[MOD] Fall from Heaven II

left click prob...also, the arm. counter seems in the way to left-click when scrolling through the cities when in the city screen
 
Idea for a new type of great person: Great Smith
His main abilities could be:
(a) Craft items (weapons, shields or armor) for a chosen unit giving it big bonuses, depending on the race, resources, religion and technology of the civ. Here are some examples I thought of (the numbers are not balanced):
  • Craft Heavy Mithril Weapon
    · +3 strength.
    · Gives enemy archery units +4 first strikes against it (because the weapon greatly slows down the unit).
    · Req. Mithril & dwarven civ.
    · Req. melee units.
  • Craft Light Mithril Weapon
    · +1 strength.
    · +1 first strike against melee units.
    · Req. Mithril & dwarven civ.
    · Req. melee units.
  • Craft Mithril Armor
    · Absorbs 50% of all non magical damage the unit suffers in battle (is this possible? or is this the same as raising strength by 50% for combat calculations?).
    · Req. Mithril & dwarven civ.
  • Craft Shield of the Order
    · 20% chance to absorb all damage taken each time the unit is hit in battle (again, I don't know if this is codeable).
    · Inmune to first strikes.
    · Req. Iron & Order religion.
    · Req. certain unit types (only for units who 'use' shields).
(b) Craft Unique Items, which have a unique name, are much more powerful than the above, and can only be crafted once.
(c) Become a great specialist in the city, giving a smaller combat bonus to every unit produced in that city.

I just think it could be a nice alternative to regular great persons... my 2 cents!
 
The little text-window sticking issue seems to be unresolved, or at least it is for me. :p

But it is at best a minor quibble, just like it used to be, so no sweat off of my back really. Just figured it was worth mentioning.
 
The little text-window sticking issue seems to be unresolved, or at least it is for me. :p

But it is at best a minor quibble, just like it used to be, so no sweat off of my back really. Just figured it was worth mentioning.

Yeah, its a pain. Im thinking about just dropping the help strings for the PLE buttons. Everyone knows what they do by now anyway, and if you dont its not a big deal to play around with them. Certainly less of a pain than the overlapping text.
 
Hi!

I've been playing FfH1 and then FfH2. Haven't played civ4 at all for weeks, since I got my hands on some other jewels and was anticipating "Fire". Amazing job you do with this mod :goodjob: !

But I have a little wee bit of a problem since 3ddownload tells me the file can't be found. :cry: Any clue?
 
Yesterday I finally finished a Sheaim-Game with the 'old' (aka pre-Fire-)Version of the Mod, which did make a lot of fun. My capital had 4 Gold, 2 more cities had Gold in reach, so... well, if this wasn't to work, what would?

This evening I will download the Fire-Mod incl.the patches. What I read here is just too cool to wait any longer.

Just a short remark reg the beastmaster:

I played Terramap. There on the pendant to the Autralian Kontinent the Dragons Hoard was built, so I went down to capture it. I took two Beastmasters with me, and, as the whole Island was in barbarian hands, they caught me approx. 15 animals of all kinds (except Tigers). This was pretty late game, so the Beastmaster does good work!
 
just got the newest patch today one thing I noticed while playing was the gorilla image is broke I'm guessing it's a barbarian animal but it just appeared as a pink blob also the image for when a unit is poisoned. is this because I upgraded from 1.6 rather then downloading the whole thing
 
Oh I got a question, I was playing the Bal... Clown people... and when deciding if my acrobat had a good chance on defeating a spider, I noticed that the subdue animal promotion gave +25% verus animal units. Where as the Acrobat has a bonus verus animals. It may not be a big deal but for some reason the two calcuate differntly.
Are you following?
Where as combat I adds 20% when you get Combat II they merge togather. 100%+40% ex. 100+40%=14 not (100%+20%)+20% ex. (100+20%)+20%=144
In this case 3+75%+25%=5.625 not 3+100%=6

Well, it might not seem like much but I think it makes a differnce in my opinion. However do as you will its just a small bug, If it is one...
 
ahhh ok I figured it was too good to be true but gave it a shot... gonna be a long DL on dialup, but well worth it you guys have done some awesome work I'm looking foreward to it
 
Hi
I was playing Sheaim yesterday and was able to build Elegy of the Sheaim, many times in a same city. Shoul this be this way?? And armageddon counter raised by 5.
 
Elegy of the Sheaim is a repeatable ritual, so yes, you are supposed to be able to build it as many times as needed to raise the Armageddon count.
 
Hi!

I've been playing FfH1 and then FfH2. Haven't played civ4 at all for weeks, since I got my hands on some other jewels and was anticipating "Fire". Amazing job you do with this mod :goodjob: !

But I have a little wee bit of a problem since 3ddownload tells me the file can't be found. :cry: Any clue?
Okay, it worked! :) I guess I had messed up with the javascript settings of my browser, my bad. Let's try this new delivery tonight. :D
 
Is not the Blight armagaddon effect just a bit too harsh to be executed at the 40th tick of the Armageddon clock, already?

I usually play in huge maps with ALL the starting civs in it (that is 18 starting civs), and I guess that makes the clock raise a lot faster than in a less crowded/smaller map. Would it be possible to make the count scalable? (rather than reducing the ticks, make the effects of the clock happen with escalated quantities).

I usually play on noble/prince difficulty (depending on the map setting), and with either the Malakim/Grigori/Balseraph civs (my choices for good/neutral/evil, I do like to alternate).

Oh, I do notice that for some reason in this mapas where I have all civs, the Khazad and the Elohim tend to underperform noticeably. Which is a real PEST, specially when I am good or neutral and do not wish the armageddon clock to get up so fast.

Apart from that, I still find bothering and nigh-impossible to overcome, when you are unfortunate enough to have that damn undead ship going down your way in year 50, or having Orthus... or sometimes, for some reason, an invasion of the $·"!$!"!!! lizardmen when you only have warriors.
 
well, for the barbarians: they are NO threat at all, you just need to counteract them a little more intelligent. I mean, there may be more units on the map as in the original game, but they are a lot weaker. And also Orthus is no threat, cause he will stubbornly attack your units even when he is near death. So... no prob at all I think. In fact I have my fun with them...
 
Well, 3 out of 4 games that is very true also for me. But then, from time to time, and for some reason, they turn into a nightmare. Orthus arriving just too early and spawning just at the side of my civ. As I mentioned, the skeleton ship arriving in turn 50, when I have one or two warriors only (think also that I play also in the *longest* game time, so it takes like 20-25 turns for me to spawn a warrior at that time of the game). Which tends to be a trouble. And of course, with the civ density I usually play with, and specially in Prince difficulty I have to build settlers/workers quickly in the first 100-200 turns, having to leave the cities with just 1-2 warriors, if I don't want to be left out with 2 or 3 cities only.
 
Lizardmen are a pain in the ass if the AI doesn't wipe out the ruins. Once they start spawning on higher than Prince diff you can get creamed quickly. I've lost in turn 23 and turn 26 recently. :lol:

I've had to change my early strategy to warrior-warrior-warrior-settler-warrior-worker. Before that I always left each city with only 1 warrior and did fine.

As for Blight...when we were testing it I was seriously on your side that it sucked to happen so soon. It was demoralizing to have to back and rebuild pastures, farms, and plantations. But, the AI has to do it as well so it's a push. Plus we know it's coming so you can sort of prepare. I'm actually going to suggest that we randomize it a bit.

Have fun and change things up. The game rocks.
 
Of course, it hurts me a *lot* more since I tend to go the Agriculture route, building farms on grasslands and (when I am lucky enough to start near them) desert-with-green-thingies and cottages on plains, to not lose the hammer. Having terrains that grant 6-7 (or 8 for the resources) food is just too good to let it pass. But of course when blight comes I tend to lose 5-10 population in my first cities (first times I was outraged... last game I am playing with the Malakim... I had all the workers waiting for it, just possitioned outside my three biggest cities to put up those farms back into action as soon as possible).
 
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