[MOD] Fall from Heaven II

hey, I've noticed a problem, on both the great plains and the fantasy map, no mana nodes or reagents come up? Anyone else have that problem?
 
hey, I've noticed a problem, on both the great plains and the fantasy map, no mana nodes or reagents come up? Anyone else have that problem?

I think this is just how the map works and that they haven't bothered to fix it for ffh...
 
hey, I've noticed a problem, on both the great plains and the fantasy map, no mana nodes or reagents come up? Anyone else have that problem?

I have a similar problem with the Pangaea map: I've played several games on Pangaea, and in all of them Reagents were completely missing from the map. Also Gunpowder was missing in all or most of them too.

I circumvented the problem by adding those resources to the map with the WorldBuilder ... but I don't like doing that, feels too much like cheating.
 
hi guys,

i searched like 30 minutes on google now to find possibilities to play fall from heaven versus other human players without any success.

I played only 1 game against one of my mates but since he does not have so much time i could use some more practice. So do you guys know some site where you can meet other human players to play?

Thanks in advance for any replies cause i am kinda desperate :eek:

go to #erebus PM me for details :)
 
do you have blessing of amatheon on? this causes the map to generate more strategic resources than it is possible to put on the map and hence the ones that are placed latest get pushed out... It is silly that the map script haven't been fixed in this regard long ago...
 
do you have blessing of amatheon on? this causes the map to generate more strategic resources than it is possible to put on the map and hence the ones that are placed latest get pushed out... It is silly that the map script haven't been fixed in this regard long ago...

Yes, as a matter of fact, I do.... I didn't know that! So next time w/o Blessing .... though I like the abundance of resources it gives... *sigh*
 
Just to say I'm also having a problem with the freezing of my whole PC sometimes when it's trying to change turns, it's now happened four times since the last patch, but never before. :(
 
Hi all,I have a little question.
During my game with Calabim I had a big trouble with shadows.
These units killed my archmage in the tile and I cant't do anything.
In my tile there were a lot of mages and also scheletons.
Why they killed my archmage instead of the weakest unit in the tile?
How can I discover shadows and defend my archmage?
Thanks
 
Certain promotions (such as channeling I, II, and III, hero) make units less likely to defend, which makes them more likely to defend against units with the marksman promotion.


Both of the Empyrean's UUs (Ratha and Radiant Guard) can see invisible without needing to cast anything. Also, Hawks and Floating Eyes (the unit summoned by the mind II divine spell, used by OO priests) can see invisible, but I'm not sure whether it is only when they use their explore mission or if it is all the time.
 
The latest version of FfH2 is a hit. The pre-game options available are really nice. One suggestion on a future update. You should allow us the option to double the mana on the map wihtout doubling the other resources. Doubling all resources makes it pretty easy to develop large cities, but I've always felt mana on the map is scarce. So how about allowing us to just double that one resource? Thanks
 
If you don't have water mana I will suggest an adept with Life I, which can cast sanctify and will save the broken lands and shut down flames.
 
The only other way against (large) fires is a fireaisle. Which means you have to cut down any burnable features/improvements at your borders. Yes this does cost you a lot of valuable plots, but especially Acheron can get some great firestorms going on Pangea maps.
 
My little Brother took the soundtrack for the Cirque du soleil Show Varakai out from the library...

and imagine my suprise in hearing half of the new songs in the mod come from that.

Guild of nine, Empyryum, i think, and one of the other guilds.
 
I know there have been several posts, mostly back in November, about the difficulty of building the Grand Menagerie, but I would like to second them again. It's way to hard too build.

Either make animals more common and longer lasting or increase its benefits.

Even if Nature's Revolt does generate enough animals to get you lions, wolves, tigers and gorillas, most of your cities that would benefit from a Carnival already have them.

Perhaps the Grand Menagerie could spawn animals so that tiger, wolf, lion, etc. cages could be spread to other cities, even after all the animals are gone.

Also, why can't elephants be upgraded to War Elephants? Since you can't build anything with them, like elephant cages, this gives an alternate use.
 
They used to upgrade to War Elephants, do they not anymore?

The main problem with animals is that the AI tends to mercilessly hunt them down before anyone has the animal husbandry tech/subdue animal promotion. I'm thinking that for starters we should make scouts (but not their upgrades) unable to attack, like in vanilla. That way they would be more likely to wait to kill off the animals until they have the promotion needed to capture them. It might also be good to make subdue animal require hunting instead of Animal husbandry. It makes more sense there, since the graphics for the Hunter unit include a presumably tamed wolf already. You shouldn't need to know how to breed animals before you can tame them. (It might also be appropriate for animal husbandry to require hunting, perhaps as an "or" requirement.)
 
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