[MOD] Fall from Heaven II

we hit broke the 5oo ooo views ;)
keep on viewing guys

now we need to break the 5ooo posts (without spamming :p)
 
On the list of things that will cause the Armageddon Counter to rise, from the top of my memory;

* Raizing a city (that isn't Ashen Veil)
* Ashen Veil spreading to a city
* Entropy Node being built
* Hyborem being summoned (I think)
* Ashen Veil being founded
* Stigmata on the Unborn being built (I think)
* Elegy of the Sheaim ritual

So if the AC is rising rapidly it could be due to either a lot of warfare resulting in cities being razed left and right, or it could be that the Ashen Veil is spreading rapidly. Or, if you have the Sheaim in the game, they could be doing their thang. But then you should see a message about that, though.

Most often it tends to be one of the two first things mentioned there that happens much to make the counter go up fast. But that's just a guess.

Cheers.

ps. So in order to make the AC to go up more often early in the game, as you asked, you probably need to get out there and burninate cities. Barbarian cities are excellent targets since you don't have to go to war with anyone (well, any more than you already are with them, unless you're playing Doviello/Clan) and they can often be placed in hokey spots that you might not want a city in anyway, plus it has the added benefit of saving you any more agitation from that angle.

The Prophecy of Ragnarok will raise the AC. Maybe Mokka's Cauldron, not sure.
 
The Prophecy of Ragnarok will raise the AC. Maybe Mokka's Cauldron, not sure.

I don't think the Cauldron does, but I'm not positive. The Prophecy however doesn't work, or at least it never has for me, hence why I didn't bother to include it. I don't know if that's just me or if it is indeed broken and awaiting a fix, but I've built it at least a couple of times and neither has the AC gone up when I build units in that city, nor has it dropped when units with the Prophecy Mark promotion have been killed, so.. :confused:

Anyhew, anyhow..
 
I don't think the Cauldron does, but I'm not positive. The Prophecy however doesn't work, or at least it never has for me, hence why I didn't bother to include it. I don't know if that's just me or if it is indeed broken and awaiting a fix, but I've built it at least a couple of times and neither has the AC gone up when I build units in that city, nor has it dropped when units with the Prophecy Mark promotion have been killed, so.. :confused:

Anyhew, anyhow..

I just checked and it definitly works both ways. What you are probably seeing is that the unit is created or dies but the counter doesn't change. The scale of the counter is based on the amount of civilizations in the world, the more civs, the more it takes to move the counter. So a unit created still increses the count, but it may not be a whole point so the counter doesn't display a difference (but it is tracking that change int he background).
 
we hit broke the 5oo ooo views ;)
keep on viewing guys

now we need to break the 5ooo posts (without spamming :p)
Here, I'll do my part.

This is my favorite mod. (Though if the Alpha Centauri mod goes all the way this time, there could be some serious competition there.) You will probably be flattered to hear that I can only vaguely remember the last vanilla/warlords game I played, since I've been playing this mod for so long. I particularly love the Armageddon Counter and how you can influence it if you want. I also liked how I actually had to come up with new kinds of strategy compared to the vanilla game.

At first, I was disappointed that you guys used some stereotypical fantasy races (elves, dwarves, orcs, dark elves, etc), but then I realized that if I'm THAT sick of them, I can just play someone else and have fun wiping them out when the randomizer sticks them in the game. So, ironically, their inclusion ended up making the mod more fun.

Still, I thought of a few things that would make FFH even better. Hopefully, some of these suggestions won't seem too outrageous or impossible.

* There needs to be some kind of evil Armageddon victory. Imagine the letdown when I read up on the Sheaim (who want to destroy the world with Armageddon magics), only to realize later that destroying the world does not seem to be actually possible...you can turn it into a living hell (and I most certainly did), but not actually end it. I'm not sure what would be best here. Just getting to 100 on the Armageddon Counter is a little too easy (compared to other victory types). Maybe if you do that and build a special wonder/ritual.

* The AI ought to be tweaked to make the Ashen Veil more attractive to evil civs (as it should be, considering all the nasty things you can get from it). Hell, on the game I'm playing now, the AV was founded by the Calabim, but they didn't even convert to it, they're still Fellowship. Evil vampires who see mortals as cattle, and they pass up allying with hell to follow the tree-hugger religion! That's just plain wrong. :) Anyway, tweaking this would also make the Armageddon Counter rise more quickly (most of the time, it rises a little too slowly if I'm not playing an AV civ myself).

* Great People quotes/art. This was one of my favorite non-FFH mods, and while I'm sure it would be a lot of work to think up that many good quotes, I think it would really add to the atmosphere/flavor.

* There should probably be more artifacts. I know this is "dark" fantasy instead of "high" fantasy, but I still expected to see more magic items laying around. There's already a lost Age of Magic they could be left over from. Orthus's Axe and the Sidar's Nether Blade (which, sadly, I've never actually seen in-game) are good starts, I just think more wouldn't hurt.

One idea I like is a powerful artifact that gets found by the last-place civ around the midgame, allowing it to remain a threat to the lead civs, although of course that shouldn't pop up in every game (or it'd get too predictable). Another idea would be some kind of sacrificial hell-blade that gives you an extra AC point if its unit kills a world unit (or maybe even national unit). Or a good-aligned item that gives a "reverse Stigmata" bonus: plus half of however many points aren't in the AC (so if the AC is 40, it'd be worth +30%)...it would be strong in the early game, but as the world grows more corrupt, its power would fade. Those are just off the top of my head, I'm sure it would be easy to come up with more, if you really wanted to go that way.
 
Here, I'll do my part.

This is my favorite mod. (Though if the Alpha Centauri mod goes all the way this time, there could be some serious competition there.) You will probably be flattered to hear that I can only vaguely remember the last vanilla/warlords game I played, since I've been playing this mod for so long. I particularly love the Armageddon Counter and how you can influence it if you want. I also liked how I actually had to come up with new kinds of strategy compared to the vanilla game.

At first, I was disappointed that you guys used some stereotypical fantasy races (elves, dwarves, orcs, dark elves, etc), but then I realized that if I'm THAT sick of them, I can just play someone else and have fun wiping them out when the randomizer sticks them in the game. So, ironically, their inclusion ended up making the mod more fun.

Still, I thought of a few things that would make FFH even better. Hopefully, some of these suggestions won't seem too outrageous or impossible.

* There needs to be some kind of evil Armageddon victory. Imagine the letdown when I read up on the Sheaim (who want to destroy the world with Armageddon magics), only to realize later that destroying the world does not seem to be actually possible...you can turn it into a living hell (and I most certainly did), but not actually end it. I'm not sure what would be best here. Just getting to 100 on the Armageddon Counter is a little too easy (compared to other victory types). Maybe if you do that and build a special wonder/ritual.

* The AI ought to be tweaked to make the Ashen Veil more attractive to evil civs (as it should be, considering all the nasty things you can get from it). Hell, on the game I'm playing now, the AV was founded by the Calabim, but they didn't even convert to it, they're still Fellowship. Evil vampires who see mortals as cattle, and they pass up allying with hell to follow the tree-hugger religion! That's just plain wrong. :) Anyway, tweaking this would also make the Armageddon Counter rise more quickly (most of the time, it rises a little too slowly if I'm not playing an AV civ myself).

* Great People quotes/art. This was one of my favorite non-FFH mods, and while I'm sure it would be a lot of work to think up that many good quotes, I think it would really add to the atmosphere/flavor.

* There should probably be more artifacts. I know this is "dark" fantasy instead of "high" fantasy, but I still expected to see more magic items laying around. There's already a lost Age of Magic they could be left over from. Orthus's Axe and the Sidar's Nether Blade (which, sadly, I've never actually seen in-game) are good starts, I just think more wouldn't hurt.

One idea I like is a powerful artifact that gets found by the last-place civ around the midgame, allowing it to remain a threat to the lead civs, although of course that shouldn't pop up in every game (or it'd get too predictable). Another idea would be some kind of sacrificial hell-blade that gives you an extra AC point if its unit kills a world unit (or maybe even national unit). Or a good-aligned item that gives a "reverse Stigmata" bonus: plus half of however many points aren't in the AC (so if the AC is 40, it'd be worth +30%)...it would be strong in the early game, but as the world grows more corrupt, its power would fade. Those are just off the top of my head, I'm sure it would be easy to come up with more, if you really wanted to go that way.

I agree on the evil Armageddon, there should be a victory or a turn limit once the Armageddon starts, and it must be lower to turn off that turn limit.
 
we hit broke the 5oo ooo views ;)
keep on viewing guys

now we need to break the 5ooo posts (without spamming :p)

And to keep the pattern going we just past 50,000 downloads in the download forum.
 
FFH2 the mod that kicks butt!

I'm happy to have contributed with posts and daily logins (as well as downloads).

U guys keep up the fantastic work of patching and comming up with new and marvelous ideas and there is no way I can see this mod being beat in popularity for a loooong time!
 
I just checked and it definitly works both ways. What you are probably seeing is that the unit is created or dies but the counter doesn't change. The scale of the counter is based on the amount of civilizations in the world, the more civs, the more it takes to move the counter. So a unit created still increses the count, but it may not be a whole point so the counter doesn't display a difference (but it is tracking that change int he background).

Oh yes. I'd forgotten completely about that. :crazyeye:
Well, with that in mind you are no doubt quite right and it works as it should, just that I haven't been chunking out enough units from that city to notice the effect. Makes sense enough. :goodjob:

Alright then! Just need to get that city cracking I guess, heh heh.
 
Interesting--we still have less posts than the FfH I thread, but more views.

My interpretation? More people who check the thread for updates but then go post in the forum. Also more lurker fans.
 
Interesting--we still have less posts than the FfH I thread, but more views.

My interpretation? More people who check the thread for updates but then go post in the forum. Also more lurker fans.

Well, in the FfH1 days there was only 1 thread to hold every thought idea and conversation (that was one crazy thread, if you skipped a day you would be pages behind).

For FfH2 we have the 4,500 posts in this thread as well as the over 53,000 posts in the FfH forum (a few of which are actually on topic ;) ). If FfH was a stock, we all should have bought early. So thats a total of about 57,500 posts about FfH2 on this forum.

To compare oblivion, a great game that was extremly popular got about 91,000 posts in its official forum. To compare to a fellow fantasy strategy game Heroes of Might and Magic 5 got a little over 100,000 posts.

But before we get to proud you have only to look at the World of Warcraft forums where they have entire forums dedicated just to a single class and many many threads with over 500,000 views. Just crazy stuff.

Our very own Civ4 does pretty well too, with over 300,000 posts in its general forum due in large part to the awesome website Thunderfall provides for us (and of course Firaxis's great game).
 
Just tried my first game with Hybroem... Hybryem... Hybrrrrrrrr.... yes... u know of whom I speak (and yes I have just seen the movie army of darkness again).

And I was wondering:

1. Is it only living evil units that gives manes when they die, and if so is sending out discipels to their death a good way of getting manes or doesn't that count?

2. further more, doesn't this mean that on maps where you are fighting/playing against all good civs you have NO CHANCE of seeing your cities grow (since the only units dying are your own demons or undead) since it doesn't seem that a surplus in food gives growth to the city just as a negative supply of food doesn't affect the city either.

Edited after reading Tiranasta's post:
Being the only evil civ besides the one who summoned Hyborem (which has the choice to choose ex. runes and go back to a status of neutral civ)
 
If you researched Infernal Pact to summon Hyborem, you must have had The Ashen Veil, and therefore be evil. When you become Hyborem, that evil civilization will still be evil.
 
Just tried my first game with Hybroem... Hybryem... Hybrrrrrrrr.... yes... u know of whom I speak (and yes I have just seen the movie army of darkness again).

And I was wondering:

1. Is it only living evil units that gives manes when they die, and if so is sending out discipels to their death a good way of getting manes or doesn't that count?

2. further more, doesn't this mean that on maps where you are fighting/playing against all good civs you have NO CHANCE of seeing your cities grow (since the only units dying are your own demons or undead) since it doesn't seem that a surplus in food gives growth to the city just as a negative supply of food doesn't affect the city either.

Edited after reading Tiranasta's post:
Being the only evil civ besides the one who summoned Hyborem (which has the choice to choose ex. runes and go back to a status of neutral civ)

A unit from a neutral civ has a chance of being converted to a mane. A unit from an evil civ has a higher chance. A unit with the octopus overlords or ashen veil promotion (given to 20% of units created in cities with those religions) have a high chance of becoming manes.

So yes, sending out missionaries is an excellent way to get yourself more manes. Hyborem is more powerful the more evil there is in the world. Basium is more powerful if the world is good.
 
A unit from a neutral civ has a chance of being converted to a mane. A unit from an evil civ has a higher chance. A unit with the octopus overlords or ashen veil promotion (given to 20% of units created in cities with those religions) have a high chance of becoming manes.

So yes, sending out missionaries is an excellent way to get yourself more manes. Hyborem is more powerful the more evil there is in the world. Basium is more powerful if the world is good.

So neutral plays both sides, your missionairies can become manes, and units with overlords or ashen veil promotion can become manes too...

Have I told u lately how much I love this game? ;)

thx. for the reply Kael, guess who is going to play Hyborem at the next Civ4 LAN party ;)
 
GREAT MOD!

I didnt really like FfH1, but i decided to download thos version, and it rocks! I love playing with calabim, in my game with them right now I have a sieze 24 city that looks perfect to prepare my new vampires on :p and then I can refuel them in caputred cities >=D

Also the spring spell and then some of the nature ones are good, ive made my whole empire grassy to get more food for my vampire army. Its nice that now when I have a desert-y start I can do something about it :lol: up the map generators!

Spells are mega fun to! The death spells I have acsess to make the game so much more jazzy, im summoning skeleton hordes every turn :D

GOOD JOB!
 
i just downloaded the latest edition to this mod and installed it into ...warloads\mods, but when i try to load the mod it crashes before the main window has even opened. could some one plz tell me what simple thing i am missing in order to get this to work. Thanks
 
this is not a warlords mod, put it in the Civilization 4/Mods folder and start the game with the Vanilla civ 4 disk
 
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