[MOD] Fall from Heaven II

When you say
"shadow" ... is scheduled for release on December 16th.
do you mean that it's scheduled for release and on track to do so or scheduled for release but the date is iffy?
 
i will try agian:sad:

oh so wait now, i have to run it, i dont have to place it in a mod folder:huh:

When you run the .exe, it will ask you where it should install the mod folder. It is programmed to install it in the proper folder by default, so just say yes.

If your game wasn't installed in the usual place (I think this is the case for those who got Civ IV gold, or the few people who just felt like putting it somewhere odd), then you would change it to be in the proper mods folder in the BtS folder wherever you put that; however, having the mod installed in a non-standard location or with its name changed) is known to cause the unexplained "GFC error: failed to initialize the primary control theme" error.
 
yay!!!!

(apparently there's a 10 character minimum length per post... how lame)
 
Not sure what i'm doing wrong.

The mod loads fine but crashes to desktop when i try and play it.

Gets to making the map and then quits.
 
Not sure what i'm doing wrong.

The mod loads fine but crashes to desktop when i try and play it.

Gets to making the map and then quits.

You need to update BtS to patch 3.13.
 
I just finished up a game where, at the start of the game, my national religion (?) was the Octopus Overlords (later changes to The Order). During the time that I was under the Octopus Overlords, I quickly built some asylums due to some of its effects.

Later in the game I suddenly found quite a few of my warriors had gone "native" (i.e. barbarian) on me. This wasn't too bad at first -- macemen and arqebuisers aren't that difficult to kill (though the other warrior in these inevitably new cities sweated a little), but I really didn't like it when a war chariot and phalanx went feral on me...

My question is: Was this an effect of the asylums? I noticed that I was occassionally getting warriors with the "enraged" promotion (I don't use this promotion normally since it does have a 1% change per turn of going barbarian on me). Or, alternatively, is there some other reason for this happening? :confused:

Just for reference, I was Valledia the Even of the Amurites.

Thanks.
 
That is probably why. (If you have chaos mana, some units built anywhere have 3% to be mutated, which might give them enraged promotion as well.)
Generally I only build a few aslylums, in science cities that won't need to produce too many units.
 
Asylums randomly give units built there (1/3 of the time, I think) the crazed promotion, which in turn cause them to randomly gain the enraged promotion, which gives them a chance to turn barbarian. (I'm pretty sure that enraged, but not crazed, is also supposed to have a chance to wear off, but it currently doesn't.) In shadow, at least it won't effect your heroes (I really hate it when Losha or Govannon turns barb).

I believe that since Asylums are an OO religious building that they will be removed if you call in the inquisition (now that you've already switched religions). That could be useful if the crazed promotion is causing problems.

I generally avoid Asylums unless I'm a Barbarian Trait leader, in which case I'll build one in every city. (I'll also cast Chaos marauder and Rage a lot)
 
I recently got Beyond the Sword, and instantly, I started downloading
Fall from Heaven 2. (I have played it for several months with normal Civ4 now.)
I oatched the game, installed 3.13 patch, installed FfH 2, FfH 2 patch J and
the media pack.

I start the game, and take a look at the civilopedia.
Orcs only have about 6 unique units, as do the Infernals.
The same thing with Amurites and everything else.
Most of the uniques are gone...
In the vanilla Civ4, orcs have almost all units unique..
Is it a meant thing, or is is a bug?
 
In vanilla the only way to attach unique art was to make a UU. So although the orcs have a tons of UU's in vanilla they are mostyl just art changes.

In BtS you can have units have civilization specific art without creating a UU for it. So we are able to do the same things we did in vanilla without having 400 and some odd units.
 
Unfortunately, this did mean the loss of some more flavorful UU names, and I think there were a few other tiny differences between some UUs that weren't deemed worthy of keeping.
 
So, all the units look like orcs/whatever race they're of, but they're not listed
in the civilopedia?
 
Yes.

I think the Civilopedia will actually use your civ's graphics for the units (when accessed while playing the game, but not from the main menu, of course, since you wouldn't have a civ then.).

Also, some graphics are actually tied to racial promotions, not the civ. I think that most of the Clan's units would have the same graphics as the human version if it weren't for that promotion. This means that if you capture rival, non-orkish units they will not suddenly turn green, and that if rivals capture your units they will still look like orks. (note that I don't think all of the icons for the units or the graphic at the bottom left of the screen near the starts have been made compatible with the promotion-based graphics that show up on the main map. I think those still depend on civ rather than racial promotions)
 
Yes.

I think the Civilopedia will actually use your civ's graphics for the units (when accessed while playing the game, but not from the main menu, of course, since you wouldn't have a civ then.).

Also, some graphics are actually tied to racial promotions, not the civ. I think that most of the Clan's units would have the same graphics as the human version if it weren't for that promotion. This means that if you capture rival, non-orkish units they will not suddenly turn green, and that if rivals capture your units they will still look like orks. (note that I don't think all of the icons for the units or the graphic at the bottom left of the screen near the starts have been made compatible with the promotion-based graphics that show up on the main map. I think those still depend on civ rather than racial promotions)

Yeah we had get a fancy with civ specific art and create a dynamic model art system for orcs, elves an dwarves.

The reason is that with plain old civi specific art if you captured an axeman as the orc civ he would look like an orc (because he was an axeman under your control). Conversly if a human civ captured an orc axeman he would look like a human.

So we made the dynamic system based off of promotions for the subraces. Now an axeman will look like an orc no matter what civ owns it if it has the orc promotion. We also use it to make some units look tranparent if they are illusions and such.
 
In vanilla the only way to attach unique art was to make a UU. So although the orcs have a tons of UU's in vanilla they are mostyl just art changes.

I must be really behind the times... Since when does vanilla Civ 4 have Orcs? So far as I know the vanilla game only has human civilizations...
 
I must be really behind the times... Since when does vanilla Civ 4 have Orcs? So far as I know the vanilla game only has human civilizations...

Sorry In meant the pre-BtS versions of FfH.
 
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