[MOD] Fall from Heaven II

I am not sure where to ask this question but will do so here. I play the Khazad quite often. One of their starting mana's is Nature but I am unable to get my druids to learn Vitalize. Is this intended or is there some building or technology I need before it is triggered. It doesn't make sense to me. Perhaps its a bug.

I think the dwarven druids do not learn the nature, but the earth sphere. So, no vitalize for you, sorry.
 
REAL heroes don't get spelled without an 'e' before the 's'. :lol:
 
I have just started a story based on the current version of FfH. Read the first few bits if your interested, I'm not quite sure where it's going yet.
 
Yes. Did she ever have the hero promotion? I don't remember it....
She's still considered a hero because of her uniqueness though.

I don't remember her ever having it, but then I've also hardly ever used her myself so it could well be that my memory isn't the most accurate on this particular issue.
 
I'm new to the mod but not to Civ 4 - I have to say I am hooked on this mod! A superb job has been done in applying the fantasy / rpg themes over the structure of Civ 4, and the more I play the more like it! It's really good work!

With the obligatory praise out of the way, I have some thoughts regarding the armegeddon counter. Has anyone considered shifting the relations of neutral races away from the evil and towards the good races progressively as the major AC thresholds are passed? It seems to me that the neutral races are unlikely to be very happy if the progression of evil races leads to a blight coming over the land, or the pouring of demons into the world. And since from what I've read here the counter has a general tendency to rise over time, the gentle encouragement of the goods and neutrals to pact together and isolate the major threats in the realm is reasonable behaviour and I believe is a good counterbalancing factor versus the fact that the evil races get all the best toys!

Just an idea. Keep up the good work!


I think it would get pretty sweaty for the evil races to survive if the good and neutral races polarized against them. Most Armageddon stuff affects the evil races almost as much as it does the other ones, and most games will have a ~reasonably~ even spread between good-neutral-evil races, and if 2/3 team up on the last third they are most likely going to die horrendously. I don't fault your logic though, it makes some sense, but I wonder if it would really be good for game balance.
 
I've noticed the Dovillo (or however you spell it) have lost all their advantages they cannot make archmages but that's understandable considering their theme, also they have NO cultural heroes, these 2 facts were offset by them being able to upgrade their Melee units but now that everyone can they really have nothing unique unless I've missed something
 
I've noticed the Dovillo (or however you spell it) have lost all their advantages they cannot make archmages but that's understandable considering their theme, also they have NO cultural heroes, these 2 facts were offset by them being able to upgrade their Melee units but now that everyone can they really have nothing unique unless I've missed something
You've only missed two things:
1-They can get Archmages like anyone else. They must be upgraded from their shaman and you need reagents.
2-They have a hero, the War Machine. It's avilible with Machinery.
 
Just had a blight at 40 AC, the outcome was not as bad as I remebered from the first time.

Still I don't like the Idea of resources beeing destroyed, but I could life with it, if I could somewhat 'reclaim' them. Also I don't allways know, what has been on a tile before it has been destroyed. So how about a spell of whatever kind, which is called e.g. 'reclaim the lands', which reestablishes terrain that was destroyed to the same level it had before?
 
Quite honestly, I'm inclined to disagree, if mostly for theme and flavor reasons. If a city has been inhabited by demon-worshipping heathens for any substantial time, I would imagine the only way to be sure that you have removed the foul taint of the hellspawn would be to put the city to the torch, tear down the charred remains and then sprinkle holy water over the blackened earth remaining. And then maybe. "Just" converting the population with sword and fire just won't cut it when dealing with the taint of Hell that the followers of the Ashen Veil would have allowed into the world.

Besides, it makes the battle against Armageddon much more brutal and fierce. You can't just capture a city and then inquisition it and then go on, if you want that Counter to go down you have to be ruthless, which again fits the theme perfectly. If you want to avert the end of the world, sacrifices will have to be made. :goodjob:

Yes, i understand that reasons.
But also without religious prejudices I see that problem with inquisitors. I try to explain my point of view with my bad english.
If Armageddon counter raise always when Ashen Veil spread to city and removing AV by inquisitor don't affect AC then you can achieve Armagedonn quickly using savants and inquisitors in few cities (20-30 turns). I supposed that if AV spread twice to same city affect AC twice, but I'm not sure.
And If I remove Ashen Veil by inquisitor and you destroy the city to remove "foul taint of the hellspawn" you raise Armageddon count, don't you? Although I think AI never do that to achieve Armageddon I see that like mistake.
I think if inquisitors couldn't affect AC removing Ashen Veil from city, they should lose this ability and some Order unit (Father Merrin type) could gain the ability to remove AV and spread Order instead by sacrifacing himself. This already would lower AC.
OR
Let inquisitors their ability but create some damn mark which don't disappear when inquisitor remove Ashen Veil and which couldn't be make twice in the same city.
 
Just had a blight at 40 AC, the outcome was not as bad as I remebered from the first time.

Still I don't like the Idea of resources beeing destroyed, but I could life with it, if I could somewhat 'reclaim' them. Also I don't allways know, what has been on a tile before it has been destroyed. So how about a spell of whatever kind, which is called e.g. 'reclaim the lands', which reestablishes terrain that was destroyed to the same level it had before?

There is a 25% chance it will destroy each food bonus.
 
Have you considered spawning, say, 10% more food resources on the map to begin with? Now that Blight is very likely short of putting some effort into keeping the counter low.

Maybe, it'll be better to have some Great Wonder, which will slightly increase the number of food resourses? An expensive one, yes - like the one, which summons raw mana node.
 
On a related note:
I think the cost for the Rite of Oghma (or how that is called, the mana node spawning wonder) is much, much too high. In my best production city, without the wonder that speeds up rituals by 50%, it takes 94 turns - and that's when I'm already researching Omniscience and having many of the best units!
Turns take pretty long already just for the CPU civs, even if I don't do anything. For a wonder that is so necessary (1 to 2 nodes per civ is way to few IMO) that is just a huge amount of time...
Also since it doesn't give one civ an advantage but all of them I don't get why it should be so ridiculously expensive.

Please, half the production time!
 
On a related note:
I think the cost for the Rite of Oghma (or how that is called, the mana node spawning wonder) is much, much too high. In my best production city, without the wonder that speeds up rituals by 50%, it takes 94 turns - and that's when I'm already researching Omniscience and having many of the best units!
Turns take pretty long already just for the CPU civs, even if I don't do anything. For a wonder that is so necessary (1 to 2 nodes per civ is way to few IMO) that is just a huge amount of time...
Also since it doesn't give one civ an advantage but all of them I don't get why it should be so ridiculously expensive.

Please, half the production time!

K, done.
 
Have you considered spawning, say, 10% more food resources on the map to begin with? Now that Blight is very likely short of putting some effort into keeping the counter low.

Perhaps creating one of the health resources could be a Creation Sorcery spell?

But anyway, personally I don't really think there was a shortage of possible health sources in the Light phase. While Blight may remove some of your health resources now, there are new possibilities added to get extra Health (some mana), so I guess it evens out in the end.
 
But anyway, personally I don't really think there was a shortage of possible health sources in the Light phase. While Blight may remove some of your health resources now, there are new possibilities added to get extra Health (some mana), so I guess it evens out in the end.

Ah yes nothing like getting the message that you connected to a new food resource and the resource turns out to be life mana.:lol:
 
Hello; I would like to thank kael and all the people who made such an excellent Mod. I downloaded the mod only last week but from what i have seen so far it has to be the best game of its type anywhere and to think it was made by a group of modders on a voluntary basis an incredible acheivment. Unfortuanately
though i have a problem with some of the in game text it begins with ( TXT_ MAP_ ......_ ) i have an english language version of the game but my computer is running on a Korean languge version of XP i think that this maybe is the problem but i know very little about mods or computers so i have no idea if it is possible to sort out this problem i have attached a saved game if anyone can help in anyway it would be much apprecciated Thanks again for such a wonderfull Mod.

sorry that should be ( TXT_KEY_....)
 

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