[MOD] Fall from Heaven II

OK, I just posted a first draft of my "After the Ice" map for FfH 2 022. Its not yet full of animals and barbs, but I'll surely place some dens/ruins/barrows after a first test play.

Btw, I found bear dens, lion dens but no wolf dens while looking at the improvements with worldbuilder. Intentionally? Also an elephant cemetary would be nice (spawns elephants).
 
have a question about the mercenary units,they start with hidden nationality and can readily destroy my enemies, but what exactly is the benefits or effect that happens when i use them to capture an enemy city, the enemy doesnt lose control of the city it seems, but my merc units can defend in the city itself, what happens to the city they are in, is it just a way of keeping enemy's from creating anything in those cities, or are there other things not seen that happen, i cant inspect the city, just wondering, also if i declare nationality in the city of an ally/enemy they reside in will it become war and the city be taken by me if it has no native troops?
Hidden nationality troops cannot take cities. The owner still has full control. If you declared nationality in the city of an enemy... hmmm, I don't know. Try it.
 
Hidden nationality troops cannot take cities. The owner still has full control. If you declared nationality in the city of an enemy... hmmm, I don't know. Try it.

well i was able to kill all defending units in the city and move my mercenaries into the city and fortify them, how does that effect the player cities. is it just a glitch?
 
Don't know if you saw it, but your mod was in the latest issue of Games for Windows magazine.

I havent, I will have to check that out.
 
Yes, Bchalet is correct. Eprviously the Bannor could never get a grwat person while crusading. Now the growth rate is halved and they always produce great commanders, no matter what buildings are in the city. Everyone elses great commander spawning is uneffected.

As to your question about mana effects for the other mana types, I dont know if we will add mana effects for them or not. The mana types that dont have effects are typically those that grant affinity bonuses, so it all works out. Though of course we will continue tweaking it.

Ah, yes, that all makes a lot more sense then.

But yeah, you've got a point there. Most of them, like Fire and Death and whatnot, do have units with corresponding strengths and all that jazz. Except.. Dimensional, of course. Which still *cough*sucks*cough* :p

But anyway, I'm loving the whole idea with mana effects, so tinker away good sir! :goodjob:
 
I get 2 Acherons spawned in the same city, even after patch A.

Likewise. Only played one game after patch A so far, but in that one I got Acheron and Acheron's twin brother, Acheron! Both hoarded up in a barbarian city. Good luck that the Lanun AI neighboring them will ever get them killed. :lol:

ps. Also, Acheron appears earlier than usual, like around or soon after Orthus spawns. In addition to which he does not bring his Hoard with him in any of the games I've played so far.
 
LOVE the new intro movie! Really gets you hyped up, it totally sets the stage and introduces newer players to who is who.

One comment though, a slightly longer delay for the largest text block (the one about allies and foes, and harder to turn back), as it is a bit difficult to read the entire block before it transitions off the screen.
 
thealien_83 said:
Likewise. Only played one game after patch A so far, but in that one I got Acheron and Acheron's twin brother, Acheron! Both hoarded up in a barbarian city. Good luck that the Lanun AI neighboring them will ever get them killed. :lol:

I take your twins and raise you the scaly triplets:

archeron_x3.jpg


ps. Also, Acheron appears earlier than usual, like around or soon after Orthus spawns. In addition to which he does not bring his Hoard with him in any of the games I've played so far.

My three little pangolins appeared even before Ortus and too forgot to bring their purse.
 
Just one question, though. I don't quite get why Sheelba would be considered evil. Wouldn't being raised by the Bannor, even if they hated her, affect her morality?

Of course it does, ever heard of a rebellious teenager? Same thing here. And probably you want to destroy everything that people who hated you and made your life living hell like (i.e. order, law, life, cities).
 
Great! First my game where Hyborem was summoned not by myself. Now it works.

But the problem with overpopulation persists. Hyborem had no place to settle and was meditatively wondering around the world for a long time. Cassiel/Basium were fighting against Flauros, apocaliptic creatures were capturing cities but Hyborem did not care - he was in peace with everybody. Finally, he found the place and created Dis but after few turns Dis revolted and joined Illians. Dismoralized Hyborem went home without anybody's help. I understand him - he is too strange in this world.
 
I'm certain this problem has probably been adressed and solved before, but frankly, the thread is so big that it's going to be... annoying to go through all 256 pages.

So my question is this.

I've just installed 2022 and the patch a.

I start up the game, everything runs wonderfully.

I play a game, everything works, but on the first turn in the upper right hand corner what should I spy but in bold white letters 10 Turns Left!

The game then only lasts until year 12 and then someone wins a time victory.

Is there a solution to this problem?
 
After your conversion to Beyond the Sword, I suggest that someone should make a motion picture of Fall From Heaven 2 as the next new intro video then the one we have... I also recommend someone to make some nice motion picture for the leaderheads...
 
acheron spawns at most once for my games, dont have problems with multiple instances though he NEVER has any type of reward for killinghim, no gold. what horde is he exactly sitting on?
 
@it-ogo:
OMG that's funny!

@Kael:
Maybe Dis should be founded with a bit of culture already in it (100 or 500), which would also help the territorial problem at least a bit.

@NorseGryphon:
The horde only appears as a unit if you raze the city Acheron spawned in, otherwise it's a wonder inside it. (Of course only if this isn't broken with 22a, which seems to be the case, as many people report it in the bug thread).

@MrHimmler:
If you own the game but dont want to play with the DVD (like me) you can use an image of it and mount it with Daemon Tools (you have to hide that, google for it). If not, go buy it - it's seriously worth it! Not only the game itself is friggin great, but it's also nicely packaged and the manual is really that, not just one page or a PDF on the disk. A big fat paper thing! :)
 
There is a vanilla civ4 problem when playing on very large maps that can cause the saves to become corrupted. Im afraid there isn't anything I can do to change it. You may want to decrease the map size to avoid this.

I was able to fix this problem by starting a brand new game, then loading the old one back. It doesn't crash then. I was using Standard size map.

Another question, some of the units are invisible, except for their equipment, namely the Orc Witch Doctor, the Lizardmen, the Doviello Warrior (the first one you get). If I change my graphics settings will this go away?

If you have the city governor set to Produce Commerce, or Hammers, or whatever, and you automate workers, will the peons build the appropriate improvements, such as cottages for commerce, etc.?

Finally, I had a problem where the unit overlay text in the lower right that appears when you mouseover a unit will stay, even after I have moved the mouse. For example I put my cursor over a warrior and it tells me all about the warrior on the lower left, then I move and that text stays there, making it hard to read other stuff down there. This problem goes away after 5 turns or so, usually.
 
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