Kael
Deity
Maian said:Wow that is odd. How did you fix it then?
I rewrote all of the water walking code. Its better now. I don't think we will have the same problems.
Also, why not just do setMoves(0) instead?
Cause Im a noob.

Maian said:Wow that is odd. How did you fix it then?
Also, why not just do setMoves(0) instead?
And why the dwarves always (almost) build Bloody Mary first.BCalchet said:...this might explain why the AI often gets alchemy extremely early...
KingArthur666 said:I can't play this mod. Whenever I start a game none of the game menus or interfaces appear. All I get is a full screen map. I can move units around and I can build the first city, but that's about it.
I've just downloaded Fall from Heaven 2 015i and the 015j patch. Installed them both into my civ4\mods directory. I have loaded the game both using the shortcut and through the regular civ4. I have waited the many minutes for the game to load. I started several new games, and the same thing always happens. I even did some searching and found another Mod had a similar problem and the solution there was to use either Ctrl-I or Alt-I for hiding or minimizing the interface. Neither worked. A little help here would be greatly appreciated. I really want to try this mod. I loved FFH 1.
KingArthur666 said:I renamed the CustomAssets directory like you said. It took a bit longer to load the mod (rebuilding the directory I assume) but nothing was any different.
Today is the first day I tried FFH2 so I downloaded 015i and had the problem so I got the 015j patch but it didn't help either.
Oh, and I am running Civ 1.61. If I start one of those games it runs fine. It's just this mod that is giving me troubles.
KingArthur666 said:The 2 015i I downloaded is 206 megs. The 015j is 13.2 megs. I'm pretty sure I've got the right files.
I also deleted my \Fall from Heaven 2 015 directory and then reinstalled to see if that would change anything. Alas, no, I still can't play.
KingArthur666 said:Hey, hey! I was getting desperate so I reinstalled Civ from the ground up. Patched it to 1.61 reinstalled FFH2 015i and now it works. I guess I still need to run the 015j patch but it is hard to stop playing long enough for such things.
It was a very strange problem but I got it to go away.
Thanks for the awesome mod Kael, keep up the good work.
formless blob said:Strange things happen when changing from vampire lord into lich form. The lich apears to retain the immortal promotion, and you can then make another vampire lord. The lich does not get the twincast promotion (I tried casting wraith and nightmare and got only one in both cases). Also the lich was able to learn nature magic. I have never changed from Archmage into lich, so I don't know if it has the same problems.
Sarisin said:I'm still seeing a problem in entering an enemy's ancient forest with a stack of units.
I brought this up before and apologize if I somehow missed the response.
Often when I move my stack of units into enemy territory one or more of them are being stopped even though they have enough movement points to enter the forest with the rest of the stack. This can create problems as one unit can be left out to dry and easily picked off by the enemy.
Someone said it might be caused by a Treant, but why would one Treant stop several units? Also, Treants aren't hidden - I would be able to see one and not enter that tile. Finally, there is no indication that I killed anything in the ancient forest square. Even if I did, again, it would be one unit only stopping and some message telling me I killed whatever.
Thanks.
xanaqui42 said:Damage from the Pyre Zombie is not implemented in the same way as damage from other fire sources; if I'm reading the code correctly, it does (on a unit loss):
-10 - 20 points of damage/unit,
+10 if fire vulnerable,
-10 if fire resistant.
(obviously, minimum is 0)
However, Pillar of fire, for example, treats fire resistance as halving damage, fire vulnerable as doubling damage, and UNITCOMBAT_FIRE as seting the damage to 0.
chocmushroom said:Just me thinking here, but Pillar of Fire would be all fire damage, but an exploding zombie would also have bones and weapons and ....... door flying at you, so it would not all be fire damage, so fire res does not work the same against it.