[MOD] Fall from Heaven II

Uh sry! Didn´t noticed that Kael...
But anyway -maybe i´m a bit hard of understanding- the extra :gold: from the Merchant was displayed, yes, but not "produced".. means when i select a merchant as specialist the city only produce 3 more Gold, rather then the intentioned 4. (Yes even the income display at the top left says that...)
I will check it out again.
 
In my opinion mounted were a bit weak, mostly because City Raider was/is unavailable to them, so it's fine they no longer have a counter unit, but you can promote your melees against them. Of course, if enemy builds massive numbers of chariots, you will need at least nearly as much units to defend, few pikemen will no longer be enough. If AI outproduced you as much, it's fair he won.
 
Does anyone else but me miss pikemen? I just finished a game playing as the Sidar and moved on to Faery Viconia (about to adopt the Council of Esus as my state "religion"). To my understanding the champion was supposed to be a combination of the maceman and pikeman so the pikeman was removed from the game. HOWEVER... While you can eventually upgrade the champion to be better against mounted units, he initially starts out (so far as I can determine) pretty much the same as the old maceman with no special ability against mounted units (just melee).

In past battles, as war chariots tried hammering my cities, pikeman saved my bacon and I would like to see them brought back. As I said, I'm probably in the small minority but I thought that I would at least bring the subject up...

I miss them also. They were always part of any city defense or stack. We'll adjust. :)
 
I would like to say thank you for keeping up such great work on this mod!
Now you have already brought out patch b and you have fixed already lots of findings
Cheers!
 
Is there a place to discuss game settings, like which settings experienced players recommend for the certain game styles?

Which settings increase the difficulty, which lower it?
Would be cool to have such a thread somewhere...
 
I have a request to those who are good at making mod mods.

Can someone (if it is even possible) port the warlords barbarian scenerio so that it could use it with FFH? (the one were you play as a barbarian leader and you have to wipe civilization off the map)
 
Beastmasters should convertbeast units also such as the new monkey units, (the big ones) and dragons as far as I can see... havn't tried it yet though...
 
Beastmasters should convertbeast units also such as the new monkey units, (the big ones) and dragons as far as I can see... havn't tried it yet though...
I'm not quite sure what the big red monkey was called, but my wife successfully captured this big honkin' ape with her beastmaster. I couldn't believe how strong the sucker got -- up to 52 (started somewhere in the 20s if memory serves me)!! I told her that she should be glad he didn't have the "enraged" promotion; otherwise, her cities would be in a heap of trouble if/when he turned barbarian. :lol:
 
I've been playing now about half a game with 0.30b.
I've converted a Spider early, and it't the doom of my nighboring civs and the barbarians. Until now it has 105XP. What I wonder about is - it has eaten loads of Goblins, Orcs, Warriors and Workers, and has not even spawned one baby-spider. Is the chance to do so still in the game , or has it been completely removed?
 
Just cast the Clans for the Horde world spell. I waited untill the barbarians called off the truce and had barbarian world selected, now I have about 8 new cities to call my own. I am on turn 22 with 10 cities and a crashing economy =) good fun.....
 
Is there a place to discuss game settings, like which settings experienced players recommend for the certain game styles?

Which settings increase the difficulty, which lower it?
Would be cool to have such a thread somewhere...


see the Fall from Heaven II subforum in the "project and Mod development section". you´ll get helped there, for sure ;)
thanks.
 
HAHA the easiest way I have ever taken the dragons horde.... Got control of the city as noted in my last post ran as fast I my pixeled legs would let me with the goodies. The Dragon then gingerly retook his city sans the moola... To contral the crashing economy I granted my newly aquired city to rival civs, wonder what that will do for or against me later.....
 
There is two Race: Elven promotions in the editor. May i ask why? Race: Orcs, Race: Dwarf, Race: Dragon, Race: Demon and Race: Undead only have one.
 
There is two Race: Elven promotions in the editor. May i ask why? Race: Orcs, Race: Dwarf, Race: Dragon, Race: Demon and Race: Undead only have one.

Civs don't have UU anymore for art's sake, now that BtS allows for unique art sets for each civ. But this means that if the Bannor capture an Orc champion, it turns into a Bannor champion graphically.
The racial promotions prevent this.
Since each elven race will have distinct appearances, I suspect this is why, so that on capture svarty units will still look svarty and not Ljo.
 
Do castles and citedels actually do anything useful, apart from protecting the unit(s) that are on them?

the pedia entry talks about a bonus within 2 or 3 squares, but I never saw that one really affecting a combat. The pedia also says all units within the number of quares. Would that mean really all units, which would cancel itself out, if it is for the attacker and the defender, or is it meant only for the player, who has the castle inside his cultural area?
Same for Odio's prison.

In the later game I eventually decided to pillage them, they are just obstacles to production in my opinion. Also I usually do not place units inside, so the AI might move in and it would just backfire on me.

Has anyone observed to the contrary?
 
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