[MOD] Fall from Heaven II

Patch "j" is uploaded and linked in the first post. It will not break save games and it makes the following changes:

1. Conscript values redone (so you draft more appropriate units).
2. Barbarians correctly build Orc Crossbowmen instead of normal Corssbowmen.
3. Loki can now cast Dispel Magic.
4. Free Order units aren't generated on the first turn (to keep scenario's from CTDing on load).
5. Stoneskin Ogre and Ogre Warchief both have the orc promotion.
6. Khazad leaders less likely to offer gold in trades.
7. New Dwarven Worker and Dwarven Druid models by seZereth.
8. New Typhoid Mary, Kithra Kyriel and Hemah models by seZereth.
9. Cannons now require gunpowder.
 
The new Typhoid Mary looks much better.

Thanks ;)
in my opinion she looks beautifull from some perspectives in the pedia, but a bit wierd from others, cause of her hairs mainly ;)
 
I've just downloaded this mod for the first time, and there seems to be so much to learn about it that I'm kinda overwhelmed. Is there any online game guide somewhere? If not, there should be!
thanx
 
I've just downloaded this mod for the first time, and there seems to be so much to learn about it that I'm kinda overwhelmed. Is there any online game guide somewhere? If not, there should be!
thanx

hiya, have a look at the first post it includesa link to the Wiki for the mod
 
I loved to try out things to see what they do in this mod :)

I have not have time yet to play newer versions (my copy is from june 2006) to see what has changed. Were spells implemented for empty slots (e.g. dimensional 2 and 3)? The AI is not really using magic units/spells - any changes here?
 
I loved to try out things to see what they do in this mod :)

I have not have time yet to play newer versions (my copy is from june 2006) to see what has changed. Were spells implemented for empty slots (e.g. dimensional 2 and 3)? The AI is not really using magic units/spells - any changes here?

So many changes. Just about everything has been improved. The June version is a beta version of "Light". Version 0.16 is the finished version of "Light" so it should run a lot better for you.

There aren't any dimension 2 or 3 spells, but all of the empty spell slots have been filled (in some cases you had a promotion you could learn but there wasnt a spell in it). I think you will be surprised with all of the improvements.
 
2 questions:

Why do my city walls disappear from view, how do I change this?

What do I need to cast a fireball? So far every unit which is supposed to be able to do it hasn't yet.

Thanks.

:goodjob:
 
2 questions:

Why do my city walls disappear from view, how do I change this?

What do I need to cast a fireball? So far every unit which is supposed to be able to do it hasn't yet.

Thanks.

:goodjob:

Dont know about the first one. If you are casting "Wall of Stone" the the walls are only temporary and will dissapeat.

The unit needs Fire II and Sorcery to cast fireball. Meaning you will have to have a Mage or an Archmage learn Fire II to be able to cast it (Arcane Barges, Firebows and a few heroes can also cast Fireball).
 
Ah thanks for the second point, but regarding the first one, I'm talking about the real thing, genuine city walls made in cities, by cities. I guess it has something to do with the visibilitypriority tag but it seems that no matter how high I make the value, unvisible walls are not coming back.

I don't know but the ring of warding seems not to have this problem for instance. Haven't seen one of those turning invisible yet at least. For other buildings it's sort of normal that they blink on and off as you add buildings but in the case of walls it's a bit annoying, not to mention that cities without walls are not pleasing to the eye.
 
I'm noticing some inconsistencies in the combat system. At first i was playing on noble difficulty, but i was consistently losing combat where i had a 75-80% odd of winning. I turned it down to warlord and am still noticing the same thing. Any idea why?

EDIT: I just noticed that it only happens when i send an archer against a skeleton. Do skeletons get a modifier against archers so that they take less damage because archers are using arrows which are ineffective against skeletons?
 
I'm noticing some inconsistencies in the combat system. At first i was playing on noble difficulty, but i was consistently losing combat where i had a 75-80% odd of winning. I turned it down to warlord and am still noticing the same thing. Any idea why?

EDIT: I just noticed that it only happens when i send an archer against a skeleton. Do skeletons get a modifier against archers so that they take less damage because archers are using arrows which are ineffective against skeletons?

Skeletons dont get any sort of bonus's against archers. But something is wonky with Vanilla when it tries to calc combat odds with first strike untis so that may be what your seeing (or we may have changed something else to make the issue worse). By I would suspect that first strike isnt calculating very well if you usually see it with archers.
 
Does this Mod word on the vanilla version of CIV4 on a Mac?
If not, is there any way I can get this to work on a mac?
I shure hope so!
 
Is there any possible way to know which three traits is the "insane" trait giving you at some specific time?
Just hold your cursor over the flag. Note that at the very beginning of the game you start with only the insane trait.

Does this Mod word on the vanilla version of CIV4 on a Mac?
If not, is there any way I can get this to work on a mac?
I shure hope so!
I'm not sure. Is there a version of patch 1.61 for macs? That's what is required generally.
 
Does this Mod word on the vanilla version of CIV4 on a Mac?
If not, is there any way I can get this to work on a mac?
I shure hope so!

I'm afraid it does n't work on Mac's, it's been tried many times. I think Kael mentioned it was down to the dll's used
 
I find that you cannot rebase a hawk to a ranger if the ranger is in a mountain tile.

I will get it fixed in the next version, thanks.
 
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