[MOD] Fall from Heaven II

woohoo, thanks Kael (for the endless patience with what must seem like dealing with the same questions and issues over and over again) !

and thanks to Dreiche too! (hahaha)

trying it out now!
 
First of all, I have to say how much I love your game. In my opinion, there is no need to play the original anymore now that you guys have done this. Secondly, I must say that I have some things for you to try to work out. When I play, sometime the explanations that appear in the bottom left corner above the UI get stuck. They overlap the information from two or more sources at the same time making a jarbled mess of letters and symbols. The mercenaries are turning into regular (default) pix of the warrior from the original Civ4 game, and this happens pretty much everytime they stop moving. Keep up the good work.
 
Happens to me too every one to three turns. It's really annoying (to "fix" it by moving over a unit portrait), so I hope it gets fixed in another nice patch to this unparalleled mod!

@Drunknpoet:
I agree, I didn't play vanilla Civ4 since around april, but lots of FFH!
 
JDexter said:
Happens to me too every one to three turns. It's really annoying (to "fix" it by moving over a unit portrait), so I hope it gets fixed in another nice patch to this unparalleled mod!

@Kael: I haven't been following all the FfH discussion lately (way too much to read ;)), but in case you haven't addressed this issue yet:

Code:
self.hideUnitStatsInfoPane()

hides the panel. Placed at the right spot in the code, it might debug the screen often enough so that you won't even notice that it gets stuck from time to time.
 
Teg_Navanis said:
@Kael: I haven't been following all the FfH discussion lately (way too much to read ;)), but in case you haven't addressed this issue yet:

Code:
self.hideUnitStatsInfoPane()

hides the panel. Placed at the right spot in the code, it might debug the screen often enough so that you won't even notice that it gets stuck from time to time.

Yeah, I've bounced around with it a bit but Im having problems trying to find a reliable way to get it on/off. I'll play with it some more.
 
i have not broke civ4 disc cause this mod is so awesome 55%, 45% sevomod
 
Hi!

I enjoy this mod a lot. I mainly play as Ljosalfar. However, as much as I enjoy the mod, there are a few things that I would like to see added to it. I would like to be able to build an Elven winery on a forest square without the forest being chopped down in order to build the winery. I also think there should be an Elven promotion for druids. It also doesn't feel right that elves are attacked by and capture animals. Elves should have their priests and druids summon all animals (not just tigers) for the festivals.
 
I think FfH II is AMAZING! Ever since I have downloaded it, I have not played the regular Civ 4 game. It's amazing how great the units look, and one of my favorite aspects of the game is the spellcasting units. I used the spell that changes deserts into plains to completely fertilize all the deserts in my borders. I love the dragons! They look awesome! Great game; can't wait for the next update!
 
Agree whith guy over there but when you can do vitilize you can turn evrything to grassland at the end (you cant turn flooded desert or coasal desert to plain)
 
love the mod, just an awesome and excellent job ... one thing that I'd like to see changed is the Shadows & Assassins, they really un-balance the game ... the AI Shadows and Assassins basically can pick and choose any unit and attack and then totally disappear and cannot be found and re-attack turn after turn ... I've already lost 50 or more units to a single AI Shadow ... flooded 16 squares around the attack and never find them ... they really need to be re-balanced, otherwise this Mod's the best ... Thanks, Geecadwah
 
Locust-71 said:
Hi!

I enjoy this mod a lot. I mainly play as Ljosalfar. However, as much as I enjoy the mod, there are a few things that I would like to see added to it. I would like to be able to build an Elven winery on a forest square without the forest being chopped down in order to build the winery. I also think there should be an Elven promotion for druids. It also doesn't feel right that elves are attacked by and capture animals. Elves should have their priests and druids summon all animals (not just tigers) for the festivals.


Sorry to say this, but animals are scarce... and the elves are powerfull enough as it is.

As for the winery... you have a point, why should everything except a winery be buildable on forrests for the elves?... (and yes, mines should still clear the forrest :p )
 
Interesting to note that the info pane bug wasn't just me. Seen recently lots of people with that issue (had hawk info stuck for awhile) but it went away and haven't had the issue since. Aside from that I have a quick question that may have already been addressed. I've noticed the civilopedia is shortened. No longer are all the units described in the civilopedia like they once were. Is this from a unit overload? Or did you just feel that duplicate units were unnecessary to have their own link? (Civilopedia info is available for all units but not all links are listed in the units section, you can only get to (example) Orc Spearman by playing as the Clan of Embers and then clicking on warrior, then following link "is replaced with Orc Spearman for your civilization" I was just wondering because everytime I reload a new patch it's always neat to check out all the new art. Speaking of art is Sezereth's werewolf art gonna be added in patch G? or will it wait until 0.17? Thanks for reading Kael
 
Just a quick idea, not sure if you're already considering it. I noticed playin' with the lurchips (higher difficulty level of course) city health is always a concern. Especially with any civ really that isn't expansive. Is there ANY plans to add the great doctor mod? At least a specialist citizen "medic" ? Perhaps this would also offset the issues from building factories, forges, workshops of the such. Thanks again.
 
lamotti said:
Interesting to note that the info pane bug wasn't just me. Seen recently lots of people with that issue (had hawk info stuck for awhile) but it went away and haven't had the issue since. Aside from that I have a quick question that may have already been addressed. I've noticed the civilopedia is shortened. No longer are all the units described in the civilopedia like they once were. Is this from a unit overload? Or did you just feel that duplicate units were unnecessary to have their own link? (Civilopedia info is available for all units but not all links are listed in the units section, you can only get to (example) Orc Spearman by playing as the Clan of Embers and then clicking on warrior, then following link "is replaced with Orc Spearman for your civilization" I was just wondering because everytime I reload a new patch it's always neat to check out all the new art. Speaking of art is Sezereth's werewolf art gonna be added in patch G? or will it wait until 0.17? Thanks for reading Kael

I didnt think about that, I could definitly slide seZ's werewolf into G.

As to the units removed from the pedia, I just didnt want new players overwhelmed with what was in most cases identical units (except for art). You can still see all of the units in the civilizations tab and I wish I could add a "Show all Units" checkbox to the unit pedia page but I havent been able to do that yet.
 
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