[MOD] Fall from Heaven II

i keep crashing just when the mod is about to start.. how do i remove old evrsions?

Unselect "Show Unit Health" in your game options.
 
I haven't got to play Fire much but I got a crash a few turns away from the savegame I'm posting. I hope you guys can figure it out :)

I'm playing as the Bannor, which reminds me, my Guardsmen got the 'Iron Weapons' promotion (+2 str, +10% against bronce) but they still have 3 strength. Am I not doing something to get that boost?

Here's some feedback on the little I played the Fire phase...
  • I got the impression that the Archers' defense rating of 4 is a bit unbalancing, specially considering that it is a relatively early unit and that the most powerful offensive units available that early on have an average strength of 3. In my humble op, a 2/3 strength for Archers would be more balanced.
  • Also, I don't really understand why I get a diplo penalty against neutral civs for being good...
  • In the city screen Spirit Mana is classified as a :health: resource, along with cows, corn, etc. I just thought it would be cool to have all mana sources in a separate column that way it's easy to see which ones you have (and decide what nodes to build).
Just my 2 cents!

Again, congrats on the work... I sometimes completely forget that I'm actually playing a mod :goodjob:
 

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I haven't got to play Fire much but I got a crash a few turns away from the savegame I'm posting. I hope you guys can figure it out :)

I'm playing as the Bannor, which reminds me, my Guardsmen got the 'Iron Weapons' promotion (+2 str, +10% against bronce) but they still have 3 strength. Am I not doing something to get that boost?

Assuming you have access to iron and a forge in the city run your mouse over the unit and look iat the floating info bottom left of the main window changes are it will show there. It took me a while to spot it as well. All units who have the promotion do show it in their character box.


Here's some feedback on the little I played the Fire phase...
I got the impression that the Archers' defense rating of 4 is a bit unbalancing, specially considering that it is a relatively early unit and that the most powerful offensive units available that early on have an average strength of 3. In my humble op, a 2/3 strength for Archers would be more balanced.

What what I've seen I've taken this as neutral because they loose some of their % defence factors aswell

Also, I don't really understand why I get a diplo penalty against neutral civs for being good...

It's small and you're not Good, I can understand it sought of. Later on it will probably get worse as postions start to go to war

In the city screen Spirit Mana is classified as a :health: resource, along with cows, corn, etc. I just thought it would be cool to have all mana sources in a separate column that way it's easy to see which ones you have (and decide what nodes to build).

I'd like both, above a certain number of resources the scroll bar does not seem to scroll so I have guessish what my next mana resource should be.
 
So, contrary to many of the peeps in here, Fire is working quite perfectly for me so far. And I'm enjoying it immensely. Even if my first game was kind of disappointing because I was hoping to try Basium, but the AI took an -eternity- founding the Ashen Veil so Hyborem didn't appear for a long, long time. :crazyeye:

But anyway, I digress. Me and three friends were playing a multiplayer game.. And one of us summoned Hyborem. What happened next was.. interesting.. however.. When he opted to play as Hyborem instead of his old Civ, everyone turned into Hyborem. So we had a four-man Hyborem team all of a sudden. :P

Imagine my surprise when one moment I am peacefully fiddling with my tree-hugging ninja elf rangers and the next my entire map has disappeared and all I see is a gigantic roaring daemon who, on top of everything, is walking off on his own without me telling him to. :goodjob:
 
Two quick questions:

1. Does anyone know what Mokka's Cauldron does (besides give +2 Culture)?

2. When a city is razed, the Armageddon counter goes up... unless it's razed by the Infernal (due to the city's instantaneous convertion to Ashen Veil). Is this intentional?
 
When he opted to play as Hyborem instead of his old Civ, everyone turned into Hyborem. So we had a four-man Hyborem team all of a sudden. :P

Imagine my surprise when one moment I am peacefully fiddling with my tree-hugging ninja elf rangers and the next my entire map has disappeared and all I see is a gigantic roaring daemon who, on top of everything, is walking off on his own without me telling him to. :goodjob:

OK, so i guess you were playing multi via LAN or another network and using simultaneous turns?
It might help the team to know those details.
 
Is it only basium that can kill hyborem? Ive killed him hundred times :lol: My host of einherjar is in lvl 13 and my sphener in 25 :lol:

Known issue in the developer thread, he's supposed to have the immortal promotion but it appears permament next patch will resolve http://forums.civfanatics.com/showpost.php?p=5112054&postcount=20

Two quick questions:

1. Does anyone know what Mokka's Cauldron does (besides give +2 Culture)?

2. When a city is razed, the Armageddon counter goes up... unless it's razed by the Infernal (due to the city's instantaneous convertion to Ashen Veil). Is this intentional?


1) I believe units who are killed in the city are resurected as a similar powered undead/demon unit

2) Counter will go down when it's an evil city that is raised

General observation the Elohim (sp) ritual seems a very good way of reducing the counter. The Barabaian built Prophecy of Ragarnok and next turn Elohim Ritual completed and no increases to counter for a significant period of time. Does this mean that it zeros counter?
 
Oh. New version is just great, many thanks! :)
As always - incredible work, guys!

And while all in all is great it appeared to mee that AI become a little... indecisive. And care too much about his heroes.

I was in war with Grigory - he have 3 heroes (converted from adventures). And he attack me only once with it, other 2 sits in cities. Moreover - when before war begin I ravaged his lands with Bear and Great Spider - he tried to push them off with his archers (ha-ha, zero change), but did not use his hunter-hero, who had a real chance...

When Hyborem come to world, he wander a little at very small neutral territory, then declare war on Balseraphs.... And just stand at place. Stand at position in 3-4 squares to 3 Balseraph cities.
I watched him about 15 turns - he just stand and wait for something. Lost few manes in assault, but didn't move Hyborem-hero itself. But Hyborem-hero have enough power to take any of these cities.
 
I got the impression that the Archers' defense rating of 4 is a bit unbalancing, specially considering that it is a relatively early unit and that the most powerful offensive units available that early on have an average strength of 3. In my humble op, a 2/3 strength for Archers would be more balanced.
Just my 2 cents!

In my view archers have too low assault :) AI really can have archers without axemens, and in this case he pushed them in assault, i.e. have just greatly overcosted warrriors :)
But defence 4 with garrison II + fortify + city defence + city-in-hills also rocks, yes...

In my (really humble) opinion archers (and other archery units) are better 'as was' without separated attack/defence.

Attack/defence separation is nice for more specific units, like animals, chariots or older enranged/defencive pormotions. I think archery units are just common for it :)
May be it's just because I really did not like A/D schema for every unit in old civs ;) It was boring.
 
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).

You can have Iron Weapon for axemens with just Smelting, not Iron Working, that gives you maceman. So even if you move straight (and do you?) to Iron Working it can be about 15 turns head start to use Axeman-5str, who is really strong.
In current game for me it was enough to start a war :)
 
I tried the mod last night. "I" won, but the civilization I became did not. Strange but satisfying. It didn't look like too much had changed when I started playing, but - wow - I was wrong.

Great job, Kael and the whole FfH team. I bought Warloards, but I don't play it. I wish I could return it and give you the $30. Really, you should consider selling this mod.
 
For those with problems crashing as the game starts, here's what worked for me. I started a vanilla game, turned off the "show unit health" graphic option and then restarted my computer. Obviously, I cannot be sure of cause and effect, but after many consecutive crashes, it then ran the first time after doing this.
 
Patch "b" is linked in the first post. It resolves the following issues:

1. Temple of Leaves allows 1 priest and 1 artist instead of 2 priests.
2. Disciple units now correctly get the homeland promotion for Defender trait players.
3. Fixed March to give the +10% heal rate in eneny territory.
4. Mind and Nature improvements now correctly require Divination and Alteration so they match their tower requirements.
5. Fixed the CtD when the Mercurians appear.
6. Fixed an issue where the Infernals or Mercurians may gain the player values of a defeated player.

It won't break save games.
 
General observation the Elohim (sp) ritual seems a very good way of reducing the counter. The Barabaian built Prophecy of Ragarnok and next turn Elohim Ritual completed and no increases to counter for a significant period of time. Does this mean that it zeros counter?
I think it just lowers the counter by 5 pts, opposite the Sheaim Elegy ritual.
 
2Kael: Pray, tell me, can I upgrade FfH 0.16j to FfH 0.20a (or 0.20b) without downloading all 300 megs again? What's the way to do it?
 
OK, so i guess you were playing multi via LAN or another network and using simultaneous turns?
It might help the team to know those details.

Direct IP connection, using simultaneous turns, yes.

Now there was no real harm in this incident given that all we had to do was save the game and then quit, start it back up, and pick our old civ's again.. It was just kind of surprising, odd, and amusing. :lol:
 
OMG, it's a pity -_- I just install the new one over the old one, or some tambourine-jumping should be done before?
 
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