[MOD] Fall from Heaven II

hey all, i am trying to install FFH2 on a new computer and i downloaded everything from gameflood and got the mod but i get this error: "Script exec error:t24.lua:55: attempt to index local 'list' (a nil value): -1" and cant load it... what does this mean and what do i do?
 
hey all, i am trying to install FFH2 on a new computer and i downloaded everything from gameflood and got the mod but i get this error: "Script exec error:t24.lua:55: attempt to index local 'list' (a nil value): -1" and cant load it... what does this mean and what do i do?

Ive never seen that error before, it doesn't even look like anything Im used to seeing. Im wondering if you are trying to launch from the gameflood client or something else that is having a problem.

The process should be that you download an executable (FallfromHeaven2023c.exe). When you run that executable it installs in the correct location. After that you can go into Civ4, select "Advanced / Play a Mod" and select "Fall from Heaven 2 023" from the list. Or as most people do, just double click the "Fall from Heaven 2" shortcut in the /Nods/Fall from Heaven 2 023/ directory.
 
see, i downloaded the FFH2023c.exe file and in the vanilla cIV game i tried loading it up, like i used to do on my other computer. now i got about 2 minutes worth of holding down the enter button of errors, all about missing files, mostly art ones from what i could tell and figured that i had just installed the latest patch... no problem! so i downloaded the stuff from gameflood and tried to install is through gameflood (thats where the error message comes from... sorry if i wasnt clear) and thats what i got. now again, after doing that and then reinstalling the version 2023c i still got the same errors with missing art stuff, followed by a CTD. is there anyplace i can just dowload the FFH2023 exe without using gameflood? i think gameflood is the problem, not the mod.
 
see, i downloaded the FFH2023c.exe file and in the vanilla cIV game i tried loading it up, like i used to do on my other computer. now i got about 2 minutes worth of holding down the enter button of errors, all about missing files, mostly art ones from what i could tell and figured that i had just installed the latest patch... no problem! so i downloaded the stuff from gameflood and tried to install is through gameflood (thats where the error message comes from... sorry if i wasnt clear) and thats what i got. now again, after doing that and then reinstalling the version 2023c i still got the same errors with missing art stuff, followed by a CTD. is there anyplace i can just dowload the FFH2023 exe without using gameflood? i think gameflood is the problem, not the mod.

Thats the patch. You need to download the full mod "FallfromHeaven2023c.exe"
 
sorry to be so foolish Kael, but where can i do that? is the only way to get the main files from gameflood? (ps, what should the size of the files be?)

Download from here: http://www.gameflood.com/Mashup/Index.cfm?intModID=8200.

On that page click on the "Play" command to download it. I dont blame you at all fro not finding that, I was looking for a way to download it forever before I noticed seZ's comment to use the play link. Im going to shoot an email to Gameflood and see of they can make it more clear.

@brb: I dont know when the patch will be released.
 
I have came back to try out all of your new changes. (I really can't wait for the BTS adaption :D) However, I have noticed a couple changes since I last played, and yes - it's been a while. Or at least these are things I hadn't noticed before.

1. I had a unit get mutated real early in a game I started with the Sheaim. How did that happen? I only had 1 city, and had only encountered orc, goblin, and undead barbs. an undead barb had 3 (+1 death) :strength: Is there a place I can look up what that (+1 Death) is all about? I am not sure of that function. My only guess was that he somehow mutated my guy.

(I looked up the mutated promotion in the CIvilopedia and it just says something like "Marks the unit as mutated" or something along those lines as the description. So are the results random? Or is the civilopedia entry just on hold for the time being? :confused:)

2. When he mutated, he became a 4/3 :strength: warrior. I also noticed CHariots are 5/3 :strength:. And catapults 4/3's and so on. What is this */*? Has A/D/M came back? Or is this something else?

3. I have Bronze and Iron, How do I make weapons? :woohoo:

4. Are there any specific guides out there to help me read about some of the features now added in?

Thanks. And as always keep up the great work. :goodjob:
 
The "passive effect" of Chaos Mana is that is gives a small chance that each unit you build (units acquired through other means, like summons or planar gate creatures don't count); this chance is larger depending on how much of that mana you have.

When a unit becomes mutated (either from chaos mana or the divine II chaos spell), it has a randomly determined chance of being weakened or strengthened. (e.g., it may gain a movement point or some extra strength, but it could also lose strength or gain a negative promotion like diseased of withered). The heal spell removed the mutated promotion, along with the bonus/penalty the mutation caused (it only works on living units). In version .25 (which requires the latest BtS patch, which isn't out yet), the Balseraphs gained a UU (the Freak)that always starts mutated and can cheaply be upgraded to a melee or recon unit.

Yes, FfH has reintroduced separate attack and defense strengths, like in Civ III. It has also introduced other damage types (fire, cold, lightning, holy, unholy, death and poison), and promotions (often the racial promotions) that give units strengths or weaknesses verses different damage types (e.g., non-living units are completely immune to death and poison damage, angels/demons/orks are resistant to fire, angels are strong verses unholy, and demons are weak to holy). Poison strength also means there is a chance that living units attacked by is will gain the poisoned promotion, which grants a negative healing rate (although negative healing is now impossible, so it merely slows a units healing ), until the unit is fully healed.


When you have copper, iron, or mithril, units in your cities will automatically get the bronze, iron, or mithril promotions (these strongest one available), but in FfH for Vanilla the cities must have certain buildings for this to work (forge for bronze and I think also for iron, weapons smith for mithril). The building requirement was removed in the BtS beta, to simplify the AI logic (I personally think there should still be some technology requirements-- like those techs that happen to have the same name as each weapon promo)
 
I have came back to try out all of your new changes. (I really can't wait for the BTS adaption :D) However, I have noticed a couple changes since I last played, and yes - it's been a while. Or at least these are things I hadn't noticed before.

1. I had a unit get mutated real early in a game I started with the Sheaim. How did that happen? I only had 1 city, and had only encountered orc, goblin, and undead barbs. an undead barb had 3 (+1 death) :strength: Is there a place I can look up what that (+1 Death) is all about? I am not sure of that function. My only guess was that he somehow mutated my guy.

(I looked up the mutated promotion in the CIvilopedia and it just says something like "Marks the unit as mutated" or something along those lines as the description. So are the results random? Or is the civilopedia entry just on hold for the time being? :confused:)

2. When he mutated, he became a 4/3 :strength: warrior. I also noticed CHariots are 5/3 :strength:. And catapults 4/3's and so on. What is this */*? Has A/D/M came back? Or is this something else?

3. I have Bronze and Iron, How do I make weapons? :woohoo:

4. Are there any specific guides out there to help me read about some of the features now added in?

Thanks. And as always keep up the great work. :goodjob:


1. Access to chaos mana gives a % chance of new units to be mutated. More chaos mana nodes, higher chance

2. 4/3 attack/defense combat power. Something i allways missed from Civ III. There are units stronger in defense and weaker in offence as well.

3. You need a forge, iron or copper (or bronze) and a unit in city with forge and access to those resources. Mithril needs some other later building.

4. Dont know.
 
Aha. I have been going around forges for a bit because there is always 10 other things pulling my attention at that point in the tech tree. :p I need to get some forges up it looks like. Oh, and I would have never figured out that Chaos mana thing. LOL. Just today I made a unit and 3 turns later I noticed he was mutated and I thought, "He hasn't fought anything yet?!" :lol:

That's pretty cool though. I like random stuff and that makes me enjoy the Sheaim even more. One more question though...

What does 3 (+1 Fire) :strength: mean? Is this a total of 4:strength:? Or is it a total of 3:strength:? I am confused on if the +1 Fire adds fire strength to the overall unit strength. SO a 3(+1 X) is actually a 4 strength. Or if the (+1 X) is actually just a magic modifier. SO basically a 3 strength, 1 of which is fire. Or something entirely different and I ain't even on the right page.
 
it is a base 4 str for most cases

but ... if ennemy has fire resistance or weakness to fire, it may change..

(for attacking abashi the red dragon it will be 3 str as he has 100% fire resistance)
 
Also, if a unit has enough fire strength (at least 3, I think) it there is a chance it will cause forest fires just by being on a forested tile. This can burn down forests and jungles, leaving burnt forests in their place (which can eventually regrow into normal forests). While there is the flames feature on the tile, no unit with less than 20% fire resistance can move through it. Fire can be extinguished using the spring spell.
 
it is a base 4 str for most cases

but ... if ennemy has fire resistance or weakness to fire, it may change..

(for attacking abashi the red dragon it will be 3 str as he has 100% fire resistance)

Ah, ok. I see now.

Yeah, I had a huge forest fire this game. I have played 3 games so far being eliminated twice. Both of the previous games were jungle starts. Finally I get decent land and the computer is stuck in the jungle, and a huge forest fire breaks out and turns it all into good land. :p Why couldn't that have happened in my jungle starts? :lol:

Is there a place I can check out the "good things" that make the Armageddon counter go down? Hehe, I raze alot of cities when I play, and I wouldnt mind knowing how to calm that counter down. :goodjob:
 
Just a note:

The BtS 313 patch is out. I just installed it through the in-game download.

I have no idea yet (beyond the obvious - bug fixes) as to what's changed.

Edit: there's a long (~9 pages) list of changes and fixes in the Readme.htm in the BtS folder.
 
Version 0.25 is uploaded and linked in the first post. It requires Beyond the Sword version 3.13. Have fun!
 
Sorry a little confused here,

Is this for the BTS FFH? Or is it a seprate install like the .23 version for vinilla?
 
Hi Kael and team,

Out of curiosity, while waiting for .25 to dowload, does this version include the media pack with the music and wonder movies or will the .23 media pack work with this version?
 
Umm... both trying to download .23c and .25 leads to the same gameflood download spot.

Rando, I don't think the media pack is included, it would make the file over 500MB.
 
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