[MOD] Fall from Heaven II

In my last game, a lot of bears, wolfs and lions spawned, but I saw only one gorilla and not a single tiger throughout the game, although I had frequently a look with the woldbuilder. So no chance to build the Grand Menagerie :( . It would be nice either to get the spawning rates of the different animals a little bit more balanced, or to let the Grand Menagerie not requiring all the animals anymore.

GM is easy to get if you use Sto's "Full of Resource" map generators, which have an option for placing additional animals on the map at the start. That way you do not have to wait for them to spawn. The downside is a high fatality rate for early Scouts who encounter Tigers, Gorillas, etc.
 
Hey Kael and team, I recently was playing a game of hippus, and when I got hippodromes I was unable to build any of the other horse troops because they all have upgrades now (IE knight,war chariot) which is fine and all, except those troops are national O_O and since ALL my citys have hippodromes, I cant build any lower tier troops, which REALLY sucks as I have to recruit mercs and only mercs for my militia. So can you please make all T3 mounted units never obsolete.

Oh btw how do you make all the units in the game never obsolete, and also since I suck (badly) at anything revolving codeing, can someone make a "mod" that can allow all units to never be obsolete.
And also, by having all units buildable, would that make the lower tier troops overpowered because of being able to build them so fast? I mean you can have str 5 warrior for 16 hammers, or a str 10 champion for 80 thats assuming you have mithril and iron though. But as you can see, I think five str 5 wars would trump only one str 10 champ any day.
 
<bNeverObsolete>1</bNeverObsolete> prevents a unit from going obsolete. If you open C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven II 031\Assets\XML\Units\CIV4UnitInfos.xml you can run replace (by pressing ctrl H) to replace all the <bNeverObsolete>0 with <bNeverObsolete>1
 
Being Kazhad, having runes of kil as holy city, mithril and mithril weapons and mithril working and can't make the Mithril Golem...

any explanation please..? thx!
 
The Mithril Golem requires the Armageddon Counter to be at a certain level (70-80? I forget) before it becomes buildable.

As for Barbatos, he's a nasty piece of work to be sure. Whether it's 'intended' or not that he can kill a civ early, well.. That all depends if anyone has the poor luck to start right next to where he spawns mostly. :lol:

Sometimes one should take the time to read the forum or at least just the last 2 pages of the thread...
 
Sometimes one should take the time to read the forum or at least just the last 2 pages of the thread...

woooo in which page is that? because is not in the last ones ;) anyway i think that kind of info should be included in the civpedia, but yes, u are right.. next time when i will have a question despite of asking i will read the 360 pages of the forum :goodjob:
 
And also, by having all units buildable, would that make the lower tier troops overpowered because of being able to build them so fast? I mean you can have str 5 warrior for 16 hammers, or a str 10 champion for 80 thats assuming you have mithril and iron though. But as you can see, I think five str 5 wars would trump only one str 10 champ any day.

You would have to pay a lot more upkeep. Also a city with very high production could still build only one unit per turn.
Also if you get one champion to a lvl 4 with drill 4 you would have 3-6 first strikes-> enough to beat warriors with ease.
 
<bNeverObsolete>1</bNeverObsolete> prevents a unit from going obsolete. If you open C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven II 031\Assets\XML\Units\CIV4UnitInfos.xml you can run replace (by pressing ctrl H) to replace all the <bNeverObsolete>0 with <bNeverObsolete>1

Thanks a ton magister, you help me to much. You would think a civilization would still be able to make warriors no matter how advanced they are O_O.

By the way when I hit ctrl H and do find all <bNeverObsolete>0</bNeverObsolete> and replace with <bNeverObsolete>1</bNeverObsolete> is it supposed to take a LONG LONG time?
 
For further clarification of the Mithril Golem, the AC req is 70. At least, that's what the manual says.
 
I got a question, is the water elemental better at anything compared to the air elemental because the water elemental has only 1 thing better, 1 extra strength while the air elemental has 1 less it has an extra movement speed and sentry 1 and to plus it can spawn a lightning elemental AND go over impassible terrain. also whats the practical use for a flesh golem, they seem to suck, bad.

My suggestion is to give water elementals +40% vs naval units, that would make a good spell, because come on ship vs wave, well thats no contest. Also I think each element and damage type needs to have a special ability, for example I think earth elementals need to both ignore terrain defence on hills and in citys and when defending in a city add a 50% defence building that when bombarded will go to a minimum of 25% defence but no lower, and please make more earth type creatures please. Also anything with lightning damage will be able to do that damage in collateral to a max according on how strong the unit is (example if something has 5 strength 2 lightning damage it would do 5 damage straight up and an extra 2 damage to that unit plus 2 collateral damage to all other units with a max of like I would say 20% cap on the collateral) make more lightning damage units also. All cold damage needs to get a HUGE bonus against fire, fire still is largely the most prominent damage type and also apply a shiver promotion to the enemy it attacks (if its a living unit) which would cut the strength by 1 and also do -10% strength, need more cold damage units. Holy unholy death and poison all currently have modifiers and poison has its own promotion, however unholy damage should increase all the creatures in that units stack that are demon or undead by +10%. And the same thing for holy damage but for living units. Death needs to apply a -15% damage debuff that would stack up to 2 times, and would be cured by a priests cure deasise spell. And finally fire which should honestly be left alone for now, its uber enough as is. Hopefully maybe someone can use a few of those ideas and make a mod mod with them, but at least it would be nice to see more diversity between the damage types.
 
Sorry for the double post, but omg lol I started a game with the bannor civ and 30 some turns in I get "The Illian ambassador pleads for your help to lead his people" (or whatever it says) message, so OF COURSE I chose yes and now im the Illians woooooo. Unfortunatly theres like nothing cool about them yet. Has anyone else had this happen to them? Its pretty cool to play a civ that isnt released.
 
Well, waterwalking lets water elementals ignore then penalties for amphibious assaults and flying doesn't, but other than that water elementals aren't as good. (In my modmod, water elementals can carry domain_sea units, letting you move ships short distances across land.)

Flesh golems such at first, but you can graft other units into them, giving them all of the promotions of the other units and also increasing the unit's strength.


Lightning damage already has a boost against metal weapon promotions. I don't think that most of the recommendations are possible. I'd rather cold give a frostbite promotion, which would weaken the unit and slow it down. I'd like to know how to make poison give the poisoned promotion again, and to use the same mechanism to give the promotion like frostbite. I was actually thinking it would also be good for fire damage to sometimes give a scorched promotion, which would weaken the unit but also give it fire resistance.
 
woooo in which page is that? because is not in the last ones ;) anyway i think that kind of info should be included in the civpedia, but yes, u are right.. next time when i will have a question despite of asking i will read the 360 pages of the forum :goodjob:

Hmmm... it was on page 368 post 7356, so you only had to go one page back... but it is true however that it should be in the civpedia, but I would rather have the game completed with all the fixes and changes to units, spells etc. before focusing on the pedia... but it is true that some things are not up to date anymore, but I bet ya they will be when Ice is "finished".
 
also whats the practical use for a flesh golem, they seem to suck, bad.
If you use a strong unit to craft the "base" golem it will have the same strength.
After that you can add units to it and the golem will get all the promotions that unit had.
So you could for example use a str. 10 champion as base unit and then add an archmage to it-> a 10 strength archmage with all the promotions of your champion and archmage.
Repeat a few times: unlimited lvl 3 spells.
 
Hey everyone!

I love the mod. It is simply amazing - you guys put a ton of effort and care into it, and it shows. Thanks for all the hard work!
 
Hey Kael and team, I recently was playing a game of hippus, and when I got hippodromes I was unable to build any of the other horse troops because they all have upgrades now (IE knight,war chariot) which is fine and all, except those troops are national O_O and since ALL my citys have hippodromes, I cant build any lower tier troops, which REALLY sucks as I have to recruit mercs and only mercs for my militia. So can you please make all T3 mounted units never obsolete.
Once you have those units available, you cannot build the units from which they can be upgraded UNTIL you build the four units (for example, chariots aren't available until you have four war chariots -- then they can be scheduled again). Likewise, if you already have some chariots scheduled, they will AUTOMATICALLY be switched to war chariots. This is a real pain in the *ss if you have the Ride of Nine Kings and want to build war chariots in the city that has it. You have to go through your cities looking for those that had chariots go over to war chariots. Otherwise, I'm not quite sure why you want to keep obsolete units around since they are typically better than the units they replace. If you're worried about the national (4) units, just schedule them where you want to build them (I typically build them in my capital which is usually my best producer) and then you should be able to schedule the "obsolete" units.
 
I have a question regarding the Grigori...

This is kind of weird... I was building Grigori medics, giving them all the same upgrades (two of strength and one of mobility) when I was surprised that one of them could summon a freakin' TREANT. What gives this ability to a Grigori medic? As I mentioned before, I build four of them, gave them all the same upgrades, and constructed them all in the same city. But apparently only one (1) of them could summon a Treant...

Thanks for any input that can be provided!!
 
I have a question regarding the Grigori...

This is kind of weird... I was building Grigori medics, giving them all the same upgrades (two of strength and one of mobility) when I was surprised that one of them could summon a freakin' TREANT. What gives this ability to a Grigori medic? As I mentioned before, I build four of them, gave them all the same upgrades, and constructed them all in the same city. But apparently only one (1) of them could summon a Treant...

Thanks for any input that can be provided!!
May I assume the same unit can also cast Bloom?

This is an unintended consequence of how the Cure Disease and Heal spells work. They require Channeling II and III (respectively) and Divine. Summon Treant requires Channeling III, Divine, and the FoL religion for the unit (not state religion). There is a 20% chance for any (living?) unit without a religion to gain each of the religions in the city. Religions don't spread as quickly in Grigori lands, but they can spread, and Grigori units can randomly get them. This means that Grigori Medics can be used to cast all priest spells. You could have the equivalent of dozens of high priests of each religion, if you are really lucky. Ironically, the Grigori can thus use divine spells more effectively than anyone.


I find this especially inappropriate, so in my modmod I give Grigoti Medics only Medic I-III. I moved Cure Disease to Medic II and Heal to Medic III. Also, I made priests spells all require state religion, and removed the state religion prereq from the units.
 
Does this mean that you could have dozens of Unyielding Order casters? If so, that could be quite a dominant MP strategy.
 
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