[MOD] Fall from Heaven II

Sorry for being a noob about this but I can't seem to find a log of fixes and balance changes for the new versions or patches (as of quite a long time ago, iirc that was something I could find a while back). Could someone please direct me to such a log assuming there is one?

I've been away for a long time, is there a place to post suggestions more appropriate than here or should I just add them to this monster thread?
 
Sorry for being a noob about this but I can't seem to find a log of fixes and balance changes for the new versions or patches (as of quite a long time ago, iirc that was something I could find a while back). Could someone please direct me to such a log assuming there is one?

I've been away for a long time, is there a place to post suggestions more appropriate than here or should I just add them to this monster thread?

This is probably the best place right now: http://forums.civfanatics.com/showthread.php?t=254859

Check under the spoiler tag to see the changes from 0.25 - 0.30.
 
Patch "c" is linked in the first post. It will definitly break save games (sorry, I need to rewrite significant sections to fix some of these things and I didn't think they could wait until 0.31).

1. Added an option to use Blue Marble terrain.
2. Fixed an error in the Adventurer event.
3. The AI won't use the Wild Hunt spell unless they are at war.
4. Ogre replaces Horse Archer, Stoneskin Ogre replaces War Elephant, Ogre Warchief replaces Knight.
5. Orc Champion line opened up (also makes the Orc immortal available).
6. Added the Strong (+1 strength) and Weak (-1 strength) promotions.
7. The Tower of the Elements grants the Strong promotion to all the players elementals.
8. The Tower of Necromancy grants the Strong promotion to all the players undead.
9. Elven Workers can remove jungles now.
10. No more fancy AI, Acheron has been duct taped to the ground. He won't be movable if captured by other players.
 
Yay for patch c...

On the other hand, I think FfH is growing overweight. I don't mean to criticize (because I do enjoy the mod), but so much has been added that the mod now runs noticeably more slowly. I used to be able to run the 0.25 mod update with a large map and finish the game. With the latest 0.30 update, I can run the mod to about turns 350-380 after which the wait between turns is so long (and game play so sluggish) that I end up discarding the game... and that's with a standard map! That's substantially slower than 0.25. Darn...
 
Yay for patch c...

On the other hand, I think FfH is growing overweight. I don't mean to criticize (because I do enjoy the mod), but so much has been added that the mod now runs noticeably more slowly. I used to be able to run the 0.25 mod update with a large map and finish the game. With the latest 0.30 update, I can run the mod to about turns 350-380 after which the wait between turns is so long (and game play so sluggish) that I end up discarding the game... and that's with a standard map! That's substantially slower than 0.25. Darn...

Time for a new computer then I guess... I have no trouble playing it on mine... over 1k turns into a game and still running smoothly... no need to cut back on the cool FFH2 ekstras if you ask me ;)
 
agreed. the only trouble I had was a few late game crashes for graphics prob... just turned them down a bit and its fine.. not a game prob more a computer one me thinx! :lol:
 
My computer isn't exactly fast, I know that. All I'm saying is that the game is getting much slower as more stuff's being added.

If you can get me a save game on the latest patch ("c") that has significant time between turns (lets say greater than a minute) I'd love to check it out.

The reason I need such a significant time between turns is that it allows me to get real measurements from changes (its hard to quantify the improvement in a 10-20 second wait time).
 
If you can get me a save game on the latest patch ("c") that has significant time between turns (lets say greater than a minute) I'd love to check it out.

The reason I need such a significant time between turns is that it allows me to get real measurements from changes (its hard to quantify the improvement in a 10-20 second wait time).

You bet. Thanks for checking into the issue. The file below is with patch b. Haven't had the time to try out patch c yet. You think it will make any difference at this point? :)
 

Attachments

You bet. Thanks for checking into the issue. The file below is with patch b. Haven't had the time to try out patch c yet. You think it will make any difference at this point? :)

Yeah, I will need a patch "c" save.
 
Oh, so THIS is where the changelogs go now! I spent the last 15 minutes looking for this (but I found some pretty cool wallpapers on the way, so I guess thats OK.)

Kael, what happened to putting the changelog on the original post of this thread?
 
I wish the whole FFH team a merry X-mas and a great and successful year 2008!

Thank you all for making such a wonderful mod! In case you wonder, I won't have time to logon the next days, so that's why so early ;-).
 
patch b
23. New terrain textures from seZereth.
Best yet.

patch c
Can duct tape be made a piece of equipment? I can think of hundreds of uses. :mischief:
 
patch b
23. New terrain textures from seZereth.
Best yet./QUOTE]

thanks.
I just fixed the grid issues and added some depth to the grasslands. they should be easier to distinguish now :) ?
 
I don't know if this has been reported yet, but I was playing the Elohim and the Doviello invaded me with a stack of about 10 axemen and I cast the spell and created an identical stack right outside my borders. The stack that remained in my borders could not move but was still there.
 
patch b
23. New terrain textures from seZereth.
Best yet./QUOTE]

thanks.
I just fixed the grid issues and added some depth to the grasslands. they should be easier to distinguish now :) ?

I never had the grid problem. After I installed patch b, I noticed that the overall detail of the terrain was more defined, for example, the grasslands.
 
So the MOTY Awards '07:

If you like Fall from Heaven (and it's the only civ4 mod in the competition) vote for it here:
http://www.moddb.com/events/2007-mod-of-the-year-awards/top100

The voting literally takes 30 seconds. You click on the link, scroll down a little, click on the Civilization 4 category, and then click "vote" for FfH.

We appreciate all of your votes very much. Thank you. Happy Holidays.
 
After seeing my wife capture a Margalard in her game with a beastmaster and seeing how high its strength became (52!), I was VERY excited to see a Gurid show up on my land. I immediately dispatched three dwarven shadows (I am teh Luchuirp) who had been promoted to capture beasts (along with a gargoyle to bring down its strength -- 22). Well... Once satisfied that my shadows could take him, I attacked only to find that the Gurid died.

OK, I say to myself, I must not be able to capture a Gurid. Then, later, a Margalard popped up on my land. Again, I immediately dispatched a couple of dwarven shadows and a HERO hunter, all of whom could capture wild animals (and had successfully done so!). After bringing the Margalard's strength down to a safe level by attacking with a chariot (the coward retreated!!), I attacked. Again, the creature died...

My question is (for future reference), has the ability to capture these beasts been removed from the game by a later patch. Or do they need to be captured by a beastmaster (of which, being a Luchuirp, I have none)? Or is there simply something about the Luchuirps that cannot capture them?

Thanks.
 
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