[MOD] Fall from Heaven II

I've been skimming the various threads lately and I think there has been way too much angst expressed over this and that. FfH is a beta Mod. Heck, it's a total rewrite of BtS as far as I'm concerned. I say be patient. The team is working hard to put this thing together.

Omegon3, Please stick around. Your input is invaluable. ;)
Thanks for the encouragement, Broken Hawk. I sure am trying to hang in there... It's just really frustrating to get close to an end of a game (especially a good one) and not be able to go any farther. I just tried a smaller (large) map size and I'm getting the same type of error. Fortunately, when I restarted the game it continued past that point...
 
Hello,

What value do you modify in which XML to change the research cost of tech's?
 
about the flames : they only appear when the Infernal is summoned or? do they spread randomly? what can i do to extinguish them? capturing the infernal towns? or maybe cutting down the trees? thx!
 
about the flames : they only appear when the Infernal is summoned or? do they spread randomly? what can i do to extinguish them? capturing the infernal towns? or maybe cutting down the trees? thx!

You can use magic to extinguish the flames - but they may re-appear shortly later, so keep your guys close by.

Water I - will give you the Spring Promotion, which can put out fire and transform deserts.

If the land has turned to hellish territory, you can use the Life I - Sanctify spell to get it back to the verdant fields of plenty. Or you can use the Nature III - Vitalize spell to reinvigorate that land.
 
I just bought and installed BtS. I downloaded and installed FfH2 v.30 along with patch "g". Everything looked ok, but when I went to load the mod it goes to a discolored main menu screen that says "Fall from Heaven 0300" in the upper right hand corner. What happened to the original burning angel that use to be on the main menu? Did I do something wrong? Also, when I went to play the game I got the beginning of the intro movie for FfH but then it crashed to the desktop. This is the first time I tried this mod since I bought BtS. It says that all I need is BtS patched to 3.13. I have that. Do I also need Warlords? I do not see that stated anywhere. What could I be doing wrong? I have been playing FfH with vanilla Civ4 for a long time without any issues. Installation and setup has always been a breeze thanks to the team here. I just got done playing the .23 version on vanilla Civ4 without a hitch. I'm hoping I am missing something simple. Any help here would be appreciated.

Thanks for your time!

- manooly
 
I posted this message a while back and no one responded so I'm going to try again... Since I'm close to building the Tower of Mastery again, question #2 is particularly important to me if anyone has the answer. I have added one more question (out of curiousity).

First off, I really appreciate the event that permits you to purchase animals. Since patch "g" I've built the Grand Menagerie TWICE!!! Thanks for the fine work!!

Second off, a couple of questions...

1. Have the Margalard and Gurid units' appearance been linked to some event or the Armegeddon Counter that would decrease the times they appear? Before patch "g" there wasn't a game that went by without seeing at least one of these units. Since then I've played quite a few (six or seven) and I haven't seen the Margarlard at all and the Gurid only once...

2. There may not be a good answer for this, but I'll ask it anyway... I typically win via the Tower of Mastery (not terribly tough to do when you play on a huge map with only a few opponents!!). In many cases I have defensive pacts with more than one civ. In preparing for the inevitabl war that results when you schedule the Tower, I typically move my armies to my opponents borders (to take quick advantage of my strength and the fact that THEY are declaring war!!). However, where I have defense agreements with more than one civ, inevitably only one of them declares war while the other immediately drops the defense agreement but DOES declare war on the other civs. This leaves one or two of my armies completely out of position. My question (and again, perhaps, unanswerable) is whether or not there is any way to foresee WHICH civ will declare war and which will side with me?

3. What is the frequency at which disciple units increase their experience? With arcane and hero units it appears to be one experience point per turn, but the disciple units appear to progress much, much slower.

Thanks in advance to any input provided!!
 
In my experience every civ declares war on me when I start building the final piece of the puzzle in both the Altar and Tower situations. I have to be ready on all fronts. But it has been awhile since I tried either, the game mechanics may have changed.
 
Omegon3 said:
I posted this message a while back and no one responded so I'm going to try again... Since I'm close to building the Tower of Mastery again, question #2 is particularly important to me if anyone has the answer. I have added one more question (out of curiousity).

First off, I really appreciate the event that permits you to purchase animals. Since patch "g" I've built the Grand Menagerie TWICE!!! Thanks for the fine work!!

Second off, a couple of questions...

1. Have the Margalard and Gurid units' appearance been linked to some event or the Armegeddon Counter that would decrease the times they appear? Before patch "g" there wasn't a game that went by without seeing at least one of these units. Since then I've played quite a few (six or seven) and I haven't seen the Margarlard at all and the Gurid only once...

2. There may not be a good answer for this, but I'll ask it anyway... I typically win via the Tower of Mastery (not terribly tough to do when you play on a huge map with only a few opponents!!). In many cases I have defensive pacts with more than one civ. In preparing for the inevitabl war that results when you schedule the Tower, I typically move my armies to my opponents borders (to take quick advantage of my strength and the fact that THEY are declaring war!!). However, where I have defense agreements with more than one civ, inevitably only one of them declares war while the other immediately drops the defense agreement but DOES declare war on the other civs. This leaves one or two of my armies completely out of position. My question (and again, perhaps, unanswerable) is whether or not there is any way to foresee WHICH civ will declare war and which will side with me?

3. What is the frequency at which disciple units increase their experience? With arcane and hero units it appears to be one experience point per turn, but the disciple units appear to progress much, much slower.

Thanks in advance to any input provided!!

I had Gurid appear in my current game, which I'm playing under patch g. Don't know if it has any connection to the AC.

Can't help with you 2 and 3, sorry.
 
Patch "h" has been linked in the first post. It won't break version "g" save games and makes the following changes:

1. Fixed a CtD caused by the Centaur Archer and Centaur Charger buttons.
2. Summoners and the Eater of Dreams can now correctly build Shadow and Sun mana nodes.
3. Fixed an issue that was causing the research bonus from mind mana to be calculated incorectly (thanks to Mu-Dog!).
4. Fixed an issue that was causing the discovery bonus from earth mana to be calculated incorrectly (thanks to Mu-Dog!).
5. Fixed an issue that was causing the enemy negative healing bonus from entropy mana and razor weed to be calculated incorrectly (thanks to Mu-Dog!).
6. Fixed an issue that was causing the healing bonus from body mana to be calculated incorrectly (thanks to Mu-Dog!).
7. Ressurection spell now works correctly for all civilizations.
8. Events that require civilization contact can trigger off your own civ (so Calabim players wont get the Calabim sanctuary event, etc).
9. Events that require civilizations will no longer trigger if that civilization isnt in the game.
10. The Lanun can now build Boarding Parties.
11. The Adventure "Jade Torc" result won't break units anymore (thanks to MagisterCultuum!).
12. Gulagarm now gives +1 happiness instead of -1 enemy healing rate.
13. Dwarven Boar Riders reduced from 6 attacking strength to 5.
14. Abashi packs her angry eyes.
15. Added French translation by black_imperator.
16. Divine Retribution damage reduced from median 75% to median 60%.
17. Demonic resistance to Holy damage increased from -50% to -25%.
18. Added German translation by Kontrollator.
19. Removed the holy damage resistance penalty from Gela.
20. A units combat promotions will no longer make it more vulnerable to Pestilence.
21. The casters combat promotions will no longer make Raging Seas more powerful.
22. Barbs will never betray Barbarian trait players in the first 20 turns.
23. Pestilence event fixed so it won't trigger multiple times.
24. Negative enemy healing will be applied from the plots owner instead of units owner (thanks to Mu-Dog!).
25. Fixed the Malakim Pilgrimage event (both otpions don't have the same result anymore).
26. You no longer get 2 Gaelan from the completion of the Circle of Gaelan event (thanks to xienwolf).
27. Fixed an error in the Hall of Mirrors illusion creating function.
28. seZ removed the saddles from the centaurs.
29. New models for the Sidar Worker, Sidar Settler and Sidar Adept by C.Roland.
 
Omegon3, you might not be the only one having problems. I think I have a similar issue where the game freezes entirely as the "waiting for other civilizations" blinks. I just put the new patch h in too. I'll be sure to investigate further if I can find anything else.
 
Omegon3, you might not be the only one having problems. I think I have a similar issue where the game freezes entirely as the "waiting for other civilizations" blinks. I just put the new patch h in too. I'll be sure to investigate further if I can find anything else.
Thanks!!! Let me know if you find anything.
 
I had Gurid appear in my current game, which I'm playing under patch g. Don't know if it has any connection to the AC.

Can't help with you 2 and 3, sorry.

I've gotten the Gurid once in about seven games; the Magulard not at all. Previous to "f" I was getting at least one (and a couple of times both) in every game.
 
In my experience every civ declares war on me when I start building the final piece of the puzzle in both the Altar and Tower situations. I have to be ready on all fronts. But it has been awhile since I tried either, the game mechanics may have changed.
Broken Hawk, I've never had other civs declare war when I build the Final Tower of Lumenore. However, in the cases where I've had defensive agreements with more than one civ (never more than two since I've been playing), typically one declares war on me and the other declares war on my new enemy. I'm just trying to figure out the rules of which civ is going to declare war on me... I WAS getting close to building the Tower of Mastery in my current game, but after 528 turns I hit the proverial wall with the error that I've been experiencing so it looks like I'm not going to finish it (I'm going to download "h" and see if it makes any difference!).
 
If you run into a "waiting for other civs" infinite loop, post a save one turn before it happens in the bug thread. I know the team has solved the problem in the past.
 
I am playing the h patch right now and have noticed a few things.

1. Revealed copper and got both mine and road to it but not getting it to show up as me having copper

2. Playing Cardith Lorda on Marathon speed and haven't gotten a chance to do his adaptive trait yet (turn 284 so far)

3. Captured a giant spider, revealed his nationality and still having Barbarians walk into his plot (it is Warriors I have seen so far do this). This is while the spider is inside my culture borders.

I think these are bugs but am not sure, might be part of the game. anyone enlighten me? Also what is the amount of turns to wait for adaptive trait?


4. I am also not receiving credit for the incense that I have.
 
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