[MOD] Fall from Heaven II

Heyyy. What happened to the little stats flavor box ? You know, the one where you could read all kinds of funny statistics, like.. What your worst odds in a victorious battle ever were, who your unit with the most kills is, etc, etc.

That one really amused me, and I can't find it now. Don't tell me it's gone, or at least not gone and meant to stay gone? :cry:
 
Heyyy. What happened to the little stats flavor box ? You know, the one where you could read all kinds of funny statistics, like.. What your worst odds in a victorious battle ever were, who your unit with the most kills is, etc, etc.

That one really amused me, and I can't find it now. Don't tell me it's gone, or at least not gone and meant to stay gone? :cry:

I removed it. I redid so much of the unit combat code that it wouldn't have been reliable. It may come back at a later date.
 
This is awesome, I really like the new combat system and weapons system...

HOWEVER, the luchuirp are totally screwed by the upgrading weapons, their golems lose instantly whatever slight power advantage they used to have. A wood golem with max barnaxus is still no match for a just built axeman. I hope something gets changed so they are worth playng again:(
 
This is awesome, I really like the new combat system and weapons system...

HOWEVER, the luchuirp are totally screwed by the upgrading weapons, their golems lose instantly whatever slight power advantage they used to have. A wood golem with max barnaxus is still no match for a just built axeman. I hope something gets changed so they are worth playng again:(

Hmm.. Axemen used to be strength 4. Now they are strength 3 with the ability to get weapons upgrades. Most commonly they will have bronze weapons and be strenght 4 (just as they were before).

Wood Golems are strength 5 regardless of ores they have access too. So if the other civ doesn't have copper then its 5 vs the axemans 3. If the other civ has copper then they are 5 vs the Axemans 4 (the same as it was in 0.16).

So it shouldn't be that different. If the other civ has iron working and iron then the axeman would have the same strength as the wood golem, but your probably going to be more concerned about the macemen that will be coming at you (and why you dont have iron golems).
 
I removed it. I redid so much of the unit combat code that it wouldn't have been reliable. It may come back at a later date.

Oh...
it was so much fun do see what weired numbers it listed after you lost your first battle with an immortal unit :)
 
It appears slightly faster than the other one, so thanks :)

Only 6 hours of downloading according to Firefox. Whee !

Mind if I mirror it on .torrent anyway after I finish getting it?

*mutters about shoddy HTTP downloads*

edit: bah, over time the connection deteriorated and now it's 9 hours left, cancelled the download. I'll try again in a week after I get back from my trip to the UK or something, hoping that there's a solid download link by then.

0.16 I remember downloading in 15 minutes. So why the f-k is 0.20 taking so long?
 
Wow. 10 minute wait. 8 minute download. Roadrunner really IS fast.
Crud. Can't start a game. I get this error when I open the civilopdeia, too.
 

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okay...so i'm missing something...as amurites, i have swordsmen...have copper source and an iron source...i can upgrade the swordsmen (still a strength of 3) to macemen (strength of 5)...but how do i improve their strength +1 copper and +1 iron??...or maybe i can't??
 
okay...so i'm missing something...as amurites, i have swordsmen...have copper source and an iron source...i can upgrade the swordsmen (still a strength of 3) to macemen (strength of 5)...but how do i improve their strength +1 copper and +1 iron??...or maybe i can't??

Its automatic if the unit is in a city with access to the metal and a forge. To get mithril weapons you need access to mithril and a weaponsmith.
 
There is a patch linked in the first post. It resolves the following issues:

1. Fixed the broken Mercurian Horseman link.
2. The WarScript will no longer push the Barbarians into war.
3. Infernals no longer destroy hellfire tiles.
4. Fixed an error in FFHGiftUnit when a valid plot isn't found.
5. Killing Hyborem wont remove the Fallow trait.
6. Removed CvPath dependancies.
7. Disciples are correctly granted when you research a religion tech.
8. Soldiers of Kilmorph start with the Runes of Kilmorph promotion.

It won't break save games.
 
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