[MOD] Fall from Heaven II

That is why there is a marathon setting :p. There is however nothing equal to normal in the early game as quick is about the same as epic in normal civ4...

I'll have to agree with Oyzar here. For those who like it slow, the Marathon setting ought to do it. For the others, Standard setting ought to run closer to the standard game.
 
That is why there is a marathon setting :p. There is however nothing equal to normal in the early game as quick is about the same as epic in normal civ4...

But I dislike the other features of marathon, especially in 'regular' Civ. I find the opposite, Marathon is a more combat oriented game.

Best wishes,

Breunor
 
But I dislike the other features of marathon, especially in 'regular' Civ. I find the opposite, Marathon is a more combat oriented game.

Best wishes,

Breunor

FFH is more combat oriented than the normal game if you haven't noticed. You can't do warrior rushes on deity in normal civ while this is perfectly doable in ffh... As doviello it is possible to win the game without ever researching any techs for the entire game on some settings...

About negative culture i think cult of the dragon can cause it...
 
Because I noticed, later on in my Sheaim game, an Illian city suddenly dropped all its cultural borders and shrank in on itself, and of course subsequently starved like nobody's business. And Loki wasn't in the city, nor any other unit that "shouldn't" be there, which I am certain of because I had a unit sitting there myself. He might conceivably have -been- there before, though I doubt it because it's a long long way from Balseraph lands.
I think purge the unfaithful will do that for one turn to all cities with non-state religions present.
 
Someone may have already reported this, but... I have come across a very "odd" situation in my current game in relation to the Sphener hero (one of my favorites!!). I was given the opportunity of going on an "adventure" earlier in the game where, if memory serves me, I was given the opportunity to turn it down, go on the adventure and with a 10% chance of losing the Sphener (with a chance to pick up a magic item or change for increased experience), or (with gold) only a 5% chance of losing him with the opportunities for magic items or increased experience.

I took the last option.

Since then every time I attempt to click on the Sphener my game freezes. When I hover over my city stack I see some very strange stats for the unit:

Strength: 1049603664/-1098105972 (+67 Cold) (+720896 Physical) (+17760288 Poison) (-807536396 Unholy)

Obviously the stats for this character became screwed up some how, I assume by going on the "adventure".

Just thought that I would tip you off to the problem in case no one else had reported it.

Thanks.

I just had this happen to my grigori adventurer. I chose the last option and boom freeze with tons of strange numbers for everything(3K+ cargo space, bombard for millions and some negative numbers... For some reason it didn't work to take a screenshot even. I think it is the event that is bugged and not any specific hero..
 
I think purge the unfaithful will do that for one turn to all cities with non-state religions present.

Wasn't that. It only happened to a single city, and it was an Illian city so they didn't have a state religion. And I'm pretty sure they didn't build Purge the Unfaithful, I would'a noticed if they had. Not to mention it being a little too early in the game for that. So.. No. The mystery prevails.
 
So, I'm wondering. I started my Sheaim game planning to convert to the Infernals ASAP. And so I did, come turn 252.

The first thing that strikes me however is that.. Instead of getting a Settler, when I transfer to the Infernals, I am standing in Dis. Built in a rather asinine spot.

Are we not supposed to get a Settler any more? Or was there just some mumbo-jumbo and the Infernals decided to build their city before I had time to conver to them? It seems odd, because none of their other units have moved, so they clearly haven't taken a turn without me or anything zany.

Ah well. I'll just rip down all the cities around Dis. It ain't a disaster. Just a tad.. Annoying.

ps. Actually, I take that back. They had selected a tech to research,and set a Worker to work. Is this intentional? Shouldn't the offer to switch to the Infernals come -before- they have time to do anything?

ps2. Somewhat oddly.. After I switch to Hyborem, the game ends my turns automatically, rather than waiting for me to confirm the turn as over, as my settings are.
 
On another note.. What could cause a city to go into negative culture? I know Loki can, and Gypsy Wagons. But what else, if anything? Is there like some nasty event for it or something?

Because I noticed, later on in my Sheaim game, an Illian city suddenly dropped all its cultural borders and shrank in on itself, and of course subsequently starved like nobody's business. And Loki wasn't in the city, nor any other unit that "shouldn't" be there, which I am certain of because I had a unit sitting there myself. He might conceivably have -been- there before, though I doubt it because it's a long long way from Balseraph lands.

So.. Anybody? Ideas? I'm sure I'm just overlooking something obvious, but.. :crazyeye:

There are several new random events in Shadow that cause a city to go into revolt. Most, but not all, of them are related to the Cult of the Dragon. (It is implemented as a very annoying Guild now. In FfH, you can only see the headquarters of the Guild from the world map (interring the city menu does let you see if it is present in other cities though), so I'd guess that the city had the Dragon Cult there although you couldn't see it.
 
@ps2. this is known behavior, just save and load the game and your settings will be restored
 
I just had this happen to my grigori adventurer. I chose the last option and boom freeze with tons of strange numbers for everything(3K+ cargo space, bombard for millions and some negative numbers... For some reason it didn't work to take a screenshot even. I think it is the event that is bugged and not any specific hero..
Sounds right to me. I was guessing that it was the "adventure" option that screwed my hero up -- I also took the third option.
 
I am playing the Amurites for the first time since .30 and have noticed something rather "unique" about them... While all the other civs I've played have some type of "world spell" that can be cast once a game (unless, of course, you have Birthright Regained), the Amurites APPEAR to have no such spell.

Is this actually the case or am I missing something?

Thanks.
 
They have one, it's called Arcane Lacuna, it provides +1 XP to all arcane units per upgraded mana node in the World, all mana nodes revert to raw mana.
 
There are several new random events in Shadow that cause a city to go into revolt. Most, but not all, of them are related to the Cult of the Dragon. (It is implemented as a very annoying Guild now. In FfH, you can only see the headquarters of the Guild from the world map (interring the city menu does let you see if it is present in other cities though), so I'd guess that the city had the Dragon Cult there although you couldn't see it.

Cult hadn't been founded yet, so, no. I'd considered that possibility. There wasn't an Ashen Veil / Order conflict either, because neither religion was present in the city.
 
This is a question that I could have undoubtedly asked on the regular Civ 4 BTS thread, but since I've playing FfH almost exclusively, I decided to place it here (and hope someone can verify it). My wife was playing a game of FfH when, much to her surprise, her three opponents (playing chieftain level -- she's as much a wimp as I am!!), asked to be vassals...

She accepted all three. Then, just a few turns later, she was even more surprised by being informed that she had won a Conquest victory (after only 351 turns giving her a normalized score of 39,106 -- a score that neither her or I have ever approached!!). Checking the win screen (the fist button -- whatever you call it), it still showed her as having three rivals left and the conditions of Conquest victory is that all the rivals have been defeated. OK... I guess this means that if all your opponents become your vassal, you automatically win by Conquest or is that some other more bizarre explanation for her unexpected victory?

Thanks.
 
. I guess this means that if all your opponents become your vassal, you automatically win by Conquest or is that some other more bizarre explanation for her unexpected victory?

Thanks.


Same as in the regular game. A vassal's lands count toward your own in the score calculation. I'd say it's time for her to move up a difficulty level! :goodjob:

On another note, is it just me or is it impossible to get the Armageddon counter above 20 now? I play small maps so that is probably the issue, as the leaves and runes tend to be the only religions adopted through the entire game. I see others complaining about how it is always high. However the only way I can get it to increase is if I play as an evil civ.

Part of the problem in my last game was that Auric Ulvin beelined for religious techs, founding Leaves, the Veil, and Octopus Overlords thus virtually eliminating their spread anywhere else in the world. And after I founded the order and it spread like wildfire converting even the Calabim and Svart Alfar. Is this a tactic Ulvin employs or a mistake in his AI?

Also a bug I discovered with the Crusade civic the Flagbearer unit, unlike the Demagog, does not disband after switching off of Crusade. Unless I'm mistaken you need Crusade to have this unit? I am playing on 030e so I don't know if it is different in f...
 
No the armageddon counter isnt broken :P - I've intentionally gotten it to above 70.
And Os-Gabella pretty much single handily got it to 40 before turn 170 in my recent game.
 
No the armageddon counter isnt broken :P - I've intentionally gotten it to above 70.
And Os-Gabella pretty much single handily got it to 40 before turn 170 in my recent game.

heh... I didn't mean it was broken just feels impossible to get it up unless I do it myself. The problem I have is that Runes and Leaves spread so fast that by the time other religions are available nobody switches. Is there any way to scale the mod for map sizes? Or make the evil civs stay away from leaves and runes?
 
heh... I didn't mean it was broken just feels impossible to get it up unless I do it myself. The problem I have is that Runes and Leaves spread so fast that by the time other religions are available nobody switches. Is there any way to scale the mod for map sizes? Or make the evil civs stay away from leaves and runes?

Sure. You can disable leaves and runes in the custom game menu.
 
The religion spread isn't balanced IMO, try picking the opponents when you play.

This may sound like a dumb question, but does the AC rise higher or go slower at different difficulty levels? I play on either Immortal or Emperor and I to find it hard to get the counter past 20, even when 4-6 civs on a small Highlands map converted to the Veil.
 
Back
Top Bottom