[MOD] Fall from Heaven II

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_....)

Yeap, we know. 0.20 was the first version of "Fire" so the pedia entries haven't been written yet. We will be filling those out as we move forward.

Still a lot left to do, and lots of new stuff to come.
 
Thankyou Kael for such a quick reply and more to come i am pretty overwhelmed
with what there is so far.
 
sorry to trouble you again:blush: the ( TXT_KEY_....) problem appears in front of most of the games text not only in the pedia entries, and i also have the same problem with the earlier version of this mod. When civ 4 is reloading to play the mod i get two warning screens saying there is a problem i will attach two photos of these incase they may help thankyou again for any help.:help:
 

Attachments

  • IMG_0664.JPG
    IMG_0664.JPG
    408.2 KB · Views: 126
  • IMG_0665.JPG
    IMG_0665.JPG
    154.6 KB · Views: 86
sorry to trouble you again:blush: the ( TXT_KEY_....) problem appears in front of most of the games text not only in the pedia entries, and i also have the same problem with the earlier version of this mod. When civ 4 is reloading to play the mod i get two warning screens saying there is a problem i will attach two photos of these incase they may help thankyou again for any help.:help:

Yeah, there is a problem with Falamar's diplo tag in german games. It will be fixed in 0.21.
 
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:

have you ever tasted life mana? that stuff is really tasty. Especially when cooked well with a light layer of barbeque sauce. mmm... mmm... mmm... tastiest dish in the world. :D
 
Two things:

Using a High Priest i created a Flesh Golem out of 2 Goblin Slave workers. However, the Golem came up with 0 power and 1 movement. Bug ?

Secondly, i have a Courtisan, which, when attacking a city, seems to capture enemy workers first. Is that what the Taskmaster-promotion does ?

Lastly, i think the Fire Meteor Swarm is a bit too strong. Creating 3 balls with 5 power each, + empower/channeling trait and corrateral damage is wiping out every city pretty fast.
 
Using a High Priest i created a Flesh Golem out of 2 Goblin Slave workers. However, the Golem came up with 0 power and 1 movement. Bug ?
Not a bug, but maybe workers should be disallowed from being used in FG's. See, Flesh Gloems have an average strength of the units used in making them.
BTW, Kael, can you remove weapon promotions from Flesh Golems? Since the additional strength is already accounted for when made.
Secondly, i have a Courtisan, which, when attacking a city, seems to capture enemy workers first. Is that what the Taskmaster-promotion does ?
No, that's what Marksman promotion does. Attacks weakest units first.
 
Not a bug, but maybe workers should be disallowed from being used in FG's. See, Flesh Gloems have an average strength of the units used in making them.

BTW, Kael, can you remove weapon promotions from Flesh Golems? Since the additional strength is already accounted for when made.

Yeap, they should be stripped automatically if you give it a turn (turn checker makes sure that promotion is still valid).
 
Speaking of Marksman, maybe ships should be excepted from this ability as they are destroyed anyway if the city is captured. Otherwise you will actually have to fight more units to capture a city with the Marksman promotion than without it, if there are ships in port.

The Marksman promotion really should let you choose your target, not just pick the weakest. It seems a waste to let your Elven Marksman kill an Imp for instance but I think that is too much to ask as I guess it would mean a lot of work for you guys for such a small thing.
 
Could anyone tell me where the art for FFH2 is located. Whats the directory path?

There seems to be nothing in the asset/art, etc folders.....?
 
it is in the .fpk file. it needs to be unpacked with the fpack utility. (at least that's what i think it's called ;))
 
I really hope the new version of the mod is ready for some serious multiplayer testing, this friday 10 of my friends and I will be getting together to play civ4 and FFH2 is always first on our "playlist" so if we don't encounter too many big issues you will probably get a good feedback with errors and stuff, but in case it turn out not to be ready yet there will probably be alot of whining (not on the forum) and we will have to settle for normal civilization (which might be a nice experience since I havn't played that since FFH2 1.2 or something like that).

Just thought you should know that this mod is really bringing people together to play ;)
 
I really hope the new version of the mod is ready for some serious multiplayer testing, this friday 10 of my friends and I will be getting together to play civ4 and FFH2 is always first on our "playlist" so if we don't encounter too many big issues you will probably get a good feedback with errors and stuff, but in case it turn out not to be ready yet there will probably be alot of whining (not on the forum) and we will have to settle for normal civilization (which might be a nice experience since I havn't played that since FFH2 1.2 or something like that).

Just thought you should know that this mod is really bringing people together to play ;)

Thats good to hear. There has been some multiplayer ganes going on, and they are going well. The only issues I am aware of are:

1. There are some irregularities depending on how you patched. Anyone who applied the origional download (FallfromHeaven2020.exe) and then patch will be different from those that started with FallfromHeaven2020f.exe and patched. I would recommend that every who start with the original wipe their copies, redownload and reinstall FallfromHeaven2020f.exe.

2. There is an out of sync error when a player switches to Hyborem or Basium. You may have to drop out and rejoin to get rid of it. Outside of that it whould work fine.
 
So a friend of mine, who is playing as the Mercurians in our current multiplayer game, pointed out to me that after he got Basium killed in a battle and subsequently, some time later, resurrected him, he was not given his leader traits back.

I have no idea how hard to code something like that would be, but it seems logical if nothing else that a resurrected Basium would still be able to govern his people as effectively as he had before his unfortunate death. :crazyeye:
 
Just a random idea, but have you ever considered adding city build times ie, a settler has the build city command and then sits there for three turns building it like a worker, before it can be settled, maybe workers could help or something, but the main point would be it would allow you to set up different city base traits, here are some possible examples:
dwarves 4 turns, +1 prod, 25% defense
elves 3 turns, +1 health
clan/doviello, 1 turn (build very fast + sloppy)
bannor 3 turns, -25% maintenance
etc.

these attributes would stay when captured and would reflect the different races design philosophies, it would also add more strategy to defending your settlers from barbs and other players when you build

maybe ruins could be resettled w/o build time and get the attribute of the original builder

Just an idea
 
sounds complicated evlutte. I doubt that'll work, but that is a good idea.
 
Who made the amurite Phalanx?
can who evre made it make a unit set out ofit: warrior, swordsman, axeman, archer, spearman, pikeman, longbowman? thanks
 
Back
Top Bottom