vorshlumpf
Emperor
Hello everyone,
I started integrating some of my favourite mods into FfH2 as soon as version 0.15 came out, and I'd like to share my labours with anyone else who is interested. If anyone finds this useful, I'll keep this thread as up-to-date as possible.
Let me know of any bugs you come across and I'll do my best to address them. As well, if you are using any mods, please make sure you mention this if you report any bugs in the FfH2 bug threads.
If there are any changes you'd like to see to any of these mods, let me know and I'll see if it's within my abilities. You can also request such changes of the owner of the mod if you think it's something that would benefit the Civ4 community at large - keeping in mind some of those modders are essentially MIA or swamped with other mod work.
When adding these mods it is best to keep a clean copy of the entire FfH2 folder. It will prevent you from having to re-install FfH2 if something goes wrong. Plus, if you play multiplayer with people who don't have the same mods, then you can just switch to 'Vanilla' FfH2 with a pair of quick changes to folder names.
Please thank the original mod creators on the appropriate threads if you enjoy their work.
If anyone else feels like doing similar work for mods for FfH2, I can include your work in this post.
Installation:
Download the mod(s) you want from this location: http://niilo.ca/FfH2Mods/
Extract the files to a temporary location, then you can simply move the Assets folder into the "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 015\" folder. Select Yes to All for overwriting files.
Some of the mods come with a config file - these should go into your "C:\Documents and Settings\[UserName]\My Documents\My Games\Sid Meier's Civilization 4\" folder.
Some of these mods are not compatible with each other if you want to choose more than one. You can either go with my ModComp package which uses them all or ask me how to integrate them (it's actually quite easy).
I have left the original readme files with each mod. However, do not follow any directions you do not get directly from this thread.
- Niilo
Mod Components
Civ4lerts by Dr Elmer Jiggle
http://forums.civfanatics.com/showthread.php?t=157088
Enhanced Tech Conquest v0.4.2 by TheLopez
http://forums.civfanatics.com/showthread.php?t=171748
Trade Route/Tech Leak by AltarisGreyhawk
http://forums.civfanatics.com/showthread.php?t=177236
RealFort Mod by Bhruic
http://forums.civfanatics.com/showthread.php?t=140957
MagicPLE
Niilo's Mod Pack
I started integrating some of my favourite mods into FfH2 as soon as version 0.15 came out, and I'd like to share my labours with anyone else who is interested. If anyone finds this useful, I'll keep this thread as up-to-date as possible.
Let me know of any bugs you come across and I'll do my best to address them. As well, if you are using any mods, please make sure you mention this if you report any bugs in the FfH2 bug threads.
If there are any changes you'd like to see to any of these mods, let me know and I'll see if it's within my abilities. You can also request such changes of the owner of the mod if you think it's something that would benefit the Civ4 community at large - keeping in mind some of those modders are essentially MIA or swamped with other mod work.
When adding these mods it is best to keep a clean copy of the entire FfH2 folder. It will prevent you from having to re-install FfH2 if something goes wrong. Plus, if you play multiplayer with people who don't have the same mods, then you can just switch to 'Vanilla' FfH2 with a pair of quick changes to folder names.
Please thank the original mod creators on the appropriate threads if you enjoy their work.
If anyone else feels like doing similar work for mods for FfH2, I can include your work in this post.
Installation:
Download the mod(s) you want from this location: http://niilo.ca/FfH2Mods/
Extract the files to a temporary location, then you can simply move the Assets folder into the "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 015\" folder. Select Yes to All for overwriting files.
Some of the mods come with a config file - these should go into your "C:\Documents and Settings\[UserName]\My Documents\My Games\Sid Meier's Civilization 4\" folder.
Some of these mods are not compatible with each other if you want to choose more than one. You can either go with my ModComp package which uses them all or ask me how to integrate them (it's actually quite easy).
I have left the original readme files with each mod. However, do not follow any directions you do not get directly from this thread.
- Niilo
Mod Components
Civ4lerts by Dr Elmer Jiggle
http://forums.civfanatics.com/showthread.php?t=157088
Spoiler :
This mod will give you alerts at the beginning of your turn for various events. Right now it is limited to some trade opportunities and city-growth warnings (I really like having the warning that my city is about to surpass its happy or health cap).
This mod uses a configuration file for choosing which alerts you want active.
This mod uses a configuration file for choosing which alerts you want active.
Enhanced Tech Conquest v0.4.2 by TheLopez
http://forums.civfanatics.com/showthread.php?t=171748
Spoiler :
If you conquer a city belonging to a Civ that knows one or more techs that you don't, you can now get some of that knowledge.
This mod uses a config file - I've currently got it set up so that you can get knowledge of multiple techs, but the amount you get is drastically reduced (it ranges from 0% to 5x[City Size]%.
The tech stealing does not work for the Clan of Embers - I assume because of their Scorched Earth trait. Bug or feature? - I'll let you decide.
This mod uses a config file - I've currently got it set up so that you can get knowledge of multiple techs, but the amount you get is drastically reduced (it ranges from 0% to 5x[City Size]%.
The tech stealing does not work for the Clan of Embers - I assume because of their Scorched Earth trait. Bug or feature? - I'll let you decide.
Trade Route/Tech Leak by AltarisGreyhawk
http://forums.civfanatics.com/showthread.php?t=177236
Spoiler :
You can gain small amounts of tech from other Civs through trade routes. This makes Open Borders even more desirable. See the original thread for details on how this works.
There is no config file, and I have turned off notification of the tech leak (you can get inundated with messages with the way it's currently set up). You can change the notification back on by changing BTMAddon.py.
I also made a change to how much tech leaks so that it diminishes as you learn more about the tech, making it unlikely that you learn a bunch of techs from trading partners while you spend 50 turns rushing for The Order
There is no config file, and I have turned off notification of the tech leak (you can get inundated with messages with the way it's currently set up). You can change the notification back on by changing BTMAddon.py.
I also made a change to how much tech leaks so that it diminishes as you learn more about the tech, making it unlikely that you learn a bunch of techs from trading partners while you spend 50 turns rushing for The Order

RealFort Mod by Bhruic
http://forums.civfanatics.com/showthread.php?t=140957
Spoiler :
Makes forts more useful. I had to make considerable code changes to this mod to make if compatible with FfH.
Each unit within a fort gets the appropriate fort promotions automatically. This applies even to attacks against adjacent enemy units. Animals and Beasts only get access to Fort I. Fire and water units get no Fort bonuses.
Fort Bonus I:
+20% healing rate
+10% strength
Fort Bonus II (requires Optics):
immune to first strike
+1 visibility range
Fort Bonus III (requires Precision):
+1 first strike chance
10% withdrawal chance
Each unit within a fort gets the appropriate fort promotions automatically. This applies even to attacks against adjacent enemy units. Animals and Beasts only get access to Fort I. Fire and water units get no Fort bonuses.
Fort Bonus I:
+20% healing rate
+10% strength
Fort Bonus II (requires Optics):
immune to first strike
+1 visibility range
Fort Bonus III (requires Precision):
+1 first strike chance
10% withdrawal chance
MagicPLE
Spoiler :
You can now cast spells using the Plot List Enhancement that Kael added to FfH. Now I can use Haste without switching to my arcane units! Yay!
Niilo's Mod Pack
Spoiler :
Everything rolled into one.
(yes, I know, a pretty sorry excuse for a spoiler tag, but I'm trying to be consistent here)
(yes, I know, a pretty sorry excuse for a spoiler tag, but I'm trying to be consistent here)