[MOD] Fall from Heaven II

I choose "No Barbarians" but the first thing that's reported in EVERY game is "Barbarian has completed Sailor's Dirge!!" :confused:
 
VladTepes said:
I choose "No Barbarians" but the first thing that's reported in EVERY game is "Barbarian has completed Sailor's Dirge!!" :confused:

In patch b disabling barbarians will disable lairs, orthus and the dirge.
 
Kael said:
In patch b disabling barbarians will disable lairs, orthus and the dirge.


Doesn't disable imply that they shouldn't appear?
 
thealien 83 said:
Kael said:
We talked about this a bit and opted to stay away from earthly cultural themes. I didnt want to have a civ that reminded players of japonese or greek style because I think it brings the player out of the world we have created. I want them to look at a unit and think "thats a Fall from Heaven Amurite design" not "thats a middle eastern design". And fortunatly since our art team is so good pushing them to make something unique always comes up with amazingly cool results.

And I have to say I love you guys for the decision. If there's anything that makes me tired it's the mandatory and these are the asian guys syndrome that seems to afflict most fantasy products. That might sound discriminating, but it tends to be especially asian/far east themes that -always- pop up everywhere.

That's because the asian culture is so unique in our own world, but I know what you are saying. Elf = Asian in most fantasy titles. Even building styles tend to resemble a mix of medieval England structures with asian aspects in the design.

I mostly wanted to say that I too love this mod for doing this. As Kael says, the graphic designers on this mod have good talent too which probably helps a lot. :goodjob: All you guys seriously make this mod a blast. Especially lately now that I have been bulk updating. :eek:

WHich BTW, I have v.2015k I see there is now a Patch "A" out. Will I need to reinstall the mod or just the patch? I got lost in the thread and may as well ask in this post. I haven't found the information I need to update my game yet but from what I gather, there is a "A" patch out that is currently encountering the white flag problem. (I have a fix for that and isn't a problem but just making sure I understand this correctly.) Also, Patch "B" is not out yet but the changes are being discussed? Is that all accurate? Also, probably a silly question but I have to uninstall 0.15k and reinstall 0.16a right?

Thanks :blush:
 
One thing (actually two) that I would like to see is upgrades for Monks (inquisitors ?) & grigori medics (?). I think that 5/6 is just too low to leave these units at for the whole game, would be nice if there was something to do with 'em.

Also a question on inquisitors, does it still use them up to clear a religion? if so then it seems rather expensive to do, since they can't be made, but have to be upgraded.

Fader
 
King Flevance said:
That's because the asian culture is so unique in our own world, but I know what you are saying. Elf = Asian in most fantasy titles. Even building styles tend to resemble a mix of medieval England structures with asian aspects in the design.

I mostly wanted to say that I too love this mod for doing this. As Kael says, the graphic designers on this mod have good talent too which probably helps a lot. :goodjob: All you guys seriously make this mod a blast. Especially lately now that I have been bulk updating. :eek:

WHich BTW, I have v.2015k I see there is now a Patch "A" out. Will I need to reinstall the mod or just the patch? I got lost in the thread and may as well ask in this post. I haven't found the information I need to update my game yet but from what I gather, there is a "A" patch out that is currently encountering the white flag problem. (I have a fix for that and isn't a problem but just making sure I understand this correctly.) Also, Patch "B" is not out yet but the changes are being discussed? Is that all accurate? Also, probably a silly question but I have to uninstall 0.15k and reinstall 0.16a right?

Thanks :blush:

You will need to download the whole FallfromHeaven2016a.exe file. The patch file is only for people that are running 0.16.

You dont have to uninstall 0.15k, the two versions arent related to each other in any way (though you probably do want to delete 0.15k just to save yourself the disk space).
 
Fader55 said:
One thing (actually two) that I would like to see is upgrades for Monks (inquisitors ?) & grigori medics (?). I think that 5/6 is just too low to leave these units at for the whole game, would be nice if there was something to do with 'em.

Thats a good point, let me see what I can do.

Also a question on inquisitors, does it still use them up to clear a religion? if so then it seems rather expensive to do, since they can't be made, but have to be upgraded.

Fader

Nope, they arent sacrificed to do it.
 
What function do barrows serve?
 
they spawn skeletons based on odds just like sailors dirge and ruins spawns lizardmans and i think its something else but cannot renember.

And I love guybrush treepwood, espesionly when he sings :goodjob:
 
I have been having a great time playing my first FFH2 game. I did not know this even existing until about a week ago. It is scary good.

I'm guessing patch "B" will be released soon correct?

I have another question. About how many turns will a Marathon game go in FFH2? I know Marathon in a mod like Sevomod lasts about 1200 turns. It seems like everything takes longer to develop in FFH2. I'm not knocking it, I think it is great that techs take so long to learn. You get to use each unit more. I love a slow developing game. You can get into it more.

Thank you for your time and a great MOD Kael and team! :goodjob:
 
manooly said:
I have been having a great time playing my first FFH2 game. I did not know this even existing until about a week ago. It is scary good.

I'm guessing patch "B" will be released soon correct?

I have another question. About how many turns will a Marathon game go in FFH2? I know Marathon in a mod like Sevomod lasts about 1200 turns. It seems like everything takes longer to develop in FFH2. I'm not knocking it, I think it is great that techs take so long to learn. You get to use each unit more. I love a slow developing game. You can get into it more.

Thank you for your time and a great MOD Kael and team! :goodjob:

Patch "b" will probably release tomorrow.

A marathon game will go 1800 turns assuming you have the time victory enabled.

Glad you are enjoying the mod. How did you find out about it?
 
I was just cruising around looking at different mods and your mod kept getting referenced. I figured I would give it a shot. Whalla!!! I have not played any other mods since.

So, if I disabled the Time victory condition could I have the game go even longer?
 
manooly said:
So, if I disabled the Time victory condition could I have the game go even longer?

Yeap .
 
So, am I correct in assuming a Hidden Nationality unit can't pillage improvements for a civ you're not at war with? That seemed to be the case when I was roaming around with the Black Wind looking for stuff to sink, and figured I'd line my pockets with gold from pillaging some fishing boats and whatnot.

Cheers!
 
thealien_83 said:
So, am I correct in assuming a Hidden Nationality unit can't pillage improvements for a civ you're not at war with? That seemed to be the case when I was roaming around with the Black Wind looking for stuff to sink, and figured I'd line my pockets with gold from pillaging some fishing boats and whatnot.

Cheers!

That is correct, that seemed a little to exploitable to me.
 
Kael said:
That is correct, that seemed a little to exploitable to me.

Hmm. Possibly, I suppose. But it seems "just right" to me. Hire some expendable mercenaries to conduct illegitimate raids across your neighbors border and burn down his precious winery, then wash your hands of it and claim "Oh no, those were just vagrants, I know nothing about that."

^^

And it would make pirates and whatnot further useful. As it is, sometimes it's just hard (as the Lanun) to get much out of your pirating because you can't find ships to sink. If you could force people to defend their coastal resources, and thus give you fresh targets..
 
Maybe they would be a one time usage unit? Made cheap and able to be built and sent to blunder? Though you'd be given up building time for a little bit of gold, anyway you can create a way so they'll pillage for a certain amount before disappearing?

That way you could destroy them, or just let them run their course?
 
thealien_83 said:
Hmm. Possibly, I suppose. But it seems "just right" to me. Hire some expendable mercenaries to conduct illegitimate raids across your neighbors border and burn down his precious winery, then wash your hands of it and claim "Oh no, those were just vagrants, I know nothing about that."

^^

And it would make pirates and whatnot further useful. As it is, sometimes it's just hard (as the Lanun) to get much out of your pirating because you can't find ships to sink. If you could force people to defend their coastal resources, and thus give you fresh targets..


coko said:
Maybe they would be a one time usage unit? Made cheap and able to be built and sent to blunder? Though you'd be given up building time for a little bit of gold, anyway you can create a way so they'll pillage for a certain amount before disappearing?

That way you could destroy them, or just let them run their course?

Or you could only get a % of the plundered gold. Because after all is a pirate going to give it all to king&country? It could also be that the units couldn't actually destroy the tile upgrade, but that as long as they were on it any of the production was actually sent (or again a %) back to your capital city.

I'd still like to see the plunder stay with the unit and accumulate. Only when the unit reached one of your cities was the plunder transferred to your nation's treasury (or resource pile.)

I'm not sure that would work really well with ships, but then I don't think most pirate vessels did much effective pirating of military ships. It was mostly attacking merchants and such, right? Maybe the pirate ships aren't very powerful, where their strength would lie between classes of military ships. They could defeat obsolete ships, but would be beaten by the current tech military??

I've been away from FfH II for a bit, but coming back to .16 is a great surprise. The team keeps cranking out significant point revisions and even the letter revisions make sense. Just a great, steady progression... amazingly stable development releases guys!

Thanks again!!
 
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