[MOD] Fall from Heaven II

on the good and evil settings, I like the randomness about how many are in each game, it makes it more exiting and often more difficult. I DO NOT like the readiness of civiliztions, particluarly evil ones, to shift to religions that change their alignment, expescially with the the ones that are polar opposites. Also, on there being more evil than good civs, remember that neutral civs TEND to side with good because the evil guys end up with death or entropy mana and lo and behold, everyone hates their guts.

Thats my take at least
 
hi,

can anyone tell me if this works on mp game?

Works just fine, but obviously all participants have to have and be running the mod, and use the same patched version. Other than that it works stellar. So go ahead and grab yourself some friends and hit it up, I assure you much fun will be had.
 
I was playing as the blaspherus (sorry however you spell that) and is there a way to track the traits of prenuptch (can't spell that either) when he switches traits? That way you know what your advantages are at that given point?
 
First post on the forums, although I've been reading them for a while. Kael, I just want to congratulate you and the team on a truly interesting mod. I played one game of "Light" before "Fire" was available, and have enjoyed both. Well done.

Rotting, you mention resources being destroyed when the AC hits 40 and the Blight starts. That wasn't my experience. In my first game the Blight destroyed farms and other agricultural-type improvements (e.g., pastures, camps, plantations) and turned some terrain into desert. So I sent out workers to rebuild the farms, pastures, etc. As for the new desert terrain, I used conjurers to upgrade. So any loss of resources is only temporary and affects all players in any event. Did you actually have resources destroyed when the Blight started in your game?

Kael, I'll be posting something in the bug thread, a few minor things I noticed in my first game.

Again, great job on the mod, it's a lot of fun.
 
You'll lose some resources but not too many.

That's been my experience too, and as people noted, it happens to everyone.

Anyway, on an unrelated note, creating Basium in multiplayer games causes them to go Out Of Sync. At least it always does for me when I play. I can't remember if Hyborem does, but he on the other hand has that amusing little bug where everyone turns into Hyborem if someone tries to play him. :P

Heyooo, Silver! :goodjob:
 
When the Infernals are destroyed, their tiles revert back to their original condition. Was any thought given to leaving those tiles as broken land? I think it would make for a cool look. Was it tried out and found to adversely effect gameplay? Just a thought.
 
When the Infernals are destroyed, their tiles revert back to their original condition. Was any thought given to leaving those tiles as broken land? I think it would make for a cool look. Was it tried out and found to adversely effect gameplay? Just a thought.

Either way works, but we opted for this path because it allows the players to reclaim the land and we thoguht it was pretty cool tio visually see the spread and retreat of the hell terrain as the evil or good forces prevailed.
 
FFH2...very nice...

Was I imagining it or did I see some art from MTG there?
 
FFH2...very nice...

Was I imagining it or did I see some art from MTG there?

Yeap, I there are a few pieces. Doviello Axemen, Dwarven Cannon, Shieldwall, Apocylpse. There are probably more pictures of John Cleese in the mod than magic cards (Im not sure what that says about us), but there are a few.
 
I actually find that the parts where John Cleese has been removed (e.g. mobility 3) have actually lost some of the fun little bits that make me enjoy this mod so much. It's still awesome though. :D
 
Hei
I've been playing Sheaim and i couldn't build Druids. I was abel to buid Grove and Druid icon was in the thech-tree as one of the unites Sheaim can build. Is it a bug or ...???
 
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