[MOD] Fall from Heaven II

It would be nice if more people come to the Fall from heaven forum. Bug reports, cosmetic issues and balance issues should go there anyways.

Also, never can be enough people talking about FfH, and the forum is better than this thread- ;)
 
I think rangers are way too strong.

Let's compare them with other units :
Ranger :
strengh 6
move 2
-20% to city attack can subdue animals (=4.8 to attack cities)
requiere animal handling : 1596 research units

Horse archers :
strengh 5
move 3
...
requiere strirup : 2688 research units

Pikeman :
strengh : 4
move : 1
+50 % against mounted units
requiere metal casting : 2688 research units

I think that rangers should at least be moved down to strengh 5. And also increasing the research cost to 2688 as for the others would be better.
 
Can Someone please help me out? I am trying to figure out if some of the spells like the fire spell were limited to 40% damage... This had previously been slated for 0.22... Have damage limits been implemented or not?


I thought there was a changelog list that listed all the changes, not just the ones for the current 0.22 -- I seem to not be able to locate this thread for some reason...

Thanks,
Bigben34
 
Acheron Converted??!!...Okay...here's one I haven't seen before: Two Acherons appear in a barbarian city right next to me...so I figure, lots of culture in the nearby cities to try and hold it at bay...I eventually had the barb city ask to join my illustrious empire...Acherons were gone...does he/they just vaporize or has he 'flown' to another barb. city somewhere???...am not complaining!!! :)...just curious.
 
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?
Not a glitch, but you didn't get a pop-up asking you if you wanted to raze the city, did you? HN units are not intended to be able to capture cities. The owner would treat it like there were neutral units in his city, still able to build buildings and collect commerce.
 
Not a glitch, but you didn't get a pop-up asking you if you wanted to raze the city, did you? HN units are not intended to be able to capture cities. The owner would treat it like there were neutral units in his city, still able to build buildings and collect commerce.

Ahhh thank you very very much i was confused, was using mercs to soften up my neighborhood "allies" before my d-day invasions, though actually i wasnt liberating much cept resources and gold to my coffers, but i digress, and had a few units just sit inside the city and camp out, least i know now, was wondering since there isn't civlopedia explanations on a few concepts, though with my fertile imagination i can always contribute anything in ideas or stories that are needed. :king:
 
@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! :)

I do own the game, it seems redundant to get an image but I do have the space for it, so why not. Considering I have Throne of Bhaal and Warcraft III inserted my CD Drives at all times, it's just inconvenient to switch around. I've already got Daemon Tools, I use it for games that I bought earlier, but then later lost the discs to (The Fallout series mainly). Where can I find an image? Do you reccomend google or something else? Private message me with further detail please! :)

And is the No-CD thing the same reason why my terrain and improvements don't show up?

Many Thanks,

Mr. H.
 
Patch "b" is linked in the first post. It makes the following changes:

1. Multiple Acheron fix.
2. Switched the Mercurians from Body to Earth starting mana.
3. Switched the Grigori from Life to Spirit starting mana.
4. Tower of Necromancy correctly provides 1 Death mana.
5. Fixed the python errors when tar demons split.
6. Correctly blocked workers and settlers when in a crusade.
7. Only fully healed Baby Spiders have a chance to become Giant Spiders.
8. Baby Spiders start at 50% health.
9. When a Baby Spider grows into a Giant Spider he starts at 50% strength.
10. Magnadines barbarian capture ability doesn't apply to animals.
11. Fixed the boom noises between turns (they were from AI players casting fireballs).
 
Patch "b" is linked in the first post. It makes the following changes:

1. Multiple Acheron fix.
2. Switched the Mercurians from Body to Earth starting mana.
3. Switched the Grigori from Life to Spirit starting mana.
4. Tower of Necromancy correctly provides 1 Death mana.
5. Fixed the python errors when tar demons split.
6. Correctly blocked workers and settlers when in a crusade.
7. Only fully healed Baby Spiders have a chance to become Giant Spiders.
8. Baby Spiders start at 50% health.
9. When a Baby Spider grows into a Giant Spider he starts at 50% strength.
10. Magnadines barbarian capture ability doesn't apply to animals.
11. Fixed the boom noises between turns (they were from AI players casting fireballs).

And it does not break savegames, or?
 
Playing through several early games, it is clear to me that things are quite different now. Gone are the days when you can create 4-5 scouts, pop all the huts in your general area, and probably have a couple surviving scouts survive to promote to hunters and then dominate your area.

The wildlife seem thicker and definitely more fierce. Game after game, there is a nearby area inpenetrable to scouts.

One of the key changes is subtle -- most wolves are now wolf packs, so you don't consistently get an easy promotion or two by killing strength one wolves.

On the whole, I think I like it, but the game has definitely become more difficult, especially on higher difficulty levels where AI civs do not have so much trouble with the wildlife, and thereby snare more of the huts, and level up more of their scouts.
 
I just have captured all three Acherons in one turn by Magnadine with Orthus Axe (game started with patch a). Impressed. One-Acheron trophy is not enough for such an achievement. Now the problem is who will die next.

BTW, Acheron is considered as one of three Dragons, so city with Horde should be the Holy city of the Cult, no?
 
I was looking for a list of the changes that have been made in the new 022 version but have had no luck so far could someone point me in the right direction
 
Back
Top Bottom