read all the FFH fluff I can find and immerse myself even more into it, but.. I thought I knew it better than to have missed something ke-razy like that. :crazyeye:
Interesting!
 
I recently applied the game patch and then patched FfH to h. At that time, I started to experience oddities with unit graphics. Skeletons appear as warriors most, but not all of the time. Griffons and hunters, among others, are also erratic. The really odd thing is that, although they are wrong most of the time, an individual unit will switch graphics back and forth, even within a turn.

Applying patch i had no effect.

Anyone else experiencing this? Or know what could cause it?

check yout options. under graphics you have to activate animations etc.
 
I would incldue the following in your CivilizationIV.ini file (this is where your prefered options are stored):

Code:
; Game Options
GameOptions = 00000000000000000000000100011000000000000000000000000000000000000000000000

Adventure mode is actually the 25th digit (the digit after the first 1), so make sure that is a 0 to be disabled.

Where is this file? Search says it doesn't exist. In mod folder or BtS folder?
 
I installed patch "i" but now get GFC errors most of the time when I try to run the mod, which kills Civ before it opens. Occassionally, Civ will open, but without the FfH Hyperborean Splash. I can then attempt to open FfH, but then it crashes again.

Did you install BtS-patch 3.17 which is available as of last week (or the week before)? It is needed for the latest patch-versions (since h I think).
 
Hi kael, i have a question regarding the vocal effects of the game
i was wondering if you are planning to add special sound affects to heroes (i.e. to mardero- an evil voice of a devil) ?

and my suggestions, it's taken from a really cool game called the Witcher , it's a small band of monster slaying warriors, who has the ability to cast magic and make their own potions
my idea is to add them to the game as a Monsters slaying specialist, like a mercenary or something...
they should have promotions against monsters and zombies, and also the ability to cast spells...

i think it's perfect for this already stunning game
 
I recently applied the game patch and then patched FfH to h. At that time, I started to experience oddities with unit graphics. Skeletons appear as warriors most, but not all of the time. Griffons and hunters, among others, are also erratic. The really odd thing is that, although they are wrong most of the time, an individual unit will switch graphics back and forth, even within a turn.

Applying patch i had no effect.

Anyone else experiencing this? Or know what could cause it?

You have freeze animations on in your options menu. That isn't supported by FfH, turn that off to fix your graphics problems.
 
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