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[MOD] Fall from Heaven II

Discussion in 'Civ4 - Modpacks' started by Kael, May 18, 2006.

  1. Nikis-Knight

    Nikis-Knight Deity

    Joined:
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    Location:
    Orange County, CA
    It's not actually asking you if you want to attack (though it sounds like it) it's asking you if you want to permanently declare war on the barbarians. You can't, as the barbarians, share a tile with an animal that has hidden nationality, but you can attack without declaring war on all barbarians.
     
  2. Kael

    Kael Deity

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  3. darkedone02

    darkedone02 The Suggestor

    Joined:
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    Location:
    Louisville, Kentucky
    have you got any plans on changing the gameplay on BtS? Since there will be a random event thing in there, will we see some graphical improvements like near armeggedon, the world turns reddish, or if all evil and armeggedon is reduced, will the world turn bright?

    you need someone to make a animated movie for your new intro instead of a picture slide show. This will make people want to play this mod.
     
  4. Tyrion

    Tyrion Hmmm.....

    Joined:
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    2,601
    Location:
    Tasmania.
    hehe i dont know, that slideshow made me want to play pretty bad.
     
  5. grumpylad

    grumpylad Warlord

    Joined:
    Jan 15, 2004
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    200
    Location:
    UK
    Wow, big time media stars. Congrats the new scenario looks stunning I can see how you're pulling some of the ideas from phases 3&4. The captures look brilliant.
     
  6. thealien_83

    thealien_83 King

    Joined:
    Apr 24, 2001
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    616
    Location:
    Eskilstuna, Södermanland, Sweden
    Define close here? 'cause I have literally seen four bear dens contained in an area far smaller than a single screen. Like, maybe.. 3-4 empty squares between two dens, or something in that general capacity. :crazyeye:

    I didn't mind it though! It kept the damn crazy clown-people from settling anywhere past the valley of certain bear-induced Doom. :lol:

    Cheers!
     
  7. Ploeperpengel

    Ploeperpengel academic precarity

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    Feb 2, 2006
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    Location:
    Berlin
    Well most poeple I'm sure are aware that near armageddon the world already is -well..on fire. That probably still will be the case when FFH is ported on BTS in shadow.;)
    On how we use the eventsystem: sure we already have ideas but before BTS is released we won't be able to talk publically about that.
     
  8. jselsmark

    jselsmark FFH2 Fanatic

    Joined:
    Jul 12, 2005
    Messages:
    179
    Location:
    Farum, Denmark
    I have to agree with Tyrion on this one... other than that it should be the gameplay not the intro that makes ppl wanna play FFH, and I do believe that no-one can complain here...
     
  9. Blathergut

    Blathergut Chieftain

    Joined:
    Dec 23, 2005
    Messages:
    90
    Woohooo...and we get to play as the Amurites! I gotta admit, they are my favourite. And I thought you dudes spent every waking moment on this version of the game...now I see you also work when dreaming :)
     
  10. kaelis

    kaelis Chieftain

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    Location:
    Charlotte, NC
    Any chance that FfH2 will be ported to Warlords?
     
  11. Kael

    Kael Deity

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    No. FfH2 will be ported to BtS after BtS releases. There really wasn't a lot in Warlords that made it worthwile from a modding perspective. And since we have been working with BtS since Warlords was released we really didn't want to add another version into the mix.
     
  12. Kael

    Kael Deity

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    Patch "h" has been uploaded and linked in the first post. It makes the following changes and wont break saves:

    1. All units that require horses will also use nightmares.
    2. Fixed the war declarion on spell damage so the player casting the spell declares war.
    3. Fixed a CtD when generating a great person during a crusade.
    4. Non-living units can't be poisoned.
     
  13. TheJopa

    TheJopa Šumar

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    Croatia
    Heh, anyone noticed that Kael is now labeled as Mod Pimp? :)
     
  14. Grey Fox

    Grey Fox Master of Points

    Joined:
    Dec 19, 2001
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    8,726
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    Male
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    Sweden
    That's cause his team members will work with any mod, for the right price.
     
  15. chocmushroom

    chocmushroom Warlord

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    May 8, 2003
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    Location:
    Sitting at desk
    The Pyre Zombies exploding ability does not seem to be working :(
     
  16. Civmansam

    Civmansam King

    Joined:
    Jan 15, 2006
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    909
    Well Kael, you've outdone yourself again. Been 4 months since I played Civ4 and I just played the newest version of FFH2. All I can say is the best mod I've ever played got better, which is pretty amazing :thumbsup: Congratz and great job
     
  17. jafink

    jafink King

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    Jan 15, 2005
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    631
    Awesome work I think it's soo cool that normal people can end up working on an amazing game like cIV. Make sure Firaxis has all of your phone numbers so they can hire u for when CIV 5 is being made!
     
  18. Anaztazioch

    Anaztazioch Hit in the head too much

    Joined:
    Apr 22, 2006
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    Location:
    Kraków, Poland (southern Poland)
    chocmushroom

    It does, but it damages the stack they are in...
     
  19. kaelis

    kaelis Chieftain

    Joined:
    Jun 10, 2007
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    Location:
    Charlotte, NC
    It really sucks when a wolfpack kills my Scout 100% of the time. Gets really tired after awhile. Kinda like the Man-O-Wars.
     
  20. War Chicken

    War Chicken Warlord

    Joined:
    Jan 16, 2006
    Messages:
    260
    Location:
    Pfungstadt, Germany
    I've got a problem:

    I thought I'd try Kuriotates, 'cos I rarely spam the Land with cities, but build only some, but try to get the best positions for them.

    That worked verygood with Kuriotates. And the other big bonus: You can place a settlement in the worst area, just to get the resources.

    What made me stop enjoing them is the fact that I can't upgrade my mages to archmages.
    I have "Strenght of will" and "Catacomb libratus", so all my cities and even the little settlements (!) have a mage guild, but even if I place the mage IN my capital, I don't get the upgrade-button. I even have a lvl9 mage - not even he can do it.
    Is it because all my mages were once merged with great commanders? That didn't inhibit the upgrade from adept to mage.

    Can Kuriotates not have Archmages? (That'd be the horror) What am I missing here? Or have I found a Bug?

    Another Question: What were the needs again to found "Cult of the Dragon"?

    And something more: Someone in my game has built that ritual, that kills all farms and creates deserts. From that turn on, the delay between the turns ist about 10 times as long as before. Is that normal? Can I do something against it?
     

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