[MOD] Fall from Heaven II

Hello everyone. I've been lurking the boards for a long time, finalyl got around to posting, largely because of FFH. I love love love love love this game, it is the epitome of all that is cool *glazes eyes*


Ok, now that I snapped out of my reviere, here are my 2 cents.


First off, FFH is (insert exclamatory expletive of your choice) brilliant. All the wildly different civs, all the neat spells, all the *choices* make it a very interesting, almost a roleplaying experience. However, while the Fall from Heaven aspect I cannot see getting better, I think, IMHO there are a few flaws in the game mechanics themselves, most notably the victory conditions.

I'm just going to list them out here, so it'll be easier to make my rambling commentary.

Elimination
Domination
Tower of Mastery
Religious domination
Altar of Luonnotar
Culture
Score.


And herein lies the problem. You eliminate or dominate by building a big army and wiping out your neighbors. You get score mostly by having the biggest empire around. You need 16 mana types to build the Tower of Mastery, and I find that to get that much, I need to either conquer half the world, or vassalize about 3-4 people and demand their palace mana. And then when I start the thing, everyone who can DoW's me, turning it into a huge fight. Getting 80% of your religion up on the influence chart seems to me to necessitate stamping out all competing religions, meaning, yes, you need to own most of the world. And score, well, when was the last time you saw the biggest empire in the world not leading in score?


So that leaves really one big victory condition of "Smite thine foes", with, once you have mastered the world, leaving it up to you to decide how you want to declare yourself the winner. Add to that that I have yet to figure out how a culture victory is even remotely possible. (The only strategy that I see, due to the lack of culture % boosts aside from the lyre, is to play the Kuriotites, {something I avoid in my demand of myself to play random to sample everything} get liberty relatively early, get a whole lot of happiness, farms, and spam out bards. And I still think that would be tricky. Which leaves only the Altar of Luonnotar available for someone who doesn't want to crush everyone.


Although crushing is fun.............

Which leads into my current game/question. I'm playing Bannor (What's her name, the Industrious/Spiritual leader), huge map, continents, Monarch. I've got this one in the bag. I own about a quarter of the world, and am still expanding steadily. Now, there are 14 (I think) players on a huge map, and I know there were seven on my starting continent. Myself, Clan of Embers (now destroyed), the Svartalfar (also destroyed. What do you expect from an evil civ on the bannor's borders?) the Kuriotites, the Hippus, and the Sheiam (who have avoided destruction by converting to my religion, becoming good in the process since I'm the Order, and accepting to be my vassal) so that's seven. When I discovered the other continent, I only saw the Malakim, the Doviello, and the Calabim. (And later The infernals, one of them signed the pact) Sosomething happened to the other four civs. Indeed, the Runes of Kilmorph holy city was in the hands of the barbarians when I cruised my caravel by. (now it's mine :D) If someone is destroyed either before you make contact with them, or if it's done by the barbs and not a player, would you not get the little "boo hoo we're dead" message?

Also, I am currently in the process of beating up the Hippus and possibly forcing the Order down their throats. (meh, the war got interrupted because the blight struck, but I'll be back!!!) Now, two things about this war. One, the Hippus seemed to do a good job of at least playing to their civ's stereotype. lots of horses, cavalry all over the place, they even have war chariots. I would have expected them to viciously counterattack my invaders, given the road usage they get in their own territory, and the high withdrawal chance most of their units had, and that a lot of them are stronger on offense than defense, and that they don't get terrain defensive bonuses.

So I was a bit disappointed in the AI when they sat in their cities in groups of seven or eight, and let me overwhelm each one. Then, I had to take a break for some reason, turned my game off, and when I loaded my game, they were suddenly doing the "smart" strategy of hitting and running like proper horse raiders. By that point it was too late (if it weren't too late before the war started) but I was just wondering if the AI "refreshes" or something, when you load a game.


Final point in this long run-on post. I was hoping to squeeze techs out of the Hippus when I had to go to peace *shakes fist at stupid Infernals raising the AC just for the hell of it* , the little techs that I brushed aside, things like poisons and such. But all their techs are on this "can't trade" list on the diplo screen, and I wasn't even allowed to ask for them. Not even red outlined, there was just nothing on the diplo screen, as if they didn't have the tech. The one thing I could think of that would cause this is that they have the council of Esus, but I'm a bit unfamiliar with the game mechanics and I don't know if there are any undercouncil resolutions or whatever that could do that.

Am I at least warm on this one?
 
I got that far, thanks... :)
I was just wondering whether there was an actual game change behind it, even if jokingly stated...

I think there is a chance spawning gurid, and that chance might have been reduced by 15 % ;) ?
 
Patch "g" has been linked in the first post. It will break save games and it makes the following changes:
Anything on the "Send error report" side? In my current game I've reached a point that I cannot hit <RETURN> at the end of a turn at all without getting this message (same game as I submitted earlier, only now at turn 585).

Thanks.
 
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!!

I'm pretty sure that the Grigori aren't allowed to adopt religions; this is hteir weakness.

Best wishes,

Breunor
 
You can get a Luonnotar by upgrading a level 6 Grigori medic, or more likely, a level 6 dragonslayer. (you might need Incense)
 
Are you sure Grigori medics can upgrade to Luonnatar? I remember changing it myself so that they could (a few versions back), but I didn't realize it was normally possible (or am I thinking of changing it so that adventurers could upgrade to Grigori Medics...)


The Grigori can adopt religions, but their leader can't; it is a function of the agnostic trait and the -100 wieghting to all religions, not a function of the civ. Religious Grigori are only found in Unrestricted Leaders games, which Kael has said he does not intend to try to balance.

I was also under the impression that Kael changed it a few version ago so that the Agnostic trait, and not the civ, made it impossible to build temples/disciples.
 
*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.

the Installer just points to the default installation path on C://..., if you installed it somewhere else you´ll install the mod in the wrong directory.
 
I'm pretty sure that the Grigori aren't allowed to adopt religions; this is hteir weakness.

Best wishes,

Breunor
I know that. My question is WHY they would have as one of their special units a disciple unit when they cannot build disciples...???:crazyeye:
 
So that leaves really one big victory condition of "Smite thine foes", with, once you have mastered the world, leaving it up to you to decide how you want to declare yourself the winner. Add to that that I have yet to figure out how a culture victory is even remotely possible. (The only strategy that I see, due to the lack of culture % boosts aside from the lyre, is to play the Kuriotites, {something I avoid in my demand of myself to play random to sample everything} get liberty relatively early, get a whole lot of happiness, farms, and spam out bards. And I still think that would be tricky. Which leaves only the Altar of Luonnotar available for someone who doesn't want to crush everyone.
A culture win is certainly possible though, if you are judging yourself by final score, it won't be a very good one -- and you don't need liberty (just a long game). I've won on culture three times, mostly by getting most of the religions and diligently spreading them (for temples). The other clue is to build most of your wonders (and getting all of those with culture!) within your three high-culture cities. Liberty will certainly help along with some of the other civics. However, a culture win is possible -- just don't expect a quick game.
 
I was also under the impression that Kael changed it a few version ago so that the Agnostic trait, and not the civ, made it impossible to build temples/disciples.
It was kind of interesting playing unrestricted leaders. With the standard Grigori leader you CANNOT go for the religious technologies. However, with a different leader you can and actually get some initial disciples. You can even claim one as your state religion. The problem is that you cannot build temples with the Grigori regardless of the leader.:confused:
 
You can get a Luonnotar by upgrading a level 6 Grigori medic, or more likely, a level 6 dragonslayer. (you might need Incense)
Thanks for the information!!! So if I would rather than a Luonnotar than an Immortal, I could promot a dragonslayer. Or, if I could get a Grigori medic up to that level, I could upgrade him? Question since I haven't built a medic, do they upgrade automatically like other disciple units (i.e. upgrades can be turned-based)?
 
I know that. My question is WHY they would have as one of their special units a disciple unit when they cannot build disciples...???:crazyeye:

I was under the impression you could upgrade to lunnotar with other units?
 
First off superb MOD that is seriously improving with each version, I absolutely love it!

I have always enjoyed editing earlier versions of FFH2 using Kael's very easy to use excel editor, as I personally don't like having gunpowder units in the game. However in 0.30 the editor is an Excel 2007 file that I cannot use with my old 2003 version (I have tried the MS conversion software but the Export button doesn’t work).

I have also tried editing the XML's with EditiX and although I can change most of them (I have edited Civ4TechInfos so Blasting powder has Future tech as its Bonus requisite) for some reason when I try to edit Civ4UnitInfos it causes the game to crash at the splash screen (not a problem as I backed up this file before hand).

Is there an excel 2003 version of the editor for FFH0.30, or if not is there some way I can edit the Civ4UnitInfos (so that Frigates, Galleons and Queen of the line have Gunpowder prerequisites) in a way so it doesn't crash the game?

Any help would be much appreciated.
 
It was said somewhere there was just the 2007 version because there was so much functionality that would be lost to the 2003 version. I guess they just encourage you to get it... Just making a simpler version for 2003(with less functionality would be better imo..).
 
Thanks for the information!!! So if I would rather than a Luonnotar than an Immortal, I could promot a dragonslayer. Or, if I could get a Grigori medic up to that level, I could upgrade him? Question since I haven't built a medic, do they upgrade automatically like other disciple units (i.e. upgrades can be turned-based)?

They do not. Also, Grigori Medics are defensive only units, (like scouts in vanilla, they cannot attack but can defend), so it is unlikely that you could level one easily. I didn't realize they could even upgrade, in part because I don't think I've ever gotten them that high (without cheating)
 
I am looking for a way to get a bigger map size for the game. Had someone suggest XXL Mod but I can't get it to work with FfH. FfH still runs but the map sizes don't change. Anyone got any suggestions. Wanted to play with a bigger map size than Huge.
 
They do not. Also, Grigori Medics are defensive only units, (like scouts in vanilla, they cannot attack but can defend), so it is unlikely that you could level one easily. I didn't realize they could even upgrade, in part because I don't think I've ever gotten them that high (without cheating)
So I'm guessing that leaves only the dragonslayer option? Since I haven't had a Luonnotar, how does one compare to an Immortal so far as abilities? I have to work like h*ll to get three units up to Immortal status and, unless they are as awesome as an Immortal, I would hate to waste a level-6 dragonslayer creating one...

Thanks!
 
I always thought the major point of building a Luonnotar was their ability to build the altar. If say, you got six adventurers (not so hard) upgraded them all along the melee path, (But I love my archmages!) eventually being dragonslayers, and then turned them into Luonnotars, and then fed them to a big altar city, you can go from nothing to 6 in one turn.


Of course, you might be leery of shooting 6 heroes like that.........
 
I always thought the major point of building a Luonnotar was their ability to build the altar. If say, you got six adventurers (not so hard) upgraded them all along the melee path, (But I love my archmages!) eventually being dragonslayers, and then turned them into Luonnotars, and then fed them to a big altar city, you can go from nothing to 6 in one turn.


Of course, you might be leery of shooting 6 heroes like that.........
I'm confused about what altar they are building (are you talking about the Tower of Lumenore?). Also, I had a problem upgrading more than one adventurer (perhaps I shot all the experience points on just one instead of spreading them around? Is this a possiblity?). After upgrading the first, my only other adventurer always showed as not available for movement/update (i.e. the red versus green or yellow highlight).

Also, can you upgrade an adventurer to an archmage? It never gave me the option. My only choices were dragonslaver, longbowman, or arqubusier (never can spell that correctly!!).
 
First off superb MOD that is seriously improving with each version, I absolutely love it!

I have always enjoyed editing earlier versions of FFH2 using Kael's very easy to use excel editor, as I personally don't like having gunpowder units in the game. However in 0.30 the editor is an Excel 2007 file that I cannot use with my old 2003 version (I have tried the MS conversion software but the Export button doesn’t work).

I have also tried editing the XML's with EditiX and although I can change most of them (I have edited Civ4TechInfos so Blasting powder has Future tech as its Bonus requisite) for some reason when I try to edit Civ4UnitInfos it causes the game to crash at the splash screen (not a problem as I backed up this file before hand).

Is there an excel 2003 version of the editor for FFH0.30, or if not is there some way I can edit the Civ4UnitInfos (so that Frigates, Galleons and Queen of the line have Gunpowder prerequisites) in a way so it doesn't crash the game?

Any help would be much appreciated.

The reason I switched to Excel 2007 was because it supports more columns than 256 (so I can add more than 256 of an object). The only 2 sheets that use more than 256 columns are units and events, so those are the 2 that if you try to pull them into a spreadsheet that doesn't support more than 256 columns will probably cause you to lose data (and cause crashes).
 
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