[MOD] Fall from Heaven II

I need some help after downloading the game.

Ok, I have installed the download manager and then downloaded the game. It is now sitting in the download manager. However what to do now? Double-clicking on the file doesn't do anything, right-clicking pops open following possibilities:
play now
restart/update
delete
'Play now' gives an error message and can subsequently not be chosen anymore. After running 'restart/update' I can choose 'play now' again, with the same result.

Thanks in advance for your help!
 
Hello FFH Team :)

I have a list of questions i made while playing the game, so.. here it goes! :P
i'm sorry if my questions seem stupid and i would be very thankful if someone could answer me.. :)

- I know how to summon the Mercurian civilization building the Mercurian Gate ok.. what about the infernals? how can i summon them?

- Spreading the council of Esus, units have to owe to the religion ok, but they have to be of that religion like the nightwatchers, right? i mean if u train a swordman in a city of the council of Esus the unit won't belong to that religion, right?

- Balsheraps : about slaves -what do the "add to the freak show" and "sell slave" casts exactly do? and the mutated promotion of the Freaks is just that their promotions changes while playing?
Another thing is i think the hero Loki is little bit weak, isn't he? just 2 of strengh and he doesn't have the Hero promotion so... dunno :P

- Where i can check the crime rate of my cities?

- The Armageddon counter only increases actually with the Prophecy of Ragnarok right? i know that some events like to found the Ashen Veil increases the counter and the rituals but i mean, when u play with a good civilization for example and other civ makes the prophecy, the armageddon counter increases because they make a new unit right? most of the time i mean :P

- when spreading a "corporation" like the nine.. etc the city which founds it have the graphic icon near the rate of the defense of the city, the religions, as normal, but when i spread it in other cities the icon doesn't appear, the corporation works but the icon is not, is this intentional? is little bit confusing cos i can't remember which city has it or not :P

Until the moment i can't remember more.... anyway early thank u :D
 
Hello FFH Team :)

I have a list of questions i made while playing the game, so.. here it goes! :P
i'm sorry if my questions seem stupid and i would be very thankful if someone could answer me.. :)

- I know how to summon the Mercurian civilization building the Mercurian Gate ok.. what about the infernals? how can i summon them?
Through the tech infernal pact (which requires AV state religion, i beleive)
- Spreading the council of Esus, units have to owe to the religion ok, but they have to be of that religion like the nightwatchers, right? i mean if u train a swordman in a city of the council of Esus the unit won't belong to that religion, right?
I'm not sure i understand your question. units built in a city with a religion have a chance of aquiring that religious promotion, unless it's a unit requiring a specific religion (like nightwatch and Council of Esus) then, i think it automatically receives that religion's promotion.
the council of Esus requires a unit with the council religion to spread.
- Balsheraps : about slaves -what do the "add to the freak show" and "sell slave" casts exactly do? and the mutated promotion of the Freaks is just that their promotions changes while playing?
Another thing is i think the hero Loki is little bit weak, isn't he? just 2 of strengh and he doesn't have the Hero promotion so... dunno :P
Loki can be really useful: he gives a negative culture bonus to enemy cities he's in, and can cause revolts. it is also almost impossible to kill him: he has to be sourrounded entirely before he can be killed. otherwise, he just jumps to a free tile.
- Where i can check the crime rate of my cities?
When you hover over the city with your mouse, it is in the grey box to the left (beneath where your culture and GPP is)
- The Armageddon counter only increases actually with the Prophecy of Ragnarok right? i know that some events like to found the Ashen Veil increases the counter and the rituals but i mean, when u play with a good civilization for example and other civ makes the prophecy, the armageddon counter increases because they make a new unit right? most of the time i mean :P
The are amny ways for the Counter to go up. the spreading of the viel, (maybe the spreading of OO?). the infernals being in the world, prophecy of ragnarok, the sheim ritual... among other.

- when spreading a "corporation" like the nine.. etc the city which founds it have the graphic icon near the rate of the defense of the city, the religions, as normal, but when i spread it in other cities the icon doesn't appear, the corporation works but the icon is not, is this intentional? is little bit confusing cos i can't remember which city has it or not :P

Until the moment i can't remember more.... anyway early thank u :D

i'm not sure about this one.


-thomas
 
The are amny ways for the Counter to go up. the spreading of the viel, (maybe the spreading of OO?). the infernals being in the world, prophecy of ragnarok, the sheim ritual... among other.

The most common way for the counter to go up is when a city gets raised. As long as the city does not have the Ashen Veil, razing it will increase the counter (razing an AV city decreases the counter).
 
I don't know if this will help or not, but in my current game I'm having an exc difficult time with the "Send Error Report" message and I'm crossing my fingers that you might be able to tell something from it. It doesn't strike me that this error would be a performance issue, but you never know... If it helps, for whatever reason it seems to help (somewhat!) if I performance a "save" before hitting <RETURN> at the end of a turn but this might only be coincidence. The current game is unusual is that I can usually bank on getting this error message sometime after turn 500; this time around it's starting in the 470s. You'll note that I'm playing Arturus Thorne as the Grigori on a huge archipelago map.

Hope this helps because, quite honestly, finishing a game can be a real pain with this error appearing so often and I do REALLY enjoy the game.
 

Attachments

I dled both the main link, and the F Patch, and, I believe, the media pack. When I tried loading the main file with Gameflood (which, by the way, I still have no idea what it is), there was some sort of error. The patch (instead of the main DL), strangely, was the thing that put the the thing on my mods directory, but when I loaded it from the main menu, I got an error somewhat to the effect of (unable to load primary theme). Also, I see almost no media files in the mod's folders, even after DLing the media pack. What's the sitch with all this trouble?
 
I dled both the main link, and the F Patch, and, I believe, the media pack. When I tried loading the main file with Gameflood (which, by the way, I still have no idea what it is), there was some sort of error. The patch (instead of the main DL), strangely, was the thing that put the the thing on my mods directory, but when I loaded it from the main menu, I got an error somewhat to the effect of (unable to load primary theme). Also, I see almost no media files in the mod's folders, even after DLing the media pack. What's the sitch with all this trouble?

did you install the mod in the correct directory?
and you should try to the download file without the gameflood client
 
did you install the mod in the correct directory?
and you should try to the download file without the gameflood client

*I'm pretty sure that "Beyond the Sword/Mods" is the correct directory.

A file without the gameflood client would be useful, but where can I find that? The main, given download used that client.
 
I really enjoy playing a big map. I don't just mean the Huge size, but the biggest thing that I can think of. The last game I played the map looked so small even though it was set to Huge.

So I am wondering if anyone knows of a mod I can use along with FfH and if so what is it. Also I would love to see map size added to this mod.

Thanks for the great mod, lots of fun.
 
- Spreading the council of Esus, units have to owe to the religion ok, but they have to be of that religion like the nightwatchers, right? i mean if u train a swordman in a city of the council of Esus the unit won't belong to that religion, right?
Other units who happen to serve the council can spread it.

- when spreading a "corporation" like the nine.. etc the city which founds it have the graphic icon near the rate of the defense of the city, the religions, as normal, but when i spread it in other cities the icon doesn't appear, the corporation works but the icon is not, is this intentional? is little bit confusing cos i can't remember which city has it or not :P
The corporation icon only shows by the city that founded it on the map screen; otherwise you need to check the city screen. I think it was felt too many icons would clutter that screen.
 
*I'm pretty sure that "Beyond the Sword/Mods" is the correct directory.

A file without the gameflood client would be useful, but where can I find that? The main, given download used that client.

Ok, for the 100th time... (learn to search threads... m'kay??) here is what you do... 1) uninstall gameflood. 2) click the link ON THE RIGHT that allows you to download without gameflood installed. 3) problem solved. Geee... that was hard... :rolleyes:
 
Patch "g" has been linked in the first post. It will break save games and it makes the following changes:

1. Resolved an issue where some civ specific buildings can be captured on culture flips (like dwarven vaults).
2. Dissent event doesn't remove city production anymore.
3. The AI will build Acheron now (most troublesome monster ever).
4. Spells that reduce population can no longer drive cities into negative population.
5. Fixed an error with the Adventure event that could break units and cause CtD's.
6. Fixed an issue that could cause entire stacks to flee from fear/withdrawal/immortal instead of just the effected unit.
7. Fixed the Shrine of the Champion for the Malakim, Svartalfar, Infernal and the Illians.
8. Fixed the issue where Free Promotions can sometimes be lost if promotions are granted through other means.
9. Fixed an issue that caused the AI to sometimes destroy equipment instead of capturing it.
10. Added the Centaur Archer (Kuriotate only, Horse Archer replacement, art by AA).
11. Added the Cenatur Charger (Kuriotate only, Knight replacement, art by AA).
12. Added 12 special Falamar events.
13. Added the Balseraph Performers event.
14. Added the City of a Thousand Slums wonder (increases the plot radius of the city to 3, idea by Kol.7).
15. Added a Lanun Harbor (Lanun only, as a Harbor but grants -10% maintenance and +25% naval unit production) (woodelf).
16. Added the Amurite Trial event.
17. Added the Malakim Pilgrimage event.
18. Added the Calabim Sanctuary event.
19. Added the Khazad Forge event.
20. Added the Demonic Citizens building (given for free in all infernal cities, prevents all unhappiness and unhealthiness) (loki).
21. Added the Pestilence event (random, requires at least 40 AC, reduces the population of all non-infernal cities, damages all living units) (loki).
22. Added the Warrens building (Clan of Embers only, doubles all living units built in the city, doesnt effect heroes, national, siege or naval units) (Nikis-Knight).
23. Added the Hunter event (Deal).
24. Added the Market Theft event (Crime).
25. The Svartalfar can no longer build Siege Workshops.
26. The Mother Lode world spell now gives 25 gold per mine and has a 10% chance to transform each flatland the player owns into a hill.
27. Citadels don't act as cities anymore (stops boat on land confusion).
28. Lanun Palace loses its +25% Naval unit production (ability move to the new Lanun Harbor).
29. Removed the Fire requirement from the Citadel of Light.
30. Gurid is 15% less likely to climb skyscrapers and swat at biplanes.
31. Reevaluated all the Event chances (adjusted the rariety of each to be more appropriate).
32. Raze Cost Per Population Over increased from 3 to 5 (so razing doesn't increase the AC as much) (loki).
33. March of the Trees now requires Way of the Forests tech (to stop early trent rushes).
34. Earthquake unfortifies all non-flying units within range (Nikis-Knight).
35. Seraph min level reduced from 12 to 6.
36. Reduced Settler cost from 160 to 120.
37. Added 20 new pedia Concept entries explaining various new features in FfH.
38. Added feedback to many of the events (ballon popups to tell you how events ended).
39. Added txt strings for Kontrollator (german translation).
40. New Ghost model by C.Roland.
41. Updated Sidar Warrior and Sidar Scout skin by C.Roland.
42. Added the FfH Manual by Grey Fox (thanks Grey Fox!).
43. New Nightwatch and Shadowrider art by C.Roland.
44. Chugginator's awesome Nazgul model (the old Shadowrider) moved to the Death Knight model.
45. New Sphener model by seZereth.
46. Building requirements are now listed correctly on the unit pedia pages.
 
Great work on the mod. I am just curious why you didn't fix the buggy great person point growth scaling on gamespeeds(67 for first 167 for second 268 for 3rd on quick while it should obviously increase 67 and not 100 like on normal, THIS BUG AFFECTS HEAVILY EVERY SINGLE GAME I PLAY). And didn't scale kuroiates and elohim worlspells with speed. Currently the quick is like normal in normal civ4. Without these changes the game becomes less fun at quick. Also please fix the bug where advanced start where it cost the same to place cities as in normal civ(but settlers still cost what they do in ffh). These should obviously cost the same.

I look forward to the new events. Probably going to try out Falmar just for this. Also nice to reduce the cost of the settlers. However the early game techs are still very very expensive compared to what you need to suport development. Especially if you start in a forested area the game is essentially unplayable as non-elves(do you have any idea how long it takes to tech to BW and education on deity with no workable commerce whatsoever? Compare this to normal civ(even with a civ that start with hunting and myst) and you can see where the problem is...).

33. March of the Trees now requires Way of the Forests tech (to stop early trent rushes). Way of the forest often takes quite alot of time to research, especially if you play tree heavy on a high difficulty. This means it is no longer usable to defend against early rushes from AI on deity/immortal.
 
What about features released in WoC project? There's an integrated option to change city radius to any and a few good ideas (like breaking ice/gaining AI control), will you implement something like this having a nice example? Looks like a useful project.
 
Question on:
26. The Mother Lode world spell now gives 25 gold per mine and has a 10% chance to transform each flatland the player owns into a hill.


Is that 10% calculated individually for each flatland, or is it an all-or-nothing single calculation?
 
First off, congratulations on patch "g" -- it sounds like it contains some fantastic changes.

Next, a question. One of the Grigori's special units is the Luonnator, a disciple unit that replaces the Inquisitor. It may be a problem with the fact that I'm playing unrestricted leaders with Arturus Thorne as the leader of the Grigori civilization, but...

I discovered with Arturus Thorne the Grigoria could research religions/cults, but after "discovering" the religion -- although they received a missionary and could spread to one other city with it -- none of the cities having a religion could build any temples. Subsequently, NO disciple units could be built. So... Without disciple units, how are they ever supposed to get a Luonnator? I tried clicking on an adventurer to see if they could upgrade to it, but no luck.

I'd appreciate any feedback you might have regarding this issue. Thanks!!
 
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