[MOD] Fall from Heaven II

Inquiring minds want to know... Does it help in preventing a werewolf from going feral (i.e. barbaric) to get him from the ravenous stage to blooded? Even more does it decrease the changes to get them up to the "greater" level? I always have concerns in upgrading the werewolves (though I enjoy using them in battle; they have a "neat" attack and it increases the number of units I have available) that, the stronger they become, the harder they are to eventually recapture (via units with "beast mastery").

Thanks to anyone who knows the answer!!
 
I think it was recently changes so that the enraged promotion that the ravenous werewolves get is removed by combat. So, it recently became the case that having them upgrade prevents them from going barb.
 
I'm playing Basium at the moment and can build Workers, Champions, Horsemen, Chariots, Hunters, Catapults, etc. I imagine I'll get more units as I slowly creep up the tech tree.

@MC
Don't you have homework to finish so you can get back to your modmod? Stop posting and study if that's the case. :p Is GT on spring break or something. I know Virginia Tech (my alma mater) is?
 
my game crashes when i ry to load ffh .30 any idea why something about unable to load some control or soemthing too bad i forgot to take a screeen shot "primary control theme " thats what the error thing said
 
my game crashes when i ry to load ffh .30 any idea why something about unable to load some control or soemthing too bad i forgot to take a screeen shot "primary control theme " thats what the error thing said

Make sure:

1. You have BtS patch 3.13 applied.
2. You have installed the full mod (not just the patch).
 
I'm playing Basium at the moment and can build Workers, Champions, Horsemen, Chariots, Hunters, Catapults, etc. I imagine I'll get more units as I slowly creep up the tech tree.
Broken Hawk, you'll find that if you change the "bPlayable" setting to "1" in order to start the game with Basium, that the only thing that you'll have is a settler. The Mercurians cannot train either warriors or scouts so you won't have any more units (other than workers and settlers) until you get either Bronze Working (axemen) or Hunting (hunters). If you are interested in starting a game with them to avoid the rather severe penalties incurred by entering the game late in the game, you will probably want to modify the "Units" section in CIV4CivilizationInfo to, at minimum, permit warriors and scouts (along with being able to train Basium at some point -- via the CIV4UnitsInfo.xml item). You can do this by simply removing the entries for warriors and scouts. I took it a bit far and also removed "Beastmasters" (winding up with BOTH heralds and beastmasters -- kind of neat, but definitely cheating!). I also, after losing once with Basium, even added Basium to the starting units that DEFINITELY game me an edge up -- Orthus didn't have a prayer -- odds of 24 to 7!!;) It definitely takes away a LOT of the early challenge (along with getting angels when your scouts get killed -- I wound up rooting for the barbarians against them!!).

If I ever want to play the Mercurians again (they are doing FANTASTIC!!), I'll most likely dial back my "cheating" a bit -- after my wife gets her crack at them.:lol:
 
If I ever want to play the Mercurians again (they are doing FANTASTIC!!), I'll most likely dial back my "cheating" a bit -- after my wife gets her crack at them.:lol:


Why don't you just change the tech that allows the Mercurian Gate to be built. It's set to Fanaticism now, just change that to BronzeWorking or even earlier.

BUILDINGCLASS_MERCURIAN_GATE, change the PreqreqTech setting.

You can also scale down the cost of building the gate if you like, change the iCost setting (600 by default, a Market is 60, for reference).
 
Make sure:

1. You have BtS patch 3.13 applied.
2. You have installed the full mod (not just the patch).

yes to both i have the direct2drive version its 3.13 and i tried the check for updates thing built into the game there are no updates also the ice mod that shipped with bts doesnt work properly either none of the graphics or whatever you call it that usually shows at a city when you click on it show
 
Hello,

I'm pretty sure this is a bug as it has happened to me in up to 3 games, but I may be missing some event (like a node flare up or something). I usually build a dimensional node pretty early in the game so I can work toward getting "The Nexus" wonder - but I've been noticing that as the time approaches to build I check my mana meter, inside & outside a city, only to find that I don't have dimensional mana anymore. I find the node & there is a road, there is a node improvement, just no usable mana. I'm confused. I thought maybe the Amurites had cast their world spell - but I still have all of my other mana types - it's just happening with dimensional.

Any thoughts?

Seamus
 
kael is it possible that maybe it has something to do with the cache? because ffh is the only mod not working for me now
 
kael is it possible that maybe it has something to do with the cache? because ffh is the only mod not working for me now

Probably not. That primary control theme error means that its trying to load the theme and it can't find the files. Get me a screenshot of your "Mods" directory (the one with "FfH Age of Ice" and "Fall from Heaven 2 0.30" directories in it) and a screenshot of your "Fall from Heaven 2 030" directory and I will check it out.
 
Broken Hawk, you'll find that if you change the "bPlayable" setting to "1" in order to start the game with Basium, that the only thing that you'll have is a settler. The Mercurians cannot train either warriors or scouts so you won't have any more units (other than workers and settlers) until you get either Bronze Working (axemen) or Hunting (hunters). If you are interested in starting a game with them to avoid the rather severe penalties incurred by entering the game late in the game, you will probably want to modify the "Units" section in CIV4CivilizationInfo to, at minimum, permit warriors and scouts (along with being able to train Basium at some point -- via the CIV4UnitsInfo.xml item). You can do this by simply removing the entries for warriors and scouts. I took it a bit far and also removed "Beastmasters" (winding up with BOTH heralds and beastmasters -- kind of neat, but definitely cheating!). I also, after losing once with Basium, even added Basium to the starting units that DEFINITELY game me an edge up -- Orthus didn't have a prayer -- odds of 24 to 7!!;) It definitely takes away a LOT of the early challenge (along with getting angels when your scouts get killed -- I wound up rooting for the barbarians against them!!).

If I ever want to play the Mercurians again (they are doing FANTASTIC!!), I'll most likely dial back my "cheating" a bit -- after my wife gets her crack at them.:lol:

I see what you are saying. They are fun to play. Maybe someone with programming skills, that's not me, could create modmods that bring the Mercurians and Infernals into the game at the beginning either separately or together. I know it would fly in the face of FfH lore but it would be just for fun. Maybe Magister would be interested. I hope I didn't tick him off with my last post. :(
 
Why don't you just change the tech that allows the Mercurian Gate to be built. It's set to Fanaticism now, just change that to BronzeWorking or even earlier.

BUILDINGCLASS_MERCURIAN_GATE, change the PreqreqTech setting.

You can also scale down the cost of building the gate if you like, change the iCost setting (600 by default, a Market is 60, for reference).
Thanks for the suggestion, Kinjiru!!! I wished that this would have occurred to me before I made all the changes to start the Mercurians from scatch...
 
I'm currently playing the Doviello (and, no, I don't do much but play FfH -- again, it's nice to be semi-retired though my wife wants me to start earning some money to keep the creditors happy:() and it brought up a few questions...

1. First off (and there probably is NOT), is there any way to change all the "hidden nationality" promotions on wolves (or anything else for that matter) without going through each and every unit. With the hidden nationality I cannot even select more than one of the wolves... The first time I got 398 wolves; the second time 1,198!! And it is painfully time-consuming to go through changing the promotion. I'm sure that this promotion can be "nice" in it's places, but the wolves are sufficiently weak that it only gets them killed by my "allies". While you can certainly destroy improvements and kill some units with this promotion, I think the cost of your "allies" attacking your own units offsets it (I've never used the world spell to grant "hidden nationality" to all your units either).

2. OK... Given the above, does anyone know the hot key for selecting all units of a specific type? Alternatively, does anyone know where I can find a list of the hot keys?

3. Not directly related to the above questions, but I'll ask it anyway... One of the royal pains in the *ss I find it when I have beastmasters, druids, and rangers with hawks (in order to see invisible units) imbedded within an army. Double-clicking to move all units only results in the hawks being selected. The last game I actually had two separate "groups" for each army, those with hawks and those without... Is there some type of command that will select all the units in a stack OTHER THAN hawks?

Thanks in advance for any feedback that can be provided.
 
Hello,

I'm pretty sure this is a bug as it has happened to me in up to 3 games, but I may be missing some event (like a node flare up or something). I usually build a dimensional node pretty early in the game so I can work toward getting "The Nexus" wonder - but I've been noticing that as the time approaches to build I check my mana meter, inside & outside a city, only to find that I don't have dimensional mana anymore. I find the node & there is a road, there is a node improvement, just no usable mana. I'm confused. I thought maybe the Amurites had cast their world spell - but I still have all of my other mana types - it's just happening with dimensional.

Any thoughts?

Seamus

It sounds like you lost control of the node at some point, maybe from the world spell which causes all nodes to go wild.

If the node is 'lost', it still looks like the original node. I think the only way to get it back is to pillage the node, then rebuild it.

Best wishes,

Breunor
 
I'm currently playing the Doviello (and, no, I don't do much but play FfH -- again, it's nice to be semi-retired though my wife wants me to start earning some money to keep the creditors happy:() and it brought up a few questions...

1. First off (and there probably is NOT), is there any way to change all the "hidden nationality" promotions on wolves (or anything else for that matter) without going through each and every unit. With the hidden nationality I cannot even select more than one of the wolves... The first time I got 398 wolves; the second time 1,198!! And it is painfully time-consuming to go through changing the promotion. I'm sure that this promotion can be "nice" in it's places, but the wolves are sufficiently weak that it only gets them killed by my "allies". While you can certainly destroy improvements and kill some units with this promotion, I think the cost of your "allies" attacking your own units offsets it (I've never used the world spell to grant "hidden nationality" to all your units either).

2. OK... Given the above, does anyone know the hot key for selecting all units of a specific type? Alternatively, does anyone know where I can find a list of the hot keys?

3. Not directly related to the above questions, but I'll ask it anyway... One of the royal pains in the *ss I find it when I have beastmasters, druids, and rangers with hawks (in order to see invisible units) imbedded within an army. Double-clicking to move all units only results in the hawks being selected. The last game I actually had two separate "groups" for each army, those with hawks and those without... Is there some type of command that will select all the units in a stack OTHER THAN hawks?

Thanks in advance for any feedback that can be provided.

Press "ALT" hold "ALT" then click on your stack <-selects/deselects all units in the stack.
Press "CTRL" hold "CTRL" then click on a unit <-selects/deselects all of the same unit in a stack.

So, first select all of the units, then hit control on a unit, then you can move the entire stack, except the ones you deselected.
 
Press "ALT" hold "ALT" then click on your stack <-selects/deselects all units in the stack.
Press "CTRL" hold "CTRL" then click on a unit <-selects/deselects all of the same unit in a stack.

So, first select all of the units, then hit control on a unit, then you can move the entire stack, except the ones you deselected.


I actually subdivide my large stacks into three groups.
Group A = Melee/Cavalry/Casters
Group B = Artillery
Group C = Hawks

If I want to move the entire group together, I just shift click on one guy from each group and move the whole stack. If I need to recon, I use the Hawk first, then move the other guys. If I am meeting an opposing stack in the field, select the arty group and attack with them first. If I am next to an opposing city, select the arty group and bombard down the walls.
 
Since I'm currently playing the Seaim and given that the FfH Civilopedia isn't accurate (so far I've never gotten either a Ahmen or Synish Minotaur -- though they do sound cool -- nor are they listed in the "Units" section), does anyone have a good list of the units actually produced from the various Sheaim buildings? I'm especially intered in the Bear Totem that doesn't show producing any units and if they do NOT then there is no real reason to construct them (or than, possibly, defense).

Thanks. Since I'm close to building Bear Totems (in the hope that I get something new...), I'd appreciate a quick response if anyone out there knows the answer.
 
Back
Top Bottom