[MOD] Fall from Heaven II

Down load link doesn't give you new version, just gives you FfH2031e.exe instead!:cry:

Same for me. Do I have to reinstall the lastest 0.31 patch to get it to the latest version now that I downloaded it? Actually, I think 'e' is the last version, so no harm done. Is this right?

Thanks,

Breunor
 
You are forgetting the Metamagic II spell Dispell Magic which reverts mana nodes into raw mana.

I'll admit I had, I only just discovered that Metamagic finally did something at all. But I -still- think it's a bit skippy. It forces you to take on Metamagic mana to have that option. And if you can cast it on your own nodes (haven't experimented yet), then it removes the whole original idea of not being able to change your mana around as you see fit. So, I dunno. Not sold on it. :crazyeye:
 
Well, you get a metamagic node, get a mage to meta II, then make the meta node into something else (dispell, build new). Rince repeat and your mages can take every spell.

I like to use this in phases. First I build a bunch of adepts while having as many duplicate mana nodes as possible (for the free level 1 promotion), then when its time to upgrade I make as many triple nodes as possible, of mana I don't have promotions on the Adept yet for. Like three air for free Air II when upgrading your adepts. (Or 4 mana nodes for a free level 3 promotion)

I often make hope+inspiration mages first too, and at the same time you can prepare for Tower of Divination.
 
The wrong file is linked. I also get a 4.68 meg patch file, instead of a 400+ meg base file. No sign of the base mod file.

I tried bitzip for torrent, got to 95% - and it went offline. Frustrating.
 
Of course it does. Whenever it goes to a new name/number (e.g., .31 -> .32) it is really a different mod. You can never load one mod using a different mod.

I have heard that worldbuilder saves/scenarios from 0.31 are compatible with .32 however (Sureshots's Armageddon scenarios at least)

Yep. Dang. Now finish my old game or try out new features....new features win! :)
 
Is the Dwarven Vault defunct? I am playing as Khazad and my cities get no vault, no bonuses. There are no prereqs as long as you are Khazad, right?
 
Patch "a" is linked in the first post. It fixes the following issues and won't break save games:

1. Fixed the Enervated promotion button.
2. Fixed the Svartalfar Adept button.
3. Fixed the Wane spell.
4. Circle of Gaelen events now require you to have the Sorcery tech before they will trigger.
5. You can no longer use the 'Spread the Council of Esus' ability in cities that already have the Council.
6. You can no longer upgrade untis beyond your national limits in allied cities.
7. Kuriotates can now build Centaur Guards correctly.
8. Fixed an error with the Omens song.
9. The mushrooms event will now create the mushrooms correctly.
10. Fixed an error with the Song of the Dead Sun song.
11. Fixed the Lion selection sound.
12. Removed the Succubus selection sound (Im not sure why thats not working).
13. Fixed the Parrot and Raven animations.
14. Added Vassal Refuse Attitude Threshold and Vassal Power Modifier to all the leaders.
15. Added the Winterborn promotion to Lucian.
16. Summons can't capture slaves.
17. The Pact of the Nilhorn giants start with Hidden Nationality.
18. Prereq civilziation on Improvements will now display correctly (pedia shows the civ that it needs, civs that dont qualify wont see the upgrade options).
 
Does anyone know the requirements for a culture Victory. I thought it was 3 cities with 25,000 cp but I have managed that and none of the other civs seem at all impressed.
 
Depends on speed. It's 50k on normal, and 75k on epic I believe. Your cities need Legendary Culture level. Check in city screen.
 
Well, you get a metamagic node, get a mage to meta II, then make the meta node into something else (dispell, build new). Rince repeat and your mages can take every spell.

I like to use this in phases. First I build a bunch of adepts while having as many duplicate mana nodes as possible (for the free level 1 promotion), then when its time to upgrade I make as many triple nodes as possible, of mana I don't have promotions on the Adept yet for. Like three air for free Air II when upgrading your adepts. (Or 4 mana nodes for a free level 3 promotion)

I often make hope+inspiration mages first too, and at the same time you can prepare for Tower of Divination.

That's exactly the point. I abhor the ability to do that. For all practical purposes it brings us straight back to the earlier stages of FFH when you could just pick your magic willy-nilly. The way it's set up now just invites a lot of tedious and not at all very charming micro-manage exploitation.

I by far preferred when you had to commit yourself to what mana you wanted, yet still had a say in that when you took to war to acquire new. But I guess that's just me. *shrugs*
 
That's exactly the point. I abhor the ability to do that. For all practical purposes it brings us straight back to the earlier stages of FFH when you could just pick your magic willy-nilly. The way it's set up now just invites a lot of tedious and not at all very charming micro-manage exploitation.

I by far preferred when you had to commit yourself to what mana you wanted, yet still had a say in that when you took to war to acquire new. But I guess that's just me. *shrugs*

Would it work better if dispel magic worked only once per node and per civ? Your civ can change any node once. If it's captured by another civ, that civ can keep it the way it was at the time of capture, or dispel it once, etc... It would be a bit more challenging that way, wouldn't it?
 
Would it work better if dispel magic worked only once per node and per civ? Your civ can change any node once. If it's captured by another civ, that civ can keep it the way it was at the time of capture, or dispel it once, etc... It would be a bit more challenging that way, wouldn't it?
That would be extremely difficult to code. It is definitely not worth it.

I say all levels of spell spheres should require the mana resource.

In my modmod the spheres are going to be like this, and arcane units don't get the free pick of promotions when upgrading (otherwise, there would be a MAJOR exploit for the Grigori)
 
Ok, Khazad vault worked out. It took a little while to show up.

There seems to be a bug as I can't get the Mithril Golem. Playing as Khazad, I have mithril tech, mithril resource, mithril weapons, the Kilmorph holy city - and I can't construct it. Don't even get a dialogue or option. Not sure why. If I am doing something wrong, would appreciate any help. If not, please add to the bug fix list. This is the Khazad's best potential unit and it would be nice to have it.
 
Would it work better if dispel magic worked only once per node and per civ? Your civ can change any node once. If it's captured by another civ, that civ can keep it the way it was at the time of capture, or dispel it once, etc... It would be a bit more challenging that way, wouldn't it?

Sure, something like that would work pretty well. Albeit that would on the whole be a pretty dud level 2 spell, that way. I rather liked dispel magic back when it removed beneficial promotions from enemy units, personally. :crazyeye:
 
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