Frequently Asked Questions

How can I removed the mutated or enervated promotions? Dispel Magic, Cure Disease?

Don't know about enervated, but mutated is permenant. It doesn't do anything, other than give random promotions when the unit is created.
 
I thought that either Cure Disease or Heal would work, but don't see any signs of that in the code. (I know that one of them used to remove Mutated pre-BtS.) Moving the unit onto the tile with the Pool of Tears Unique Feature will remove Enervated.
 
Nobody expects the Inquisition!

I suppose it is a feature that Inquisitors can only use once per game this fabulous power?
 
Another one, what is the tech which boosts the watermill? They don't seem that interesting now!
 
You have to be able to create DDS files, then you can place them in the mod's Assets folder and change which Leaderhead picture is called in the CIV4ArtDefines_Leaderhead.xml

To get programs to make DDS files with, check the Downloads button on the top bar of the Forums and look in the Civ 4 Utilities section.
 
Hi.

My wife and I are huge D&D fans and also love all Civ games. Have played from Civ 1. Finding FfH is like a dream come true. Found it yesterday and can't wait for my wife to come home from work today to continue. Trolling forums and this site and FfH Manual, it seems I may be missing three Civs; Illians, Infernals and Mercenaries. Is there another modmod I need to add or how do I get these.

I downloaded and installed:

Mod: Fall from Heaven II 0.30
Patch: Patch "k"
Media Pack: Media Pack for 0.30


I cannot seem to find them anywhere only Fall Further which adds different Civs.

To Kael and all at FfH II thanks for a great combination to our loved games. Can't wait to get through more of it.

Cheers

Itambu
 
You cannot start the game as the Infernals or Mercurians, but you can play them; the Infernals enter the game when Infernal Pact is first researched. If you are the one to research it, then you are given an option to switch civs. The Mercurians enter the world when the Mercurian Gate wonder is built, with a permanent alliance with the civ that built it. The builder likewise is given the option to switch civs.


The Illians can be played from the start, but only in a custom game and only if you select Auric Ulvin first. They cannot be played in an Unrestricted Leaders game. I'm not sure if they are really supposed to be playable, because much about this civ is not yet implemented. They will be a focus of the next phase, Ice, which will be basically a group of 18 AoI like scenarios using the completed Shadow phase as a base.
 
Hi.

My wife and I are huge D&D fans and also love all Civ games. Have played from Civ 1. Finding FfH is like a dream come true. Found it yesterday and can't wait for my wife to come home from work today to continue. Trolling forums and this site and FfH Manual, it seems I may be missing three Civs; Illians, Infernals and Mercenaries. Is there another modmod I need to add or how do I get these.

I downloaded and installed:

Mod: Fall from Heaven II 0.30
Patch: Patch "k"
Media Pack: Media Pack for 0.30


I cannot seem to find them anywhere only Fall Further which adds different Civs.

To Kael and all at FfH II thanks for a great combination to our loved games. Can't wait to get through more of it.

Cheers

Itambu

You've done everything right, although I would highly recommend you download Vehem's Fall Further modmod so you can have 5 more interesting playable civs.

I don't believe the Illians are playable yet in FFH2, so they will be an AI civ.

However, when playing you can bring the Mercurians and the Infernals into your game by researching certain technologies.

For example, if you research Fanaticism, you can build the Mercurian Gate. Basium and his Mercurians/Angels will enter the game as your ally. You can then choose to play as your same civ, or play the Mercurians.

The Infernals are brought into the game when you select the Ashen Veil as your religion and research the technology Corruption of Spirit (I think that's it as I don't do this much). Hyborem and the Infernals will appear on the map, but they will not be your allies. You can choose to play your same civ or the Infernals.

Welcome, I'm sure you will get addicted to this mod as most of us have. :D

Drat, the Magister is faster than me! Sorry for the duplication.
 
Thanks for your replies MagisterCultuum and Sarisin much appreciated.

I understand now and as mentioned can't wait to continue with the game.

Cheers
 
Regarding the wonder that gives +50% Ritual Production. What the heck does Ritual Production mean?
 
It means that Rituals will be produced faster. Rituals are the FfH equivalent of Projects (like spaceship parts), and the Celestial compass the equivalent of the Space elevator. Of course, the effects are very different.

Rituals in FfH include:

Hallowing of the Elohim: (Elohim civ only) reduces AC by 5 (real value, not the percentage which is what the game shows. The real value varies by map size). Repeatible.

Elegy of the Sheaim: (Sheaim civ only) increases AC by 5 (also real value). Repeatable.

Bane Divine: Kills all Disciple units. Minimum AC required. Can only be used once.

Glory Everlasting: Kills all Demons and undead units. Minumum AC required. Only once.

Purge of the Unfaithful: removes relgions from you cities, can cause revolts. I think it is repeatible

Natures Revolt: Turn barbarian warriors, workers, scouts, hunters, and axemen into animals, gives all animals heroic strength and defense 1 and 2

Blood of the Phoenix: Gives all your living unit immortality. ONly once

Genesis: improves yor territory (equivalent of casting vitalize on every tile). Only once.

Rites of Oghama: creates raw mana nodes throughout the world. Only once.

Birthright Regained: Allows to cast your world spell a second time. Only once.
 
And purge the unfaithful will leave your state religion alone ;)

Edit: and holy cities too iirc, which is kind of annoying.
 
What event (and why) caused all the farms/resource improvements to disappear from the entire map? It's stupid and only gives the human player even more of an advantage.

How would I disable it from happening in my future games? Thanks for the help.
 
What event (and why) caused all the farms/resource improvements to disappear from the entire map? It's stupid and only gives the human player even more of an advantage.

How would I disable it from happening in my future games? Thanks for the help.

Are you talking about Blight which comes when the Armageddon Counter hits 40? That one affects only food resources (farms, plantations, camps).

I know before a patch it was really obliterating everything, but now it 'only' wipes out the improvements on food resources and changes some plains tiles to desert. It seems OK now.

I know there is a setting in the Options that can shut off the Counter, but then you will not get any of the other wonderful events like the Horsemen, Avatar of Wrath, etc. ;)

There is an event called pestilence, but I don't think it is as harsh as blight - I never had that one. I think you would have to shut off events completely to avoid that one or do some adjustment to the program code which is beyond me.

I agree with you that it is just a busy drill where you build Workers in advance and try to get an Adept with Spring. Also true is that the AI hasn't a clue to plan in advance like you can.
 
How many civ FFH supports at once now? I want to have room for the 2 extra-planar, so is it still 18? (so this would mean 16 regular civ, including me??)
 
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