Recent content by Gola'Waya

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    FFH2: Total Victory Mode

    Hi, In regards to your question/concern, during my testing of my mod as a stand-alone mod, I did not notice any issues arising such as you are reporting. I made no changes that should affect the game in the way you indicated. though I will not rule anything out. Due to constraints on my time...
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    FFH2: Total Victory Mode

    I'll look into this for the next release. (which will come when 0.22 is released).
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    FFH2: Total Victory Mode

    Updated to 0.21f - See First Post
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    FFH2: Total Victory Mode

    Updated to be compatible with 0.21d. A quick note for mod-makers, none of the SDK files that were changed by me (for this mod) were changed from 0.21c to 0.21d. Minor changes were done to the CvEventManager.py
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    FFH2: Total Victory Mode

    Update: posted 1.0.2, fixed a bug with CvGame.cpp where if you disabled the Total Victory Option, it would cause the game to end after 10 turns. I do not know if 1.0.2 is compatible with 0.21d (Kael has not posted the 0.21d SDK so as far as I can tell there are no SDK changes to 0.21d from...
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    FfH2: Source Code

    Is there new source for 0.21d? If so, when will it be posted?
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    Design: Features and Terrain

    I am working on a marsh/swamp terrain/feature for FFH. (Marsh is a terrain type and swamp is a feature). Swamps have a chance of "swallowing up" any unit that passes through them. (with the exception of some units or units who take a swamp promotion (or woodsman, not sure yet)) I have the...
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    FFH2: Total Victory Mode

    I didn't even think to try that, lemme do some quick code changes and see how that looks. This gets me toying with the idea of lowering the final point value for the Altar and giving points for each lower rank of the altar you build. I will drop both of these on the ideas section. Thanks...
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    FFH2: Total Victory Mode

    I tend to agree with you, trying to get a tower of mastery victory is a pain (at best). Perhaps if the initial point count got raised to 150? I put the idea up in my idea section, so I am curious if anyone else agree's with this.
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    FFH2: Total Victory Mode

    Lemme double check my source and Kael's. It is possible I removed it by mistake. I will let you know in 1/2 hour (downloading a fresh copy of the FFH2 SDK) Edit: okay, that's a my bad. Appears when I upgraded my SDK info from 0.21 to 0.21c cvPlayer.cpp was not copied over. I am updating it...
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    FfH2 0.21 Bug Thread

    So I was working on trying to make my own scenario for FFH2 and saved one with the Hyborem already in play. When I went to try out the scenario, I got the message asking if I wanted to take over the newly forming Hyborem and a second Hyborem civ appeared (with a duplicate world unit and all)...
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    FFH2: Total Victory Mode

    In Development: Point Rebalance: Tower of Mastery (100pts) Minor Towers (5pts each) Point Rebalance: Altar of Luonntar Final Reduced (80pt) Each Altar gives points (1 for I, 2 for II, 3 for III, etc) Drawing Board: Hell Terrain Points Evil Players get points for each square of hell...
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    FFH2: Total Victory Mode

    Total Victory Mode: Sevo made a great mod for Vanilla Civ 4 awhile back called Sevo's Mastery Victory (http://forums.civfanatics.com/showthread.php?t=189388). It combined all the victory types into one victory, allowing you to get the most out of a game. I enjoy playing his mod and recently...
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    FFH2: Total Victory Mode 2016-10-05

    Fall From Heaven 2: Total Victory Mod Version 1.0.3b for FFH2 Version 0.21f This mod is based on Sevo's excellent Mastery Mode Mod http://forums.civfanatics.com/showthread.php?t=189388 This mod adds a Mastery Mode type victory option for Kael's Fall From Heaven 2...
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    FfH2 0.21 Bug Thread

    I just had a weird error, was playing as Sheaim. Killed a barbarian with a diseased corpse and went to get him to heal and got the following error... Save is available upon request as well. Using 0.21b btw
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