[MOD] Fall from Heaven II

Hello everybody ! I'm french and i try to speack english :

First I love this mod !!! It was the resurrection for my game when i downloaded the first version of FFH and now, with the 31version for me this mod is the best !

I have three questions :

- It is posible to play to a big Earth map with this mod (with all civs of course) ? It's my dream :mischief:

- Where can we find scenarios for your mod ? Before there was the Erebus map, and now is there any where ?

- The spells are less powerfull than before no ?

Euh...End !
 
- It is posible to play to a big Earth map with this mod (with all civs of course) ? It's my dream :mischief:

I believe there was one, but it no longer works. honestly I'm not sure.

- Where can we find scenarios for your mod ? Before there was the Erebus map, and now is there any where ?

Sceanarios made by the team will be made in several moths. Forum members have created a few. In my sig I have a link to my 4 maps, and in it's forum you can find a few more, espescially ones by Nikis Knight and OzzyKP.

- The spells are less powerfull than before no ?

Not less powerful, just less. In the latest version spells were practically halved. However, I believe there are plans to add many back in as Civ specific.
 
MP issues: I know the focus is as far from MP gaming as it possibly could be right now but I thought it might be a good idea to bring these things up anyway.

1. Patch e breaks multiplayer games.

With patch d we got unrelated ooc's once maybe every 500 turns or so, with patch e it's once every 2-4 turns... :( Unfortunately I have no idea why. Reviewing the release notes 'e' doesn't seem to contain any major changes and the ooc's always seem to be completely unrelated to anything specific. 'e' contains a lot of fixed events though, perhaps the ooc's are cause by something 'events related'.. like the function that checks for events each turn? (wild guess)

2. Switching to Hyborem halts the game. Players can click around best they want but can't do squat more than opening and closing menu's.

3. "The Adept Exchange Program" (exploit)
- Gifting adepts back and forth between players gives them a new pair of free promotions each time.
-The arcane promotion will be gained too if you send your adepts to study in the realm of an arcane leader.(Can be fixed by having the mageguilds of arcane leaders give the promotion instead.)
 
MP issues: I know the focus is as far from MP gaming as it possibly could be right now but I thought it might be a good idea to bring these things up anyway.

1. Patch e breaks multiplayer games.

With patch d we got unrelated ooc's once maybe every 500 turns or so, with patch e it's once every 2-4 turns... :( Unfortunately I have no idea why. Reviewing the release notes 'e' doesn't seem to contain any major changes and the ooc's always seem to be completely unrelated to anything specific. 'e' contains a lot of fixed events though, perhaps the ooc's are cause by something 'events related'.. like the function that checks for events each turn? (wild guess)

2. Switching to Hyborem halts the game. Players can click around best they want but can't do squat more than opening and closing menu's.

3. "The Adept Exchange Program" (exploit)
- Gifting adepts back and forth between players gives them a new pair of free promotions each time.
-The arcane promotion will be gained too if you send your adepts to study in the realm of an arcane leader.(Can be fixed by having the mageguilds of arcane leaders give the promotion instead.)

For the first many have reported that OOS's are better with patch "e" (not entirely gone but some people are completing whole games without an OOS). With OOS's that frequent I suspect that you have a difference ebwteen your computers that is causing the problem and I would recommend deleting the "Fall from Heaven 2 031" directory and reinstalling the main mod and then the patch on all the computers in your multiplayer game.

As for issue number 2. Yeah thats a known issue. Most people save and exit, then come back in (allowing the player who wants to switch to hyborem to pick him) to get around it. Its definitly a kludge and we havent been able to resolve it outside of disabling the optiont o switch to the infernals or the mercurians in multiplayer (which I dont want to do).

As to number 3, Ill probably disable gifting. It causes no end fo problems and I really dont think its used often enough to justify the issues it causes.
 
Hey I want to know how many people here actually tell there workers what to build and dont automate them, at least until the game gets going, at the start I can understand telling them what to do though.
I have just never commanded them myself when the game gets going, just to much to do and to complex. Also do you actually tell the city what plots to work? Its WAAAY to much to do when you have a large empire and you city pop is changing fast.
 
But I like gifting :(

I think I may have to get rid of the free promotions for arcane units on upgrading in my modmod though, since arcane units get the spell spheres now anyway and (more importantly) because it makes my "And Now For Something Completely Different" Spell (which allows Grigori units with the Hero promotion to revert back to Adventurers and upgrade to some other type of unit) way overpowered. You can just keep upgrading it to arcane units and getting free promotions with each upgrade. If you have enough gold, they can get all the spell sphere promotions, combat 1-5, mobility, heroic strength/defense 1/2, and Twincast without wasting any levels. I think the free promotions may also carry over once they change unit type, so frankly these free promotions make xp irrelevant for Grigori Heroes (given enough gold).
 
For the first many have reported that OOS's are better with patch "e" (not entirely gone but some people are completing whole games without an OOS). With OOS's that frequent I suspect that you have a difference ebwteen your computers that is causing the problem and I would recommend deleting the "Fall from Heaven 2 031" directory and reinstalling the main mod and then the patch on all the computers in your multiplayer game.

As for issue number 2. Yeah thats a known issue. Most people save and exit, then come back in (allowing the player who wants to switch to hyborem to pick him) to get around it. Its definitly a kludge and we havent been able to resolve it outside of disabling the optiont o switch to the infernals or the mercurians in multiplayer (which I dont want to do).

As to number 3, Ill probably disable gifting. It causes no end fo problems and I really dont think its used often enough to justify the issues it causes.

Thanks for the reply.

1. Will have to try that. The fault may be with my system though as it's old and I've tweaked it quite a bit to make this game run decently.

2. Tried that. Only way we could get it going was have the player leave the game entirely while the other players chose the continue playing option(forcing ai to take over) and THEN have him take over the hyborem AI. This inevitably broke those games though(continuous oos issues).

Again, problem may be with my tweaks.. damn it.

3. If you must. Gifting units to the enemy of your enemy can be a very effective tactic if you can't afford the war yourself, but then again.. this exploit is seriously game breaking if someone uses it.
 
Hey I want to know how many people here actually tell there workers what to build and dont automate them, at least until the game gets going, at the start I can understand telling them what to do though.
I have just never commanded them myself when the game gets going, just to much to do and to complex. Also do you actually tell the city what plots to work? Its WAAAY to much to do when you have a large empire and you city pop is changing fast.

I never automate anything.. IMO the ai prioritizes when to build what where totally wrong and can't be trusted.
 
As to number 3, Ill probably disable gifting. It causes no end fo problems and I really dont think its used often enough to justify the issues it causes.

Please don't my dwarves love getting REAL mages (adepts) into their ranks... yes... only to promote them so i can terraform my land usually, but please... in multiplayer if you don't abuse it there are some unit trades that my friends and I often use... like the one listed above... also vampires are in high demand, or werevolves, and even the freaks of the belseraphs(with good promos only)...
 
is there any possibility to download the mod without installing that download manager of GameFlood?

Greatings, sepruecom
 
Is Fall from Heaven II modular?

The reason I'm asking is that I have no problem running it (0.031e) or the pre-installed mods that came with BTS, but when I load modular mods such as "Next Level Mod" or "Native America Expanded" they appear to load, identify themselves in the upper right corner, but nothing else changes. I don't get any error messages, everything seems to work, its just I get no sign of the mods functionality (in both those cases they add civilizations).

They are installed in thier own subdirectory in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods too. Each has a Assets subdirectory, but they have a Modules subdirectory (with Custom Civilizations and Custom Leaders subdirectories), unlike FFII.

I originally set ModularLoading = 1 in C:\Users\eric\Documents\My Games\Beyond the Sword\CivilizationIV.ini .

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\_Civ4Config claims its a shortcut to "C:\Users\eric\Documents\My Games\Beyond the Sword\CivilizationIV.ini" but I found some differences, such as no ModularLoading setting, a different PlayMusic setting and a different alias. I added the missing setting, but it makes no difference.

I'm running CIV IV/BTS patch 313 with Blue Marble 3.0 installed under Vista Home Pro. I realize asking for help here is off topic but my post in the technical support forum is ignored, and I don't know where else to ask for help. I read the "Downloading, Installing a Playing a New Civ" sticky at http://forums.civfanatics.com/showthread.php?t=178919
 
Sorry, I wasent clear on my post. When I said automation I was referring to not letting the city build automaticly but to work the TILES (you know production/food/commerce) instead, because I find it extreamly difficult to have to manage your city tiles nearly every turn later on, just to much to handle. Also another thing was do you automate the workers, instead of giving them direct orders. Again it consumes to much time. Yes and I agree I never automate scouts and the like.

So basicly im asking, do you micromanage what tiles for your city to work, and what to build with your workers?
 
So basicly im asking, do you micromanage what tiles for your city to work, and what to build with your workers?

Yes to both. It doesn't take me all that much time.. I don't check each cities tile allocation every turn, but usually open the city screen whenever something has been built and then I check the tiles... with some practice it only takes a glance.
Workers always get specific orders, I've never, ever automated them. It doesn't take all that much time and is an important part of the game for me. If you're going for higher levels (I mostly play on Immortal ATM) forget about any kind of automation - you need every advantage you can get!
 
Hey I want to know how many people here actually tell there workers what to build and dont automate them, at least until the game gets going, at the start I can understand telling them what to do though.
I have just never commanded them myself when the game gets going, just to much to do and to complex. Also do you actually tell the city what plots to work? Its WAAAY to much to do when you have a large empire and you city pop is changing fast.

I HATE micromanaging my workers. Unfortunately, with the wondrous "improvements" of forts/castles, I don't have much of a choice once I get later into the game because my workers seem to have a one-track mind. I know that the claim is that this is just stand "Civ" logic, but I never had that much problem with my workers building forts rather than valuable other improvements in standard Civ 4. The thing is, I turn on the "workers leave existing improvements" and they STILL manage to build improvements over ones that I TOLD them to build!! :( Once I build on every spot in a given locale, I will frequently automate them again -- thinking that I'm safe (only to see some worker sneak in and build yet ANOTHER freakin' fort).

Anyway, yeah I hate scheduling workers but do it out of necessity.
 
I had just started a game with the Sidar (Highlands, Temperate climate, seas) and planted my first settler, when I had something happen that I found rather odd -- GREAT, but odd... As soon as I planted my settler, the computer told my congratulations -- I had my first luxury resource -- enhancement mana (or something to that effect). Search as I might I could find absolutely NO mana nodes in the area, only hills and scrub grass.

Can anyone tell me HOW I happened to come by free enhancement mana -- especially when I couldn't see any nodes in the immediate area?

Thanks.
 
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