[MOD] Fall from Heaven II

Also Has anybody experienced a bug that makes it so unit information wont disappear right away blocking the screen for a few min.

Yes, if you mouseover the PLE buttons (little unit buttons in the bottom middle of the screen) it will go away. If we can't get that fixed the PLE won't be added ot the next version.
 
Gameflood is saying:

--------------------
GameFlood Download

The file you attempted to download no longer exists or is not available.
--------------------


It does this for both 2023c.exe and the media pack. I've tried it with both Firefox 2.0.0.6 and IE7.

I have been unable to locate an alternate download location.

...help.
 
ARg! Gameflood manager is the spawn of darkness itself! Is there any alternative download for the media file because I HATE This thing.

Also with Rosier the fallen Flanking I (withdrawal chance) Does not appear to be working. (Actually after some testing does seem to be working but the percentage for the retreat is not shown.
 
Damn... i didnt have any problems with Gameflood myself but i know the feeling...
 
If we can't get that fixed the PLE won't be added ot the next version.

Are the unit statuses such as "Fort", "Heal", "Skip" etc part of the Plot List Enhancement? It would be a shame to lose those, I think they are essential. But the unit info staying up happens every 10 minutes to me and does drive me mad!!!

Also whenever you select one of the first four PLE (which change the shape of the unit icons list to horizontal or vertical stacks, etc) - if you select any option but the default then your carried birds disappear off the list.

Overall I think apart from the unit statuses, the rest could be snipped out from FfH without any downside!

On a related topic, on the move to BtS are there plans to incorporate some of the UI improvements such as an improved advisor screens and the alerts that your town are about to become unhappy etc? Is that easier or harder with the new platform? I'd really love to see those included.

Still loving the mod, please keep up the good work.
 
have you ever considered uploading the files into torrent format? It would make it a lot easier and you would not have to deal with this POS gameflood manager.
 
have you ever considered uploading the files into torrent format? It would make it a lot easier and you would not have to deal with this POS gameflood manager.

There are several threads about torrents in the subforum. .23 & the media pack are availible in torrent via pirate bay. If only we had more seeders
 
From what I understand, it is much easier to add mod components with BtS.

Fort, sentry, heal, etc., are all parts of Civ 4 core functionality and will always be with us.

Retreat odds were not added to the combat odds display until warlords, and thus will not appear in this version of FfH2 .
 
There are several threads about torrents in the subforum. .23 & the media pack are availible in torrent via pirate bay. If only we had more seeders

Thanks for the info once I get it ill seed it for a week or so. My new fiber optic connection is teh hax
 
Is this warlords compatible? Will it be BtS compatible? I miss plaing this mod...
 
Is this warlords compatible? Will it be BtS compatible? I miss plaing this mod...

We are currently int he process of converting it to BtS.
 
I noticed earlier that people were having trouble playing civilization 4 and Fall From Heaven after installing the new 1.74(?!?) patch... anyone of you the message "error loading shader libraries" appear before you got into the game and does anyone have a fix for it... I can't get to play FFH unless I find a way to fix it :(
 
Cool I got the media pack from a torrent only a few seeders but ill seed for a week or so to help that out.
 
I noticed earlier that people were having trouble playing civilization 4 and Fall From Heaven after installing the new 1.74(?!?) patch... anyone of you the message "error loading shader libraries" appear before you got into the game and does anyone have a fix for it... I can't get to play FFH unless I find a way to fix it :(

Shader libraries are like mana for your video subsystem (most likely a graphics card). Elsewhere I've seen that 1.74 'wants' to interact with the latest DirectX version, so if you haven't installed that, I'd start there.
Set a system restore point first, and while you're at it seek out the most recent drivers (the liasons between your OS (most likely XP, but maybe not) and your hardware) for your Motherboard, the Chipset on the motherboard (yes these are separate items), the video susbsystem, and finally the sound subsystem. I believe this is the wisest order to update before "improving" DirectX.

This may take a few hours to find all the bits (you'll need to have specific make and model info for each item to select the right driver, and very few manufacturers have a clever or easy to navigate website) and to install them, rebooting at each stage. The good news is that more often than not the result will be improved performance and/or stability. This is tempered by the sober reality that software this complex is never without glitches, and something that worked before might stop working properly or at all, hence the restore point.

This is also a good time to address your backup. Was it fresh before the overhaul began, and if so is there storage to keep it alongside the one that you'll be making once the overhaul appears done and stable?

Someday there will be enough 'smarts' crammed into PCs that they'll take much of this burden onto themselves and make you think about it only as a last resort. Of course it will be More frustrating then because all of the easier things will have already been tried and only puzzling ones will remain.

Sorry this is so verbose, and I don't want to hijack the thread, but if I've seriously mis-stated any advice I hope someone who knows better will correct me.
 
I'm curious whether the barrows spawn creatures more slowly now.

In the past, it was problematic to wipe one of those suckers out with a scout after the first 10 turns. Now, I ma finding quite a few still unguarded around turn 50-60.
 
I'm curious whether the barrows spawn creatures more slowly now.

In the past, it was problematic to wipe one of those suckers out with a scout after the first 10 turns. Now, I ma finding quite a few still unguarded around turn 50-60.

Yeah, the rate was reduced when animal packs were introduced to balance. It is also now modified by game speed, so if you are playing on slower than normal speed you will see a smaller spawn rate than you had previously.
 
I gota say the war machine with that special axe that allows blitz is insane. I seriously can kill 5-6 guys each turn without even having to fireball the city. That axe is too good for heroes.
 
Heroes with blitz get insane amount of experience. And I like it. So I added 3 more promotions in the promotions file.

Combat VI
Combat VII
Combat VIII

image2oj0.jpg

I got some different dds. icons but the problem is that either in game or in civlopedia those combats have the combat V name still(but bonuses work). Where can I change it please? It would help a lot:blush:


Also I would love to disable the event "escape from carnival" or lower its chances. It is extremely hard to bring those animals and then they always escape before turn 50.And not only escape but also they take the city and destroy most basic buildings.

CyInterface().addMessage(pCity.getOwner(),True,25,'A Wolf has escaped your carnival!','AS2D_CITY_REVOLT',1,'Art/Interface/Buttons/Units/Wolf.dds',ColorTypes(8),pCity.getX(),pCity.getY(),True,True)


Replacing "true" with "false" would help?


Also I completed about 6 full games with FFH and in each one Stephanos, Buboe, Yerenia were killed instantly by the AI (with catapults!!!)
When I got for the first time the Stephanos popup I said "great, now its time to stress a bit" so next turn I opened editor to see how he is looking and all I got each time was a mind mana, heh, didnt survive long.
So I think it would be not bad to make them appear much earlier , when armaggedon is at 60 those heroes are no threat. Maybe Stephanos should appear at 20 to put some trouble.
 
I will answer your first question.

Heroes with blitz get insane amount of experience. And I like it. So I added 3 more promotions in the promotions file.

Combat VI
Combat VII
Combat VIII

I got some good different dds. icons but the problem is that either in game or in civlopedia those combats have the combat V name still(but bonuses work). Where can I change it please? It would help a lot:blush:

You've probably just copied the COMBAT_5 promotion for your new ones and left this tag unchanged: <Description>TXT_KEY_PROMOTION_COMBAT5</Description>.

For Combat 6 you will have to change it to TXT_KEY_PROMOTION_COMBAT6 and add it's description to one of the files in the xml/text folder (CIV4GameText_FFH2.xml for example). The entry for Combat 6 should look like this:

Code:
        <TEXT>
		<Tag>TXT_KEY_PROMOTION_COMBAT6</Tag>
		<English>Combat VI</English>
		<French>
			<Text>Combat VI</Text>
			<Gender>Male</Gender>
			<Plural>0</Plural>
		</French>
		<German>
			<Text>Kampf VI</Text>
			<Gender>Male</Gender>
			<Plural>0</Plural>
		</German>
		<Italian>
			<Text>Combattimento VI</Text>
			<Gender>Male</Gender>
			<Plural>0</Plural>
		</Italian>
		<Spanish>
			<Text>Combate VI</Text>
			<Gender>Male</Gender>
			<Plural>0</Plural>
		</Spanish>
	</TEXT>
 
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