[MOD] Fall from Heaven II

I have noticed a small thing, I am not sure if it is a documentation issue or more. when I research the appropriate technology to get Public Healers, the swithc text doesn't pop-up, and when I go into the Civs screen, I can't select it. It doesn't display any religious requirements, and I didn't think it had one, but that could be the issue(if it has a req and it is not being displayed).

Also, with Social Order, it says that req is Veil, but even when that is my state religion, it won't let me select it. The Icon next to the civ doesn't show up next to either even when I have the appropriate tech/religion.

Let me know if you need more specific data.

Cheers!

EDIT :: Thanks Kael.. I'll have to check on that social order issue.. I may have misread, or be thinking of the wrong civ. Public Healers should have a req line in there like the religion civs do. It may or may not be "obvious" to some that it would require such an alignment, but I could come up with some good reasons why and "evil" or even, or especially, Neutral Civ could use it... I wouldn't press for changing its req, just making it more obvious. Great stuff.

One other thing. Are the Dragons in rev C? maybe I just haven't found them?

Cheers! ::
 
BlazeRedSXT said:
I have noticed a small thing, I am not sure if it is a documentation issue or more. when I research the appropriate technology to get Public Healers, the swithc text doesn't pop-up, and when I go into the Civs screen, I can't select it. It doesn't display any religious requirements, and I didn't think it had one, but that could be the issue(if it has a req and it is not being displayed).

Also, with Social Order, it says that req is Veil, but even when that is my state religion, it won't let me select it. The Icon next to the civ doesn't show up next to either even when I have the appropriate tech/religion.

Let me know if you need more specific data.

Cheers!

Social Order requires "The Order" as your religion. Public Healers requires you to be Good to use it.
 
yeah, terrain based OFFENSIVE bonuses (square attacked from and square attacking into) have long been something civ4 needs, and this mod much more so
 
Lightzy said:
yeah, terrain based OFFENSIVE bonuses (square attacked from and square attacking into) have long been something civ4 needs, and this mod much more so

I agree, its on the wish list.
 
The mod won't load!

Of course, 1.61 is applied, FfH is properly installed in the mods directory and the Civ DVD is in the drive.

I've tried running it both via the shortcut provied and via the "Advanced -> Load a Mod" option from the Main Menu. In each case, I only got the very first screen that says "Loading" in various languages, after which I saw my beautiful desktop for about a whole minute. Wanting to see what the heck was going on, I opened the Task Manager and I saw that Civilization 4 was using 99% of the CPU, so I ended the process.

What's wrong? :confused:

Edit: Just re-checked the FAQ: is this problem actually the "Why does FfHII take so long to load?" question?
 
evanb said:
The mod won't load!

Of course, 1.61 is applied,FfH is properly installed in the mods directory and the Civ DVD is in the drive.

I've tried running it both via the shortcut provied and via the "Advanced -> Load a Mod" option from the Main Menu. In each case, I only got the very first screen that says "Loading" in various languages, after which I saw my beautiful desktop for about a whole minute. Wanting to see what the heck was going on, I opened the Task Manager and I saw that Civilization 4 was using 99% of the CPU, so I ended the process.

What's wrong? :confused:

Edit: Just re-checked the FAQ: is this problem actually the "Why does FfHII take so long to load?" question?

It could be that you just aren't waiting long enough. Whiel the mod is loading (before the percentage bar comes up) the game is being copied from the mod directory to cache. Depending on the speed of your hard drive that could take a little while.

When FfH was at about 5gb on my laptop I would go fix myself something to eat while it loaded. But that was with all of my source material in (I clean that all up before I distribute).

The hard part is that while it is copying it doesnt seem to be doing anything, it just sits there. On my current computer (a fairly beefy box) it takes the mod about a minute or two to load. I spend that time checking posts until the civ percentage bar pops up.
 
Oh my...
I hope it runs normally after that (the actual game, I mean). Does it?...
 
Hi Kael,

GREAT mod. Quick question.

I have noticed in my games that the evergreen trees are missing. Terrain goes from leafy trees to the snowy evergreens. Is that a bug or deliberate because you are using the evergreens for ancient forests? Just curious. Thanks!
 
evanb said:
Oh my...
I hope it runs normally after that (the actual game, I mean). Does it?...

Yes it will. It's between 5-10 minutes of loading for me, but I load it up and then surf for a while. Not a big deal personally.
 
I just played a single person game using 0.11c as Amelanchier (Ljosalfar) and Charadon (Doviello) was able to take a Crusader, Beastmaster and a third unit I can't remember (it wasn't arcane) over a dozen squares into my territory even though we had no treaties. We never had any treaties, just contact. I looked in the civilipedia and I didn't see any ability for those units to ignore borders like privateers do. Is there any legitimate way to do that?

It takes about 2 minutes for Civ IV to start up when configured for the FfH2 mod on my machine. I don't see anything on my screen until about 5 seconds before its done. It would be nice if something was displayed immediately just to reassure a user that Civ IV was actually loading.
 
erm4gh said:
It takes about 2 minutes for Civ IV to start up when configured for the FfH2 mod on my machine. I don't see anything on my screen until about 5 seconds before its done. It would be nice if something was displayed immediately just to reassure a user that Civ IV was actually loading.

No idear about teh doviatello

Bu about that loading thing is unfortunateley withour our control. Or might starts when you first enter the Main menue with the mod loaded. (And even than its of course restricted ;( )
 
It loaded faster than I expected and the game is, obviously, fantastic! :) :goodjob:

Maybe this problem should be more specifically noted in the FAQ: different people might understand different things by "a long time".
 
HI Kael and rest of the team.

2 questions. I saw the rebelion mod and thought it would perhaps give Civ IV a bit more of spice. Civ is a bit linear with no turrning points or bad/good surprises. Wouldn´t it be fun to include some "random events" (unit XY leaves xou because your nose is to long, City VW becomes a minor civilisation, 5 cities leave you because of overstretching and so on).

2nd. how about making Trojanhorse a national UNit. The horse is a very ineressting idea and only 1 for all civis not wuite a lot :)

Bheleu
 
Lightzy said:
yeah, terrain based OFFENSIVE bonuses (square attacked from and square attacking into) have long been something civ4 needs, and this mod much more so
Well Kael, Jorgen CAB already came up with this, but he has some debugging to do before it goes perfectly.
 
Bheleu21 said:
2nd. how about making Trojanhorse a national UNit. The horse is a very ineressting idea and only 1 for all civis not wuite a lot :)

Bheleu


The question there is would someone fall for three trojan horses?

Though i suppose its possible for the one trojan horse you build to be used more than once and that begs the question as to how smart your opponents really are...
 
Belizan said:
I've been trying out the elves recently, and I've noticed a few quirks I thought to bring up. Setting wise, I've been playing using the Smartmap, as Thessa, although I have no idea what her traits do :).

First off, although elven workers can farm or cottage forest squares (which is fun ;), they can not realize the advantage of a river in a forest square (no +1 commerce).

For some unknown reason, some (many?) tundra squares can not be worked (cottaged or farmed) but others can (again under forests). I'm not entirely sure what that is. The squares seem in all other ways identical :/.

Elven Archers do not have hill defense bonuses. This seems odd to me. I understand they have forest defense bonus, signifying the Elven native terrain idea, but it seems odd to me that they would not be able to take advantage of the intrinsic benefits of archery from a position of superior height (which seems to be the theory for the archer's hill defense bonus in the first place).

I know a lot of conversation has gone on about Treants, but I thought I would make a few comments, without regard to their frequency of appearance... mostly. First off, I thought it might make nice flavoring to tie the strength of treant (or type of nature guardian effectively) to both tech (more advanced religious techs yielding better guardians) and potentially the quantity of nature mana in one's network. Or have the amount of mana effect appearance rate maybe. When they appear, they are around, it seems, for too little time. So long as they remain in an ancient forest, it seems like they aught to last a little longer. They are slow, which seems fine, but it exascerbates these other issues.

If you have a Shadowed Vale int he nearby city the chance of the Treant appearing is tripled. Its intended to be a "flavor" normally but only a realisitc defence mechanisim if you choose to build Shadowed Vales.

Forest Native Promotion. I think the elves really need access to a forest native promotion, requiring an SDK mod, which would negate the 50% terrain bonus for forests of their enemy's. Certain units, like treeants and the like should start with it. (similarly dwarves might get access to a hills native promotion as well). Beside the logical sense of it, it seems important for the feasibility of the elven nation's set up. Once you've got 90% of your territory covered in ancient forests, it can be remarkably difficult to chase down enemy infiltrators in your territory, because *every* square gives them such a large defensive bonus. Unless you out tech your opponent's substantially, it's just not feasible. Again, of course, I play on raging barbarians and large maps, so I have to do a lot of fighting, and other player army's that do arrive tend to be quite experienced in their own right.

Just a few things I've noticed so far...

I agree, we are looking at what to neativly give the different races and this sounds good for elves, not to heavy, but a reasonable improvement. I want to see elves skirting through their enemies forests (and enemies removing all forests to stop it).
 
BlazeRedSXT said:
One other thing. Are the Dragons in rev C? maybe I just haven't found them?

Cheers! ::

Dragons are in 0.12 (which will be released Sunday).
 
evanb said:
Oh my...
I hope it runs normally after that (the actual game, I mean). Does it?...

Yeah, the big delay is the load time.
 
Bheleu21 said:
HI Kael and rest of the team.

2 questions. I saw the rebelion mod and thought it would perhaps give Civ IV a bit more of spice. Civ is a bit linear with no turrning points or bad/good surprises. Wouldn´t it be fun to include some "random events" (unit XY leaves xou because your nose is to long, City VW becomes a minor civilisation, 5 cities leave you because of overstretching and so on).

2nd. how about making Trojanhorse a national UNit. The horse is a very ineressting idea and only 1 for all civis not wuite a lot :)

Bheleu

We have quests and events spec'ed for "Shadow". We originally considered a civil war event that could split your empire until it was mentioned that as cool as the mehcanic is, and fun to design. Its just not fun to play.

Random, game impacting events, generally hurt strategy games. Since they trend the game towards luck instead of skillful play. But I think there is a balance, we just have to find a way to keep interesting things happening, give the players goals without makign the game random.
 
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