[MOD] Fall from Heaven II

Oh I agree it is a great event. The first game I played with it though, my capital got the event 8 times in the first 40 or so turns. While the boost was nice, it was rather game-breaking!

On a related note, under patch j, I got the "Burn the Witch" event 5 times in fairly quick succession. Not as game-altering as a free forge and +6 hammers to that forge, but still, I had like 55 turns of +1 happy from the event.

Interesting events :goodjob:

Too frequent firing of said events :badjob:
I had the same experience with "Burn the Witch". I figured that one of the two options (I took both on different cities) would lead to some related event, but I never saw anything come up relating to the burning (or non-burning).

On the "forges" note, I'm fairly certain that in previous releases the forge event would come up without the Khazad being in the game because I thought it was funny that a Khazad master smith would give me a forge with the Khazad supposedly didn't exist. The same thing has happened with the mages going for training (I believe with the Malakim). Of course, at my age my memory might not be serving me too well...:lol:
 
I think that this is likely a REALLY stupid question, but I'll ask it anyway... Assuming that I choose Cardith Lorda as my leader, is there any reason whatsoever to build the City of 1000 Slums wonder (one of my personal favorites!!!)? What I'm really asking is whether or not this wonder would add an additional ring of workable squares (i.e. four rather than the Kuriotates' standard three)?

Thanks.
 
Prolly faster to fire up a game, enter the worldbuilder and edit the 1000 slums city into your capital and have a look, you can post the result :) And of course the main reason would be that the AI won't get it, but considering how tightly packed the AI builds its cities now it won't do much for it anyway.
 
Is there anywhere I can download this other than gameflood? I do my downloads with a Mac Laptop since I have dial-up at my house and the Mac OSX doesn't recognize the website as a website since it has gameflood. instead of www.
 
So, i ask here again, is there no events option? I couldn find it, i have newest patch.


Start a Custom game, scroll down the game options on the right. It's labelled: DEBUG - Disable Events

You won't get a real game though, many, many FFH functions use events. If you play without events, you won't see some behavior that is part and parcel of the mod.

What you could do though, is edit the events file, either taking out the ones you don't wish to see, or changing their criteria such that they never happen.
 
Yvain the woodelf starts without sorcery promotion, he can neither vitalize nor bloom, isn't he supposed to be a (4th) druid? Afaik he cannot get the promotion later either (by legal means).

In my latest game a giant spider gave my unit the diseased promotion instead of the poisoned one, wanted or unwanted?
 
He never had Sorcery. He is basically a Druid, but has only divine and summoning spheres. He does however have access to both nature and life magic, whereas other druids have only nature (of earth if they are dwarven)

(I made it so that druids have both nature and life, dwarven druids have nature and earth, and Yvain has sorcery and subdue beast. I'll also probably remove the alignment requirement, and require a minimum level, probably level 4. You won't be able to build druids, just upgrade them from recon units or FoL disciples.)
 
Sounds like a good idea, I usually upgrade my druids from fol disciple to recon and then druid to get some extra promotions. For example harlequins make excellent druids with their extra sorcery spells. They do get access to the third tier sorcery spell too, though by upgrading them to druids, very nasty stuff and possibly an exploit. What about the Amurites, can recon units train blaze and haste and such? I can't remember but wouldn't that open their druids 4 total sorcery top spheres including meteor shower? (In the description it limits the training to living units but somehow disciples seem reluctant to it too, perhaps due to the already existing divine promo...)

And btw Guybrushs ability to sing is maybe the best ability ever :goodjob:
 
Sounds like a good idea, I usually upgrade my druids from fol disciple to recon and then druid to get some extra promotions. For example harlequins make excellent druids with their extra sorcery spells. They do get access to the third tier sorcery spell too, though by upgrading them to druids, very nasty stuff and possibly an exploit. What about the Amurites, can recon units train blaze and haste and such? I can't remember but wouldn't that open their druids 4 total sorcery top spheres including meteor shower? (In the description it limits the training to living units but somehow disciples seem reluctant to it too, perhaps due to the already existing divine promo...)

And btw Guybrushs ability to sing is maybe the best ability ever :goodjob:

Recon units already can upgrade to Druids, and recon units can be trained by Govannon, so many people already exploit this. I actually dramatically changed the way train works too though...
 
Start a Custom game, scroll down the game options on the right. It's labelled: DEBUG - Disable Events

You won't get a real game though, many, many FFH functions use events. If you play without events, you won't see some behavior that is part and parcel of the mod.

What you could do though, is edit the events file, either taking out the ones you don't wish to see, or changing their criteria such that they never happen.

Ok, For single player i like events, but in multiplayer events can unbalance the game.

EDIT: I couldnt find it, its in the game options in custom game? But its not big deal, i dont need it.
 
Ok, For single player i like events, but in multiplayer events can unbalance the game.
Hey GyroLeader,

Are you playing LAN or Direct Connection multiplayer games? If so, are you seeing "Out of Sync" errors at all? Do you know a way of fixing them? They've ruined every multiplayer game I've tried in the last month. :(
 
I just downloaded .30 (I assume it had the j patch coz there was a little j at the end of the exe fiile name :)). It doesn't load up due to the XML file leaderheadinfos, specifically the tags ERA_<Random word>

Anyone else having this problem/know what's going on?
 
Okay.

Circle of Gaelan

I set the weight in the XML to 10000 to make sure it would happen (all three events). then, whiloe in game, i got the first event, and selected the second choice (let the student continue) there was never any continuation.

what do i need to do to have the circle of Gaelan?

I was a bit curious about the Circle of Gaelen as well ... I like to stack my armies with Hero sorcerers and Gaelan would be a nice addition to Hemah and Govannon

maybe it's something we have to wait for 'Ice' for ?
 
Can anyone playing at the "j" level verify that the "Receive Forge" event isn't broken? Based upon some information I was told, I made sure in my latest game that I included the Khazad civilization... Still no forges (third straight game and, before "j", I got this event almost every turn. Though, by George, I sure got the obilisk event a bunch of times)!!! This is a GREAT event for early in the game and I really miss it if it is, for some reason, "broke".

Thanks.
 
Since the Kuriotates do not need stables to train their centaurs, is there any reason whatsoever to construct them? For instance, would the stable add add any experience points to the stable if they are in place? While it doesn't say this anyplace, I thought that I would ask anyway...

Thanks.
 
@ Omegon, I am playing J and I had all three events, forge, add apprentice and add guildmaster, I can't remember if the Khazad were actually in game when it happened but I definitly had these events. I never had the circle of galean ever still, could it be that the followup events in general don't work properly if they are not in the same event window? I mean, the khazad smith "followup" is in one window but the veil vs. order event, I have only seen number 1 (once) so far but never 2 to 4, I actually only know about these because i finally checked the events file.

@ "new" bug: The ingame popup description (upon researching way of the wise) of protect the meek says "+1 happy / herbalist /infirmary (old message), although the new effect is +1 health and the happy only comes after public healers.
 
@ Omegon, I am playing J and I had all three events, forge, add apprentice and add guildmaster, I can't remember if the Khazad were actually in game when it happened but I definitly had these events./QUOTE]
Thanks, Furin!!! I guess that I've just been unlucky. I had never gone such a long spell without being given the option of the forge early and I was starting to really wonder. I guess that they simply cut down on the frequency of the event (with the addition of new events).
 
I was curious so i started a standard size tropical map game with 15 civs on it (no settlers) and looked what events occured. As you know you can see the events of other civs too, all in all it was mostly calabrim refugees, a few performing carnivals, few science boosts/drops and 2 forges. You can also tell by the other civs getting a great engeneer within the first 50 turns or so, then they had a forge event (in case you missed the actual event).
 
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