[MOD] Fall from Heaven II

Hey Kael, I'm having a problem with starting up the game.
I load the mod and it let is restart the game. Then, a message pops up saying their is an error before the game windwo appears.

Sorry if its not specific enough or if this question has laready been answered.

There are a few common things that usually cause people problems:

1. Rename your customassets to customassets.old in case you have conflicting files in your customassets directory.

2. Make sure you have civ patch 1.61 applied.

3. Make sure you are using your vanilla civ4 cd, not the warlords cd.
 
HA! That Doviello berserker model is hilarious, in the same way that Metalocalypse is hilarious.

On another, not completely unrelated note, What's the highest level anyone's gotten their units? Had a couple level 19 units. Fun stuff, but it makes for a heck of a long game.

Yeah I love the berserker. I wrote the Tale of Saverous years ago and it had a paragraph in it where Saverous (who was born Doviello, captured and possessed by a demon) was musing about his people. Here is the paragraph:

The Doviello carry crude weapons into battle, a throwing rock bigger than a man’s head or a stout branch. They use these makeshift weapons because they are temporary. The first opponent killed became the weapon of choice. Grabbed by the ankles they would be swung like a meaty flail. Blood sprayed over opponents and every swing would lose more and more of the corpse until another was needed to replace the first. At this point in the battle the “weapons” were always readily available. Occasionally an opponent would be grabbed while still alive. The effect of being beaten by a bloody body that was screaming at you while it happened is traumatizing to even the most hardened warrior. Few armies were willing to face even a few hundred Doviello.

SeZ read the above and came back offering that he could make a unit that did that. He was a little worried that it would be to graphic, but everyone on the team loved it and really wanted to see what he could come up with. The finished unit was even better than I dreamed and its one of my favorite models.
 
Hi again.
I want to shange the winery so that it not qut down the forest when i build it.
(Just like the camp.) But i can't find where to shange it. Can someone just
point me in the right direction, so i can do it myself.

Thank you sooo much for this mod. I love it.

Is it going to be more civilizations, leaders and religions in the future?

Locust
 
Hi again.
I want to shange the winery so that it not qut down the forest when i build it.
(Just like the camp.) But i can't find where to shange it. Can someone just
point me in the right direction, so i can do it myself.

Thank you sooo much for this mod. I love it.

Is it going to be more civilizations, leaders and religions in the future?

Locust

More playable leaders and civs yes. We still have a lot of work to do on the Mercurians, Sidar, Svartalfar, Illians and the Infernals. Right now none of them are playable by humans (mostly because we havent done much to make them unique yet).

Religions will be added as they improve the mod. At this point I cant say for sure but the design doc actually allows for 21 different religions, and we have only implemented 5 (the cult doesnt really count).

You have to modify the build options to allow for a build that doesnt remove the forest. In the current build file you will see a build option for build a farm and build and elven farm. The actual farm that is created in either case is the same.
 
21 religions!? DAMN! I can't get all those religions, and if you add that much please make a religion disabler so that I can only get about 5-7 religions that I can get.
 
21 religions!? DAMN! I can't get all those religions, and if you add that much please make a religion disabler so that I can only get about 5-7 religions that I can get.

Yeah, obviously having that many religions in one game would be a bad thing.
 
You have to modify the build options to allow for a build that doesnt remove the forest. In the current build file you will see a build option for build a farm and build and elven farm. The actual farm that is created in either case is the same.

OK, i made the "Elven Winery" in the BuildInfos XML. I then loaded a saved game, but that crashed when it loaded. So i tried start a new game.
That didn't crashed, but the new building did not show up. Just the standard winery. What say a given worker can build this or that building? :confused:

Locust
 
Well well, look at that :D
But how to shange the build info :confused:
 

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Are there any plans to make the Dovellio truly nomadic (cities replaced by a unit representing the civilian population)? It seems a little odd to have a civ of barbarian tundra dwellers building watermills and world wonders.
 
You have the option of declaring war.

How does that answer my questions? Did you really read my post?

How does declaring war address a question about xp?

How does declaring war address a potential bug?

I guess should have posted my message in the bug thread?
 
Yeah, obviously having that many religions in one game would be a bad thing.

Hmm...maybe just the first 5-6 would work and then after that the new ones just wouldn't begin...although you would need tons of research options, one for each possible religion...hmm...or you could make other qualifiers such as population, # of cities, etc. I ramble alot, great mod, thanks again :D
 
21 religions!? DAMN! I can't get all those religions, and if you add that much please make a religion disabler so that I can only get about 5-7 religions that I can get.

Well one of our ideas was that there would be many religion founding techs, but each would only have like a 50% chance of founding a religion when researched, and then for each religion already in the game that chance would decrease (eventually to like 1%)
 
21 religions!? DAMN! I can't get all those religions, and if you add that much please make a religion disabler so that I can only get about 5-7 religions that I can get.

I also like the paragon idea that someone mentioned in the other forum. You could effectively double the amount of religions this way, but the "new" religions would only be available to one civ.
 
Well one of our ideas was that there would be many religion founding techs, but each would only have like a 50% chance of founding a religion when researched, and then for each religion already in the game that chance would decrease (eventually to like 1%)

Cool idea.
 
Wait a moment... Did something happen since I was gone something seems difernt here
 
Ummm... How many patches has it been since I was here? Or at least tell me what year it is... Procedes to look around in a confused manner
 
I found it... Contacting you by PM...

---

Kael,

I work for a brazilian magazine and I would like to contact you about Fall from Heaven II, could you send me an email? Sorry about the post here, but I didn't find any contact information.

My email is rodrigo.leif@gmail.com.

Thanks a lot,

Rodrigo
 
Great mod (again)

2 things
1. I mentioned this before but i must have missed the answer, can you make it so that there are no "city noises" eg the clip clopping and market noises, I like the music a lot better
2. Can you give the kuriotates some sort of option to make captured cities settlements, I know you can just raze and rebuild them but if you take a city with wonders or religion home city, it would be very nice to let them stay and be settlements. Maybe a choice when resistance ends or a buildable building just like city hub is

Thanks
 
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