[MOD] Fall from Heaven II

I think I saw a post on this issue, as I am not sure...

playing 0.25 patch K, and enjoying it - but two thing bother me currently:

1) Workers are really annoying, not ony building on nodes but also building on other resources. More ever - when using ARTE mines produce 1 more hammer, but still the damm workers replace it with windmill why? can it be modified?
There the leave old improvements option, but it will make the player micro manage every worker....

2) I loved the Mana side bar in 0.23, where did it go?

thanks!

Hi,
Is this not the right place to get replies?
:sad:
 
Hi,
Is this not the right place to get replies?
:sad:

normally it is ;) dont get the wrong impression ;)


the mana bar takes a short brake to come back in shadow
and the workers are being worked on if i understand it right ;)

look forward to 16th December and dont condemn us for th small flaws until then
 
normally it is ;) dont get the wrong impression ;)


the mana bar takes a short brake to come back in shadow
and the workers are being worked on if i understand it right ;)

look forward to 16th December and dont condemn us for th small flaws until then

Thanks for the reply, no way I am condemn anyone - this is the best mod I have ever played, since FFH 1 ! :king:
 
Sorry for this probably very stupid question?
But It's possible to create a node of a mana type (as example air node), and during the game, with some particular unit or tech, to destroy and re-build it as another type (ax example water node)?
Or ...a node is forever...:lol: ?
Thanks
 
Only possible to change it if its owner changes--that is, if the cultural control of that tile changes, dues to border changes, or loss of a city or something.
Otherwise people might feel compeled to swap nodes every time a new adept was ready to be promoted, which would be rather tedious.
 
Quick question, probably fairly noobish. Just started playing as the infernals, and this is the first time I've played any faction that starts at peace with the barbarians. How do I attack them, or declare war on them?

You can't -- at least, that's been my experience. You can fight animals, but not other barbarian units. Also, you can get barbarian cities to culture flip to you, as with any other city.
 
Entirely too silly, but this brings up a couple of questions...

I faced a major invasion from the Doviello (my fault for entirely for not beefing up my defenses on this border) and was getting my proverbial teeth kicked in. After a while, I got the sillies real bad and decided to get even. I gave myself Abashi the Black Dragon. :lol:

After copiously trashing some helpless Doviellos as can be expected, the fun lasting the appropriate short few moments, I decided to try something else. I noticed the function button for Abashi to "rally units of the Dragon Cult to his cause"... Hmmm... Couldn't get it to work. Dunno why. That's the first question.

The second question has to do with the Cult itself. As Kuriotates (or others) -- how does a Civ actually wind up with that Cult? I could not find info on this in the Civilopedia. Details on the Cult and what it actually does remain very fuzzy there. Anyone?? (Hope I'm not busting open a major game spoiler).
 
Ambreville said:
Entirely too silly, but this brings up a couple of questions...

I faced a major invasion from the Doviello (my fault for entirely for not beefing up my defenses on this border) and was getting my proverbial teeth kicked in. After a while, I got the sillies real bad and decided to get even. I gave myself Abashi the Black Dragon. :lol:

After copiously trashing some helpless Doviellos as can be expected, the fun lasting the appropriate short few moments, I decided to try something else. I noticed the function button for Abashi to "rally units of the Dragon Cult to his cause"... Hmmm... Couldn't get it to work. Dunno why. That's the first question.

The second question has to do with the Cult itself. As Kuriotates (or others) -- how does a Civ actually wind up with that Cult? I could not find info on this in the Civilopedia. Details on the Cult and what it actually does remain very fuzzy there. Anyone?? (Hope I'm not busting open a major game spoiler).

Cult of the Dragon doesn't seem to be working entirely correctly in version 0.25, but I think the team is planning to fix it for Shadow.

In earlier versions, the way it worked was that only the Kuriotates or Sheaim can found the Cult. The Sheaim found it by building Abashi the Black Dragon, the Kuriotates by building Eurabatres the Gold Dragon -- whoever builds first founds the Cult. The Cult is supposed to spread the way other religions do, but because it's a cult, it doesn't have temples, priests, etc. In Sheaim and Kuriotate cities it adds culture, as other religions do. In cities belonging to other civs it reduces culture. And if you have the Cult holy city, you can use a Great Prophet to build the shrine, which gives one chaos mana.

Regarding converting Cult of the Dragon units, the reason it didn't work for you is that Cult isn't working properly in version 0.25 and is not spreading to other cities. In earlier versions that I played, the Cult would spread to foreign cities. As you know, any unit created has a chance of being associated with one of the religions present in its city, so if a unit is created in a city with the Cult, it has a chance of having the Cult promotion. Then Abashi or Eurabatres can convert them to your side -- I did that quite a lot in version 0.23.

Hope that's helpful.
 
The cult is now founded in the city that builds Abashi or Eurabatres (whichever is built first). Its spread rate is higher than any other religion, but that doesn't matter that much considering how late in the game it is founded. Abashi and Eurabatres also have the Evangelism promotion, which will spread their religion (CotD) to any city they themselves capture. It has been this way since .21 or .22.

The problem id that the Evangelism mechanic has not been introduced yet in the BtS version. It is on the waiting list for shadow.

I hope the delay means it will be implemented slightly differently, since only spreading the religion if the unit with the promo killed the cities last defender was sometimes annoying. If there was one unit with any strength left remaining for one of your other units to kill, then the evangelism ability was waisted. I'm hoping it will cause the religion to instead have a chance to spread if the unit is in/near the city, and also to have a chance to make nearby units gain the cults religious attributes. It would also be nice if the promotion were available to high level disciple units of the various faiths.


Still, I think that even with Evangelism working there should be more ways to spread the religion, like religious UUs (which obviously should require the cult to be present in the city, not to be the State religion), preferably both in an early cult-spreading form and a latter warrior upgrade. Also, I think that the Cult should be "founded" with Acheron the Red Dragon, but shouldn't gain a holy city until Abashi/Eurabatres is built.
 
Cult of the Dragon doesn't seem to be working entirely correctly in version 0.25, but I think the team is planning to fix it for Shadow.

In earlier versions, the way it worked was that only the Kuriotates or Sheaim can found the Cult. The Sheaim found it by building Abashi the Black Dragon, the Kuriotates by building Eurabatres the Gold Dragon -- whoever builds first founds the Cult. The Cult is supposed to spread the way other religions do, but because it's a cult, it doesn't have temples, priests, etc. In Sheaim and Kuriotate cities it adds culture, as other religions do. In cities belonging to other civs it reduces culture. And if you have the Cult holy city, you can use a Great Prophet to build the shrine, which gives one chaos mana.

Regarding converting Cult of the Dragon units, the reason it didn't work for you is that Cult isn't working properly in version 0.25 and is not spreading to other cities. In earlier versions that I played, the Cult would spread to foreign cities. As you know, any unit created has a chance of being associated with one of the religions present in its city, so if a unit is created in a city with the Cult, it has a chance of having the Cult promotion. Then Abashi or Eurabatres can convert them to your side -- I did that quite a lot in version 0.23.

Hope that's helpful.

Yes, the information is quite helpful. It addresses a number of blind spots for me. Thank you very much. I'll wait for the Shadow version to play with that feature... waiting eagerly that is. ;)
 
MagisterCultuum said:
The cult is now founded in the city that builds Abashi or Eurabatres (whichever is built first). Its spread rate is higher than any other religion, but that doesn't matter that much considering how late in the game it is founded. Abashi and Eurabatres also have the Evangelism promotion, which will spread their religion (CotD) to any city they themselves capture. It has been this way since .21 or .22.

The problem id that the Evangelism mechanic has not been introduced yet in the BtS version. It is on the waiting list for shadow.

I hope the delay means it will be implemented slightly differently, since only spreading the religion if the unit with the promo killed the cities last defender was sometimes annoying. If there was one unit with any strength left remaining for one of your other units to kill, then the evangelism ability was waisted. I'm hoping it will cause the religion to instead have a chance to spread if the unit is in/near the city, and also to have a chance to make nearby units gain the cults religious attributes. It would also be nice if the promotion were available to high level disciple units of the various faiths.


Still, I think that even with Evangelism working there should be more ways to spread the religion, like religious UUs (which obviously should require the cult to be present in the city, not to be the State religion), preferably both in an early cult-spreading form and a latter warrior upgrade. Also, I think that the Cult should be "founded" with Acheron the Red Dragon, but shouldn't gain a holy city until Abashi/Eurabatres is built.

I saw what you wrote about the high spread rate for Cult of the Dragon, but in a recent game playing as the Sheaim where I founded it, it didn't spread at all beyond the holy city, so I think there might be a problem with the implementation. This was version 0.25.
 
Yeah the Cult is being redone entirely for "shadow".
 
hiya... long-time lurker...

I love the Mod.. a lot. Thanks a bunch guys.

Anyhow.. I did a search and couldn't figure it out... the only challenge I am having with the FoH2 is the inability to edit my cities. That is, I can change which tiles are being used for resources, but I can't alter which specialists nor can I change production to a new item unless prompted by the adviser. This usually isn't a problem since the adviser pops in post-production. But this becomes a problem when I would prefer to set it to 'wealth' or 'research'... which has no end.

(Edit: Nevermind... I reinstalled everything and it is working perfectly.)
 
Taking inspiration from a great mod as Total Realism, as in my past games it was impossible to build all common buildings, even in my core cities, and as the weakest units are obsoleted quickly and usually I start a war only with the most powerful units, and until the moment I get them I simply sit and wait, to get more funny games I tried to change a little bit the cost of building and units (halving their cost) and technology (doubling their cost). Result: now the game is more funny earlier than before, I have enough time to build a strong defensive and offensive army and to use it! All my cities have 2 archers (crossbowmen), 3-4 swordmen (macemen), 1-2 adepts (wizards) and 1 healer, before 250 year, plus an offensive army formed by 10/15 units. I have still fought some wars and I have always something to do militarly speaking, that's what I like in a game! I suggest other players to try this way and tell me their opinions.
Another thing: what bother me is the stupidity how automated workers act in the game, either improving lands (sometimes destroying a mana node) as during a war, going near enemy just to be killed a turn later. My suggestion, dont let your workers to be automated, can be boring but it's better to use it manually, as scouts (I dont remember an automated scout surviving more than few turns) as well. That's my 2 cents! Thank you for this great mod!
 
hiya... long-time lurker...

I love the Mod.. a lot. Thanks a bunch guys.

Anyhow.. I did a search and couldn't figure it out... the only challenge I am having with the FoH2 is the inability to edit my cities. That is, I can change which tiles are being used for resources, but I can't alter which specialists nor can I change production to a new item unless prompted by the adviser. This usually isn't a problem since the adviser pops in post-production. But this becomes a problem when I would prefer to set it to 'wealth' or 'research'... which has no end.

(Edit: Nevermind... I reinstalled everything and it is working perfectly.)

Hmm... nevermind yet again. I started a new game today, and strangely, the problem is back. I tried reinstalling everything, like last time, but that didn't change anything. Any thoughts?

(Edit: Hah! Nevermind yet one more time. I found the thread dealing with this issue and used the file there. Thanks.)
 
Kael and gang,

I'm going to repeat what hundreds have alredy said, this is an amazing Mod! I've been inthe gaming world for over 30 years. But this is as great as it gets!

I'm playing for the first time and I have to admit I'm struggling to understand everything. Sorry if these have been answered above.


How can you win building the 5 towers? It looks like you need something like 16 different types of mana. I'm playing on a big and small island map, and I don't think there are that many mana nodes on the whole map; if there are, I would probably have a domination victory to take them all. Am I missing something?

I understand the Altar victory --I guess you have to think about that from the start. Other than the altar victory, it seems like all that is avaialble is domination/conquest or culture? Again, am I missing something?

I played down a level as my first game, and I'm way ahead in money, units, etc. But it seems liek all I can do is go to the 'large' continent and conquer everyone. When I tried that, I got over 20/city in maintenance; if I burn the citites, I add to the Armageddon counter. So I find myself in a difficult spot. I was hoping to get something liek a space-ship victory, but as I said I can't get the towers to work.


One other small point. I have Baron Halfnorn. I've defeated at least 10 units, all of which I thought were human, but have no warewolves. Unless the Sheaim aren't human by definition?


Anyway, its a wonderful effort!

Best wishes,

Breunor

PS 5 minutes after posting, I got my first werewolf! I also discovered city states! Forgot about that one. But if anyone can help with the issue of the towers, I would appreciate it.
 
In the defense of FfH2 the worker's issue is also in BTS-Van. At least it is for me... nonsense automation building and uselessness at times. I have noticed similar errors that are in FfH2 that are also in BTS-Van. I haven't written those down since it's been awhile playing the original game, but a few more turns and it will dawn on me.
 
How can you win building the 5 towers? It looks like you need something like 16 different types of mana. I'm playing on a big and small island map, and I don't think there are that many mana nodes on the whole map; if there are, I would probably have a domination victory to take them all. Am I missing something?

I understand the Altar victory --I guess you have to think about that from the start. Other than the altar victory, it seems like all that is avaialble is domination/conquest or culture? Again, am I missing something?

I played down a level as my first game, and I'm way ahead in money, units, etc. But it seems liek all I can do is go to the 'large' continent and conquer everyone. When I tried that, I got over 20/city in maintenance; if I burn the citites, I add to the Armageddon counter. So I find myself in a difficult spot. I was hoping to get something liek a space-ship victory, but as I said I can't get the towers to work.


I will try to answer as best I can (not being a dev of this mod).

First up you are missing the religion victory, spread your religion and purge the unfaithfull (using the inquisitors) and burning down other religion holy cities. Don't forget to have the "other religions won't spread to your territory" for this one, and try to force your "freinds" on the same continent as you to adopt this civic too.

For a tower victory you need I two mana types of each category (alteration, necromantic, divine, enchantment) so you don't need ALL of them... second more there is (or used to be) a project that produces even more mana nodes... this might be what you need to look into especially since you cant change manatypes on nodes you have already build on.

Hope this information has been helpfull.
 
I have three questions:

Even I think Tower victory is a a little bit impossible.
To win in that way I need:

Tower of alteration: 3 mana between "nature,body,enchantment,dimensional"
Tower of divination: 3 mana between "law,life,spirit,mind"
Tower of necromancy: 3 mana "death,chaos,entropy"
Tower elements: 3 mana between: "fire,air,water,earth"

So I need 12 nodes of different manas,or build some particular buildings that generates mana and exchange it with AI, but it's very very hard to do.

Instead of altar of Luonnatar victory that is too simple.
I have Kilimorph as religion, Arete and I am generatin Great Prophet as nuts...:lol:
During 300° turn, I had already 9 of it and I had built the VI altar!
Ok that I have to discover Omniscence and to build tha last altar, but I saw that AI uses too often Great person to go into a Golden Age and not consider this victory.
I suggest to build the VI altars with different Great persons, one this Prophet, one with sage,..ecc to change it in a victory little more difficult.

Last thing is about MP.
If I am playing in a team, with AI in team of 2 elements, why manas, rituals and features are not condivised?
I can't give vampirism to my friend units, I have built Blood of Phoenix and his units aren't immortality..
It's a bug or not?

Thanks all...:goodjob:
 
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