Frequently Asked Questions

Obsidian plains are removed because they are not valid in Deserts and Flood Plains are not valid in Burning Sands. The python code in CustomFunctions.py's doHell function were not working because the terrains were changing first and invalid features being removed before it could check to see if they were there in order to change them. It was then removed from the code as it never ran. It is not that hard to fix though, if you don't mind the possibility of Flood Plains staying in Burning Sands or Obsidian Plains in deserts for a turn or so, at least the first turn of the game.


I agree that Tundra's should have a hellish equivalent, perhaps something related to Camulos's hell.
 
Couldn't code be implemented that turns riverside desert/sands into obsidian/flood plains? 90% of all riverside desert would have floodplains on it anyway, and I don't feel bad if that other 10% gains it during the course of the game.
 
Is the Readme file not being updated anymore? I don't see a reference to the patch anymore. I was really getting confused when Kaspersky security blocked my patch files from updating. Now that I've figured out to turn Kaspersky off, I still can't tell if the patch took. For the past few patches it looks like the patch isn't being reported at all and I have no positive indication the update took.
How does everyone else verify the patch took? Thanks.
 
Well, in this particular case I checked the 'pedia entry for Beast of Agares to see if the new art was in (very nice, btw). Still, it would be nice to have the actual version number displayed in the readme. I'd also like to be able to see the version number in-game somewhere.
 
Is the Readme file not being updated anymore? I don't see a reference to the patch anymore. I was really getting confused when Kaspersky security blocked my patch files from updating. Now that I've figured out to turn Kaspersky off, I still can't tell if the patch took. For the past few patches it looks like the patch isn't being reported at all and I have no positive indication the update took.
How does everyone else verify the patch took? Thanks.

The readme should be updated with every version. I just checked and the latest has 0.41i in it.
 
The readme should be updated with every version. I just checked and the latest has 0.41i in it.

That is a relief to hear, it seemed important to me too. But, I can't figure out why my readme file just reads Version 41 after apparently running the patches successfully. I have this issue on both my laptop and desktop which run Vista.
Even though my readme file says 41 after running the patch, I do see the new Beast of Agres (flames on back?) and certainly have the new AI (pillaging masses of Barbs, units with unspent promotions walking around) so it appears that some things take and others don't?

Anyway, I was able was update to 41i by creating a C:\Mod folder to install Ffh and Patch i and then move back into the Firaxis folder. But upon closer inspection, opening the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Readme file after moving shows version "41" , no "i"! Now I really don't get it. I've deleted the original FfH2 folders from BTS/Mod before move/copy and I even do a MS Word Compare of the readme files from the C:\Mod to the C:\Firaxis and "i" is the difference. Looking at the two files, they both have the same creation date/time and file size, in fact all the files from the two locations appear to be the same. Maybe it's just a MS Word "feature"? I'm running MS Word 2002.
Sorry for the confusing mostly irrelevant rants and thanks for the help, as always.
 
I don't know if these are frequent enough to go here, but I have some questions:

1) I have version 0.41d. Are there any patches or later versions than that? (edit: I found version "i", thx (you guys should replace the main file download with a patched one...))

2) Why do my Pirate Cove's only give food and commerce and ZERO hammers? The pedia entry says it gives hammers... Do I need a tech to get the hammers portion?

3) Adepts get xp so slowly, and level 4 is sooooo far away. Any way to speed up this slow as hell process without risking my adepts in any risky combat? What is the best way to get your adepts to arch mages quickly?

4) Why is it my unit graphics keep switching back to the underlying Civ4 unit? Example: Ira's look like giant axe-men instead of Ira's almost 90% of the time. I have to mouse over units to see if that generic Swordsmen is actually a Ranger, or a Champion, or an Immortal, or a whatever. Why don't the FfH2 unit graphics stay on top? There is no pattern I see to when the FfH2 unit is displayed and when the Civ4 base model is displayed. (it doesn't seem to depend of zoom distance, or anything else I tell)

5) Is this mod still being supported? The last update that I can see, to 0.41, was done way back in 2008... (edit: ok, i can see that now, especially since there is a version "i" and soon to be "j")

6) How do you protect your catapults and adepts from assassins / How do you bombard city defenses effectively? I am trying to bombard the walls of a city in The Momus, and every time I bring a stack of units into enemy territory, all the catapults and adepts die within two turns.

7) If I have a Mage, and have bought both Water 1 and Water 2 promotions for it. Then later I get a hold of 2 more water mana bringing my total to 3. Did I just waste my promotions? Does he get the promotions back when he levels?

8) What specific Mana levels do you find to be the most useful? I am new and there are far far too many choices and far far too few mana nodes and far far too few adepts with enough xp to become mages and arch-mages. What do I need to get to? And what should I avoid in general? (example: get fire 2 and earth 3, avoid chaos 1,2,3 you newb, geez!)

9) The altar of lunuouauotuaoar seems to be useless unless you just happen to get like 4 great priests. And even if you get great priests, isn't it better spending them on shrines or golden ages? The GP rate in this game seems to be a little slower than civ4, so it seems very unlikely i am going to get the 6 or whatever great priests i need to upgrade all the way. What is the point of this odd building? (edit: so you win if you happen to get a ridiculous number of great priests? interesting......)

10) If you were playing some sort of generic civ, you began with zero techs and had no traits, on a rather generic starting plot (couple hills, couple plains, couple grasslands, a couple desert/tundra, access to ocean, and a river outside of the fat cross), What are the first 10 or so techs that you would research and in what order? Also, what are the first 10 or so things you would build?


Thx
veqryn
 
1) yep, patch I is the last one and patch J is incoming. look at the bug thread in this forum for them.

3) soften up enemies with spells like maelstrom, fireballs and anything that has collateral damage like catapults, or just suicide worthless units on them, then finish off the wounded enemies with the adepts.

4) deactivate the "no animations" graphic option

5) yeah, it's currently in a heavy modification phase, the AI is in the process of becoming much better. modmods are very alive too.

7) not sure what you mean here, care to explain further?

9) if you get to the end, you win. now you see it, uh? ;)

other questions are too complex to answer right now as I don't have all the time I want, someone else will definitely drop by to help you though :D
 
Everything [to_xp]Gekko said is valid, but I'll throw in some additions:

1)
(edit: I found version "i", thx (you guys should replace the main file download with a patched one...))
Patches are released more or less frequently. They are seperate from the main download so that only the changes will have to be downloaded each time a change is made, rather than every FfH2 player having to redownload the entire mod each time. The bandwidth savings is considerable, and everyone benefits - except for a first-time player, who must download the main mod and the patch anyway. If that player continues to play, and applies new patches as released, the initial inconvenience will pay off in the long term.

2) Pirate Coves give +2 :commerce:, but no extra :food: or :hammers:. They upgrade over time to Pirate Harbors, which give +1 :food: / +1 :hammers: / +3 :commerce:, and then eventually to Pirate Ports, which give +2 :food: / +2 :hammers: / +4 :commerce:.

3) If you play a leader with the Arcane trait then your Arcane units will earn free xp at a faster rate.

6) The Guardsman promotion will prevent enemy units with the Marksman promotion (such as Assassins) from being able to target the weakest unit in the stack. The Bannor civ has the advantage that several of their unit types start with Guardsman for free; everyone else must earn a purchase the promotion, which requires Combat IV as a prerequisite.

Alternatively, you can kill their Assassins before they kill you, by attacking first. This is less reliable, however, because enemy Assassins are not alway within reach.

7) One or more Water mana will allow you to purchase Water magic for your Arcane casters. If you have two or more Water mana then your new Adepts will start with Water I for free, and if you upgrade an Arcane unit to a Mage or Archmage then it will receive Water I for free. If you have three or more Water mana then any Arcane units you upgrade to Mage or Archmage will also receive Water II for free. If you have four or more Water mana then any Arcane units you upgrade to Archmage will also receive Water III for free.

If you buy promotions and then later qualify for those promotions for free they are not refunded. Whether this is a wasted promotion is a matter of perspective; yes, it does mean that potentially your Mage could have spent that promotion on something else, but in order to get Water II for free your Mage would have had to remain an Adept until you got access to that 3rd Water mana. If your Mage got any use out of Water II (or any other second-level magic) during that time when you didn't have three Water mana then I wouldn't call it a waste.

8) This is a very complicated topic, and different players will give different answers. Your situation in-game will make some spells more useful and some less, so that you will want to choose your mana accordingly. Fire II, Sun II, Enchantment I & II, and Entropy I are almost always useful. Also, all of the summoning spells tend to be useful because having disposable troops to soften up enemies is handy. My suggestion is that you try out all the spells for yourself, and then make up your own mind about which ones you like. This has the added benefit that if you find yourself in a situation where a normally less useful spell is actually useful you will be able to think of trying it.

Also, with regard to the small number of nodes available, you should be aware that Metamagic II allows a node to be dispelled - which turns it back into a raw node. It can then be made into a different type of node. Once an Arcane unit has purchased level I of a type of magic (Water I for example), it will be able to purchase levels II (if a Mage) and III (if an Archmage) even if you no longer have access to that mana type. You can give your casters access to many different types of mana even with only a few available nodes if you use Metamagic to change the nodes around. Just remember to save one raw node until you research Sorcery (required to make Metamagic nodes), or you'll have to go find a new raw node before you can learn Metamagic spells.

9) Getting enough Great Prophets to complete the Altar of the Luonnotar isn't too hard, if you plan it correctly. Avoid non-priest specialists and wonders that give :gp: points for anything other than Great Prophets. Use civics that boost your :gp: production rate (Pacifism, Republic, Arete) or allow more Priest slots (Theocracy). Naturally, Philosophical leaders will have an easier time thanks to their increased :gp: rate. The last stage of the Altar must be built, and requires a very expensive late-game tech, so you have plenty of time to get the 6 Great Prophets you need.

10) This topic spawns many debates among FfH2 players. I'll tell you my opinion, but you should take it with a grain of salt and form your own opinion as you continue to play.

My first 9 techs would be: Agriculture> Calendar> Crafting> Mining> Ancient Chants> Education> Animal Husbandry> Festivals> Exploration. The 10th would be either Mysticism, Cartography, or Code of Laws, depending on which government civic I was planning to adopt. Naturally, in a real game, you would need to adjust this order to suit your starting area and the resources in it.

My first 10 builds would be: Worker, Scout, Warrior, Warrior, Warrior, Warrior, Settler, Warrior, Warrior, Settler. Worker-first is controvertial and dangerous. Here I assume that you pull back one of your starting units to defend. If you explore with both your starting units then you are probably better off building a Warrior and then a Worker. Also, if your initial explorers die early then you should probably replace them with Scouts. Early scouting is important and shouldn't be neglected. The difficulty level you play on, and your barbarian settings, will have a big impact on the build order you should use.
 
Is there any way to create Great Commanders besides GPPs or finding them in lairs?
In regular Civ4 you can get them through combat exp, but the combat exp bar for my current game is full (211/45) and I haven't gotten any (it's been full for quite a few turns).
I haven't seen anything to indicate there would be problems with the following, but my civilization is the kuriorates, I have the pacifism civic enabled, and I already have 1 great commander attached to a unit (found him in a lair).

Thanks
 
The Combat Experience bar serves no function in FfH2. Great Generals do not exist, and combat does not produce Great Commanders.

In addition to Great Commander :gp: points and finding them in lairs, the first civ to research Military Strategy receives a free Great Commander.
 
[to_xp]Gekko;8552722 said:
5) yeah, it's currently in a heavy modification phase, the AI is in the process of becoming much better. modmods are very alive too.

It looks like there are 3 separate efforts being made to improve the AI....
why don't the people involved (turinturambar, Skyre Noktis, Sephi, and Kael) all team up and take the improvements in those modmods and make them standard (which would also decrease the need to update the modmods separately to work with each new patch)?

Also, does FfH2 include many or any of the bug and logic fixes found in Better BTS AI?

thx
veqryn

ps: i love this game, thx so much for making it
 
Sephi has included most of Skyre's and turin's work in Wild Mana, and Kael is currently importing Sephi's AI work in the latest FFH patches ( H, I and J ) ;)

Better BTS AI is part of that, or to say it better the small part of it that was useful to FFH ( since FFH is a totally different game compared to BTS )
 
Yes, I was just about to edit and include his name too.

I'm glad they are working together, i sure hope it keeps improving.


can you tell me though: will BUG be imported or included in any way with FfH2?
I actually hope not, because my computer can not handle all the extra stuff the BUG displays and calculates (i tried, and i wished, but my comp just slowed down much more and much quicker into the game than normal with BUG)
 
@ Veqryn-
BUG is in Wild Mana (Sephis mod) but kael has said that keeping up with the extra code is not worth the benefits, so it is not in the main mod.
 
[to_xp]Gekko;8563835 said:
Sephi has included most of Skyre's and turin's work in Wild Mana, and Kael is currently importing Sephi's AI work in the latest FFH patches ( H, I and J ) ;)

Better BTS AI is part of that, or to say it better the small part of it that was useful to FFH ( since FFH is a totally different game compared to BTS )

And what is that small part from Better BTS AI you are talking about? :confused:
 
hm... I really hate to say this since i love FfH2, but after upgrading from d to i, the ai seems a lot worse in the scenarios.
I played 5 scenarios in 'd', then 4 more once i had 'i', and I can certify that the AI almost never builds buildings ever. I still see them building hundreds and hundreds of warriors even if they have technology to build far better units. They only build 1 worker per 3 cities, and never build anything more than roads and improvements over specific resources, never building cottages. Their large warrior stacks never leave their cities, not to defend against barbs, not to crush my lone horsemen pillaging or that barb lizardman, and definitely not attack anything. They also do not build settlers. Their research rate drops to zero as they end up having more warriors than they can support.
This could be because in all the scenarios you are constantly at war, but even if that is true than it means the 'at war' ai is terrible. If the AI has a tech that allows it to build units that are better than warriors, it should under no conditions (even war) build any warriors. It should take the extra few turns and build a training yard / range / stable. The ai, if it feels the enemy is sufficiently far enough away, should still be producing settlers and works, and escorting them to found new cities. The AI's research rate should never drop below 50% unless one of its cities is being seiged by a force that has a chance of winning. And lastly, the ai should freaking attack when it is at war. Perhaps it has something to do with the AI being team mates, and therefore calculating how its single army matches up against the combined armies of it's enemies, and then deciding to stay at home, rather than including its own team mates forces, or calculating that it could attack a single enemy rather than all at once?

On a plus side, the barbarians are much improved (however, the normal players now feel more like terrible barbs)
 
Explored a lair and a "Treasure Chest" appeared on the opposite corner of the map. How do these things work? I presume I need to get a unit to the tile, but what then? Also, can anyone else see the Treasure Chest, and if so how am I supposed to get to it before them?

Thanks in advance. :)
 
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