[MOD] Fall from Heaven II

Has anyone actually managed to get a vampire up to a level 12 to obtain a vampire lord? Currently I'm at war with the Grigori and doing my best to get a vampire up to that level... I felt good that I got one up to level 8 (thinking that I had seen on one of Kael's posts that he had reduced the requirement to that level, but I was obviously wrong -- looking back at the posts I couldn't find it again).

Level 12 seems a rediculously high level to get a Vampire Lord and I'm really curious 1) if anyone has gotten one and 2) how did you do it? Did it take constant war (and luck that he didn't get killed) to get a unit up to level 12?

Thanks.
 
I *think* I did just after "g" was released. I just moved to a new laptop though and haven't brought over my old saves to check.

IIRC I only managed to get one and it was due to starting with a Bloodpet early and kept promoting him as Moroi and Vampires became available. It's a long slog between Vampire and Vampire Lord though so I ended up losing most of the early guys. Upgrading to Mithril weapons helped as did always attacking in stacks.

I would find an opposing stack, hit it with my set of mounted troops (whom rarely achieve a kill, but are great for weakening opposing stacks) and then hit up the weakened members with my Vamps.

The other approach (and one that makes that Callys overpowered IMHO) is to take a large enemy city and using your Vamps Feast ability to knock it down to size 3 or so. You can quickly level up a vamp this way, though it is not efficient past level 8.

Oh, playing as the female leader helps too since melee units get Combat I for free.
 
I use feeder cities ones that have flood plains and lots of food supplies and just keep feeding each turn. (MMmm taste like chicken)


Has anyone actually managed to get a vampire up to a level 12 to obtain a vampire lord? Currently I'm at war with the Grigori and doing my best to get a vampire up to that level... I felt good that I got one up to level 8 (thinking that I had seen on one of Kael's posts that he had reduced the requirement to that level, but I was obviously wrong -- looking back at the posts I couldn't find it again).

Level 12 seems a rediculously high level to get a Vampire Lord and I'm really curious 1) if anyone has gotten one and 2) how did you do it? Did it take constant war (and luck that he didn't get killed) to get a unit up to level 12?

Thanks.
 
The reason the requirement is such a high level for the Vampire Lord, I would imagine, is because not only is it a great deal more powerful than the normal Immortal that it replaces, but it's also a heck of a lot easier for the Calabim to get units up to high levels. Not easy (still gotta be careful not to get the unit killed and all, which is challenging, but doable) to get to level 12, no, but nonetheless comparatively a lot easier. You make sure you have some cities of your own that are agricultural powerhouses that grow like mad, snack on them regularly, and when you go to war you make sure to let your favored Vampire units devour all the cities you get ahold of.

Heck, you can even go to war without any real intent of conquest, just grab a few cities, eat them, then hand them back to the previous owner for peace. I did that in multiplayer, drove my friends crazy. :lol:

Cheers!
 
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?

The civ declares war on you when you start ToM if it is not at war with someone else at that moment. Each civ has its turn in sequence. So you start building ToM. First civ after your turn not at war breaks any defence treaty and decares war on you. All civs which have defence treaty with you at the moment automatically declares war on the aggressor. And then when they have their turn they are already at war and do not declare war on you. So iformation you need is the sequence of civs' turns. If you have an option to see friendly moves you can watch this sequence after pressing end turn. Maybe there are other ways. Maybe you can see info about your rivals and their list corresponds to the sequence of turns - i did not check.
 
The civ declares war on you when you start ToM if it is not at war with someone else at that moment. Each civ has its turn in sequence. So you start building ToM. First civ after your turn not at war breaks any defence treaty and decares war on you. All civs which have defence treaty with you at the moment automatically declares war on the aggressor. And then when they have their turn they are already at war and do not declare war on you. So iformation you need is the sequence of civs' turns. If you have an option to see friendly moves you can watch this sequence after pressing end turn. Maybe there are other ways. Maybe you can see info about your rivals and their list corresponds to the sequence of turns - i did not check.
Thanks It-ogo!!!! That helps a lot.
 
The reason the requirement is such a high level for the Vampire Lord, I would imagine, is because not only is it a great deal more powerful than the normal Immortal that it replaces, but it's also a heck of a lot easier for the Calabim to get units up to high levels. Not easy (still gotta be careful not to get the unit killed and all, which is challenging, but doable) to get to level 12, no, but nonetheless comparatively a lot easier. You make sure you have some cities of your own that are agricultural powerhouses that grow like mad, snack on them regularly, and when you go to war you make sure to let your favored Vampire units devour all the cities you get ahold of.

Heck, you can even go to war without any real intent of conquest, just grab a few cities, eat them, then hand them back to the previous owner for peace. I did that in multiplayer, drove my friends crazy. :lol:

Cheers!
Does the vampire gain experience points by devouring citizens (if I understand what you're saying)? I thought it just added health back to the unit.
 
btw I dont understand how the council/undercoucil works ? I am member of the UC and I dont get any resolution...Also the Elohim forbid me from passing by their country although I do have a RoP with them, I had to cancel the RoP, wait many turns and then re sign it and only then it got "fixed".

Oh and while I'm at noob questions, playing as the Khazad I never found a way to build magic nodes, can anyone help pls ?

Event though you can join the councils as soon as you have the prerequisite techs, they aren't really founded until the appropriate holy shrines are founded (Dies Diei the Empyrean Shrine, for the Overcouncil, and Nox Noctis the Council of Esus Shrine, for the Undercouncil). After this, an election is held for the head of the council (owning the shrine guarantees your eligibility, the next strongest civ with the proper membership is also eligible), with each civ getting only 1 vote (there are heroes that can give you an extra vote). Once elected, you will occasionally, randomly get the option to choose to hold a vote for something.


The Elohim probably used their world spell, which forces all units out of their territory for (30?) turns. RoP is irrelevant here, it effects all rivals regardless of war, peace, HN promotions, and open borders. (They tend to cast this spell as soon as someone declares war on them, but can only use it once.)


The Khazad should have no more problem building mana nodes with their adepts than any other civ has, they just cannot upgrade them to use any spells beyond level 1.
 
thx for the info guys, but how can I build mana nodes with khazad ? I took my adept there and didnt get the option at all (not even greyed)
 
A quick question for the art team:

In my mod Necro Cristi I currently have SeZereth's wonderful Freak unit, but was hoping in the future to include more unit art from FFH. My problem is I am having a hard time hunting down all the original unit posts in the unit graphics forum and it is obviously a lot easier just to copy straight from FFH. The readme that comes with FFH lists artists but not according to unit contributions, and I would hate to release the next version of my mod without proper acknowledgment to whoever spent so much time and effort crafting such wonderful unit models. Is there a list somewhere of all the units contributed by each artist? At the very least could someone tell me who was responsible for the chanter (amurite I think) please?

cheers,
Colin
 
that's right, you get health for devouring units and xp for citizens

THere are actually two different abilities. One just restores health (only available if there is a Bloodpet in the city, IIRC) but doesn't drop pop and the other reduces the city pop by 1 and gives the vamp xp. At low levels, one feasting will grant a level, but you'll soon need two and then three or more rounds to level up.
 
Playing as the Balseraph, the Hyperborean civ suddenly appeared on my border, presumably because of the Apocalypse counter. I quickly wiped them out, mostly to get a nice XP boost and also the Gela artifact for my Beastmaster. (I already had Orthus' Axe and the Death Magic Staff, so this wasn't hard.)

After this, however, no further events occurred and my Insanity trait never reset my traits again. Other civs still had events, i.e. animals for sale, etc., but nothing else happened for me- Built Alchemy labs all over with no Mary Morbus, Mage Guilds, but no Hemah ( or is it someone else that's the "rash and damgerous" researcher).

It could have been something else that stopped events but this was aboput when events stopped. (I captured Archeron the Dragon shortly before with the same Beastmaster (BTW: you should be able to get XPs above 100 for killing even a Barbarian dragon) (Also BTW: I drag (Ha! Ha!) Archeron around in my Trojan Horse, so he's not complete "duck taped" down.)

Margalard the Giant Tang did appear later, so maybe I'm just imagining the problem. (You should have an alternate use for Margalard and Gurid, such as building a Great Ape Cage Wonder or some such.)
 
A quick question for the art team:

In my mod Necro Cristi I currently have SeZereth's wonderful Freak unit, but was hoping in the future to include more unit art from FFH. My problem is I am having a hard time hunting down all the original unit posts in the unit graphics forum and it is obviously a lot easier just to copy straight from FFH. The readme that comes with FFH lists artists but not according to unit contributions, and I would hate to release the next version of my mod without proper acknowledgment to whoever spent so much time and effort crafting such wonderful unit models. Is there a list somewhere of all the units contributed by each artist? At the very least could someone tell me who was responsible for the chanter (amurite I think) please?

cheers,
Colin

well, the chanter is my creation, but it was just a reboned, retextured firaxis viking berserker, with a hood and a claw by Rabbit White... so not much credit to give me here. It´s different with my newer creations, there I did everything from scratch, but...
In general I suggest you simply list the "FfH Art Team" in the credits, as we are a team and it is generally hard to say, where we were now without the input of everyone of the team. And I simply didnt list all my models in the DB neither in Unit Graphics thread nor in the Art team blog.
Good luck with your mod.
 
hey btw how can i make it so I dont have to go thru the vanilla version to start the mod pls ? Has something to do with .ini file I,m sure but I dont remember :crazyeye:

thx ahead.
 
If you get a crash as soon as the game starts (after the main menu and stuff, when the map loads), then you don't have BtS patch 3.13.

I have patch 3.13, and the game crashes right when it's about to begin. This started in patch f. Didn't occur in patch b.

Edit: Mayhaps it's this, but I can't be bothered right now to redownload FfH and test it out. :mischief:

Edit2: Actually I already have movies turned off. :hmm:
 
:mischief: I know it is wrong to comment and bump my own suggestion, but I really like this idea and hope it can make it in some form.... :mischief: :D

Hey Kael et al,

One of my favorite civs in this game is the Hippus and the concept that they are generally a Mercenary civ. I generally don’t get the feel that they truly are such. I have been banging my head about this. They are "known" to sell their services to the highest bidder, but in actual game play they do not. I was thinking more about this in the TAM mod when what you did came to mind. The Hippus palace grants them one horse unit so that they can build their unique units and add to their flavor. Why not add another "resource" to their palace. This resource would only be allowed by the Hippus and would give them the ability to sell off their "services to the highest bidder". The resource would then allow the other civ to build a unique unit call the Hippus Mercenary. This would also allow the Hippus to build this unit when they have "no contracts" to fill. As the game advances so will the strength of this unit (ie by upgrading to a stronger type as techs and money allow).

This way we can keep the existing mercenary system and add the Flavor to the Hippus to go with this back story...
 
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