[MOD] Fall from Heaven II

It seems the shadow mechanics need a bit of work. It annoying beyond all belief to SEE the shadow (kithra rules) that is wandering around, blowing up your mana nodes and not be able to do anything about it since i'm at peace with the shadows owner:mad: . Questions/ideas

1)if you made the shadow hidden nat. instead of can explore rival would that mean that if a unit moved onto its square it would die?

2) could you set up some sort of tag so that, if the shadow has been spotted on the last turn or two, it cant sabbotage?

3) currently can the shadow smash while i'm staring right at it, also can it hit anything it wants or just nodes

4) how about some kind of eject-from-territory option that shoots the shadow back to its capital (and if the ai could do it to you, you would lose favor to it)

5) minor things really but irksome
 
In 0.22 Hawks can see shadows.
 
You can set up games for 20 civs?! How do you do it? I thought 18 has a hard cap, which is always my choice (can't get enough of those marathon, huge, max-civ games ;o)).

- Niilo

Well, I set it to 20 in the XML, I had to leave the house for a while so the game didn't last that long so I don't know if all 19 AI civs were there.
 
Its not the seeing shadows that's the trouble, its stopping them smashing my mana nodes and stuff when i'm at peace with their owner.
 
Hi,

FfH2 is a great mod, it gave me back my civ4-fun i lost somehow. Great work! Saying "great" i mean: REALLY GREAT! :D

Here some small questions/remarks - hope, they are not to repetitive:

1. Patches: if u download and run patch "f", are the features of previous patches (a-e) included in that?

2. Does the AI ever use offensive magic like fireballs etc? Never saw them do it. Will they do it in future versions of FfH? That would give us players a much harder time :lol: but an even more thrilling gameplay.

3. A hint: Regarding the Mokka's Cauldron problem (game crashes when AI-city is conquered, who has it) - after some desperate attempts to avoid the crash i did CTRL+W (editor) and removed the cauldron from the city - i dont consider this a cheat, because the city was doomed anyway.

Ah, ok, last patched fixed Mokka's Cauldron, good to know and thx.

Thanx for Your tremendous job, Kael and others. Looking forward to future versions of FfH.
 
Hi,

FfH2 is a great mod, it gave me back my civ4-fun i lost somehow. Great work! Saying "great" i mean: REALLY GREAT! :D

Here some small questions/remarks - hope, they are not to repetitive:

1. Patches: if u download and run patch "f", are the features of previous patches (a-e) included in that?

2. Does the AI ever use offensive magic like fireballs etc? Never saw them do it. Will they do it in future versions of FfH? That would give us players a much harder time :lol: but an even more thrilling gameplay.

3. A hint: Regarding the Mokka's Cauldron problem (game crashes when AI-city is conquered, who has it) - after some desperate attempts to avoid the crash i did CTRL+W (editor) and removed the cauldron from the city - i dont consider this a cheat, because the city was doomed anyway.

Thanx for Your tremendous job, Kael and others. Looking forward to future versions of FfH.

Yes, patches are always cumlulative (so you only need the latest one). Yes the AI uses fireballs and summons, but its use of them could definitly be improved. As for the cauldron, that should be fixed in the latest patch, were you still having the problem?
 
What happened here? Hyborem got summoned by the barbs...
Civ4ScreenShot0023.jpg
 
My guess is he just conquered the city... hmmm... although that would mean that he is now at war with the barbarians... but hey, that is just a good thing if you are not playing him right?!?
 
Yeah, but i was not researching him and i was the only one whith AV...

Wow, that is strange then. By the way, what's up with your minimap? :confused: Is that a continent that stretches all the way around the south? :eek:
 
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