[MOD] Fall from Heaven II

I have also tried "Call of War" or something like it with my Patriach high priest, & it didn't do a thing.
Holy war will get other civs of your state religions to declare war on civs that you are at war with. So it won't work if either you aren't at war before using it, or no one else has your religion as a state religion.
 
I was playing a multi-player game, and found out that the Balseraphs courteson can see shadow's. Shadow's can see it. That leave's Balseraphs with no units that can see shadow's. I know the text says they can see other spi's, but trust me they can't.
 
Your right, the AI should be more willing to join battles. That will all be adjusted in the next patch (which will be coming out this weekend). As well as making them more likely to do other things like share maps, techs, etc.

Ooh, will resources be a part of that? I can almost never get the AI to trade resources with me, even when they have extra.
 
Your right, the AI should be more willing to join battles. That will all be adjusted in the next patch (which will be coming out this weekend). As well as making them more likely to do other things like share maps, techs, etc.

I really love this policy of small (and not so small) but frequent updates. Thank you for your dedication to this project...
 
Ooh, will resources be a part of that? I can almost never get the AI to trade resources with me, even when they have extra.

Yeap, that was adjusted as well.
 
Yep. Cards that support shaders don't need a white flag fix - as the name suggests it's a fix for white flags, only apply it if you have them else you'll get em.

Just to be clear, the only unit that I have seen with a white flag is the Queen of the Line. Do I need the fix?
 
I was playing a multi-player game, and found out that the Balseraphs courteson can see shadow's. Shadow's can see it. That leave's Balseraphs with no units that can see shadow's. I know the text says they can see other spi's, but trust me they can't.
Marksmen, sand lions, floating eyes, Kithryl Kyrie can see invisible. Maybe something else too, but nothing easy.
 
Kael
Rampaging Butterpecan

Join Date: May 2002
Location: Ohio
Posts: 10,538 Your right, the AI should be more willing to join battles. That will all be adjusted in the next patch (which will be coming out this weekend). As well as making them more likely to do other things like share maps, techs, etc.
I am excited to see how this helps the game. Diplomacy has always irked me in this game as well as in vanilla. Will it be possible to bribe another civilzation as well; money talks in many scenarios?
 
The capes of Paladins only show in the right civ's color on the first turn after loading a game. After that, they're always red.
 
Please pardon anything I'm saying that isn't quite up to date. I'm still playing 0.20 so some of what I bring up might have been fixed. (I have my reasons)

Werewolves have been causing some interesting things to happen. First, after building Blood of the Phoenix, I got a Blooded to promote to a Greater, and then another Blooded spawned in my capital. Then, I was playing as Basium and whenever a werewolf got promoted I got a free angel. Now, I like extra units and all, but is there a smoother way to upgrade werewolves rather than killing them and replacing them with a better one?
 
And one more thing. I was playing as Calabim and had just begun the Tower of Mastery, and all of a sudden, anything that wasn't a unit or a basic terrain feature went black. Mines, towns, cities...and actually one Queen of the Line went black too. I mean all color just dropped right out of them. It didn't affect the gameplay, but man was it weird.
 
And one more thing. I was playing as Calabim and had just begun the Tower of Mastery, and all of a sudden, anything that wasn't a unit or a basic terrain feature went black. Mines, towns, cities...and actually one Queen of the Line went black too. I mean all color just dropped right out of them. It didn't affect the gameplay, but man was it weird.

Your video card probably ran out of texture memory. A reboot will probably fix it.
 
Please pardon anything I'm saying that isn't quite up to date. I'm still playing 0.20 so some of what I bring up might have been fixed. (I have my reasons)

Werewolves have been causing some interesting things to happen. First, after building Blood of the Phoenix, I got a Blooded to promote to a Greater, and then another Blooded spawned in my capital. Then, I was playing as Basium and whenever a werewolf got promoted I got a free angel. Now, I like extra units and all, but is there a smoother way to upgrade werewolves rather than killing them and replacing them with a better one?

Yeah, this is on the list to get fixed in .22. I need to tag units that "die" from a technical perspective (aka: according to the game engine) but aren't really dying according to the mod to stop things like this. Its on the to do list.
 
Patch "e" is linked in the first post. It fixes the following issues:

1. Redid all the leader AI tags (many were goofed up, in general leaders will be more willing to trade techs, join in wars, etc now).
2. Reduced the research cost of Infernal Pact from 1800 to 1350.
3. Increased the AIWeight of Infernal Pact from 0 to 300.
4. Reduced the research cost of Unquestioning Obediance from 3200 to 1350.
5. Increased the AIWeight of Unquestioning Obediance from 0 to 300.
6. You wont get slaves and workers (or workers and werewolves, etc) from the same combat anymore.
7. Stoneskin no longer disappears after every combat (you have to take mroe than 3 hits in a combat for it to be removed).
8. Pillar of Fire python exception fixed.
9. Natures Revolt gives Commando to all animals.
10. Tar Demons can't use weapons.
11. Fireballs and Meteors reduced from effecting 6 to effecting 4 targets with collateral damage.
12. Meteors collateral damage limit increased from 20 to 60.
13. Lunatics can now upgrade to Berserkers.
14. Air node graphic is now used instead of the body node.
15. Fixed the extra carriage returns (carriage returns?!? man Im old) in promotion help text.
16. Hunting Research cost increased from 250 to 300.
17. New Forests changed to normal movement, +25 health (instead of +50) and +25 defense (instead of +50).
18. Hawks, Parrots and Ravens can see Shadows.
19. Check added to make appropriate Khazad and Luchuirp units dwarven on creation.
20. Check added to make appropriate Ljosalfar and Svartalfar units elven on creation.
21. Buboes, Yersinia, Ars and Stephanos decrease the AC by 2 when killed.
22. Meshabber and the Avatar of Wrath decrease the AC by 3 when killed.
23. Horseback Riding and Archery research costs lowered from 400 to 300.
24. Units with Water Walking won't get river crossing penalties.
25. Fixed a divide by zero error in turns to heal.
26. Fixed a python exception in the altar warning popup.
27. Fixed the ColoredPlotAlt python exceptions.
28. Ashen Veil AI players will rush the creation of Hyborem.
29. You cant select the longshoreman promotion for ships that don't have any open cargo slots.

It wont break save games.
 
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