[MOD] Fall from Heaven II

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.

Hokay. Here we go again. :goodjob:

The Mithril Golem requires the Armageddon Counter to be at a certain level (70+? I forget exactly) before you can build it.
 
OK... The entire freakin' world is at war with me (which I expected since I started building the Tower of Mastery). I was ready with FOUR armies and quickly landed them on the continent of the Calabim (Flauros). Before one of the armies could attack, they were attacked by two or three units -- only one of my units killed (an archmage who recovered in my capital since I had Blood of the Phoenix) -- and, suddenly, I found all my units stranded on a small island off the coast of the Calabim continent. With another army I took a city with some exceptionally strong defenders. Then, as way too frequently happens, despite my overpowering numbers the Calabim retook the city. My army? They were kicked entirely off the continent, over the ocean, and landed on a different continent.

I understand that the Elohim have the ability to kick attackers out of their territory and keep them out for 30 turns. But since when can the Calabim kick attackers entirely off their territory -- clear to a different continent?

Thanks to anyone who can provide an answer. This really bugs the heck out of me!!
 
Just wanted to drop in and tell you guys how much I appreciate this mod. It's totally awesome, and has already got me playing until 3 in the morning a couple of times because I could just... not... quit... yet.

I like it better than the original game! Keep up the good work. :king:
 
Twice -- TWICE!!!!! In my last game I had extremely strong forces defending a city that I had taken from the Calabim. BUT, as soon as ONE unit was killed (after beating off a host of others), my army was expelled from the city and sent packing to another -- far away -- location. Since when is the loss of ONE defender a reason for a strong army to flee a city to go far, far away?

This is taking a LOT of fun away from the game. If all it takes is one death to send your defenders packing, I guess you'd better darn well avoid war -- or just let them come take your cities...

Also, one difference I noticed is that after retaking my city they went into revolt for five turns (after the other side having it for ONE turn). In the past, if the city hadn't been taken for more than a few turns, there was no revolt period (which made a lot of sense). Was this a change at the .32 level? If so, I don't think it's a great enhancement...
 
Well, give more specifics. Were all units invisible? Did any unit have withdrawal rate? (Buggy defensive withdrawal perhaps?)
 
Hokay. Here we go again. :goodjob:

The Mithril Golem requires the Armageddon Counter to be at a certain level (70+? I forget exactly) before you can build it.


Then this needs to be in the civilopedia. It is frustrating to spend time and energy researching this path planning on this unit only to find out that it is inaccessible with no explanation given.
 
It's too bad that the FFH2 wiki is gone as no site has adequate discussion of the civs.

As Khazad, I am finding that I can't build mages, only acolytes. Is this correct? Sorry if this is a dumb question but I have looked through many threads and the civilopedia without finding an answer. This is the kind of thing that needs to be in the civilopedia.
 
Then this needs to be in the civilopedia. It is frustrating to spend time and energy researching this path planning on this unit only to find out that it is inaccessible with no explanation given.

It's too bad that the FFH2 wiki is gone as no site has adequate discussion of the civs.

As Khazad, I am finding that I can't build mages, only acolytes. Is this correct? Sorry if this is a dumb question but I have looked through many threads and the civilopedia without finding an answer. This is the kind of thing that needs to be in the civilopedia.

Yes, this is correct. In general, I suggest looking at xienwolf's manual for stuff like this. The Civilopedia does feel somewhat inaccessible right now, I agree.

The manual is located here and was updated on May 24, so it's not outdated. Hope it helps (although I don't know whether the specific case of the Mithril Golem is described there, it definitely has pages on all civs, including their unique features and what they cannot do. And yes, Khazad cannot upgrade Adepts to Mages.
 
Hi guys,

while playing ffh2, i clicked on the expionage screen icon (i tought it was useless) and i got the scenario screen. i have a lot of titles, such as "Grand managerie", "The Momus" or "thorught" the fire, but all titles are marked with a closed lock. can someone please explain me how to access these scenarios, or how they are supposed to work?

and another question: it's the first time i play with the clan of embers, and on turn 3 a messagge appears, stating that my people is asking me to find a raze the pile of the seraphic. is this "quest" included in all clans games, or this is just a random event which can happen to everyone?

thank you all for your answers, and forgive me if someone else already asked these questions...
 
The scenarios are not done yet (that will happen in the next and final development stage), that screen was put in as a teaser.

The razing of the Pyre is an event that any civilization can get, last time I played. Though the Clan razing the pyramid is actually... out of character for the Clan, considering they worship the fallen god Bhall, who the Pyre is dedicated to.

Hope that helps.
 
Manual linky, for all your unit woes.
 
again ... stellar ... and lightning fast on the first patch ... right on ...

I'm reading a lot of complaints about metamagic ... and stacks jumping ... I've seen stacks of my enemies jump when one withdraws ... I think in the past just a single unit would withdraw and now stacks withdraw with them ... I'm sure it'll be addressed in an upcoming patch ...

and maybe metamagic should be special ... just for the Amurites ... or just for those who get the circle of gaelen ... ???

and I was gonna drop the dime on all of the issues I've found so far in 0.32 ... but you've caught them all already ...

even though I like having 20 archmages I believe that fixing that issue is for the best ...
 
Twice -- TWICE!!!!! In my last game I had extremely strong forces defending a city that I had taken from the Calabim. BUT, as soon as ONE unit was killed (after beating off a host of others), my army was expelled from the city and sent packing to another -- far away -- location. Since when is the loss of ONE defender a reason for a strong army to flee a city to go far, far away?

This is taking a LOT of fun away from the game. If all it takes is one death to send your defenders packing, I guess you'd better darn well avoid war -- or just let them come take your cities...

Also, one difference I noticed is that after retaking my city they went into revolt for five turns (after the other side having it for ONE turn). In the past, if the city hadn't been taken for more than a few turns, there was no revolt period (which made a lot of sense). Was this a change at the .32 level? If so, I don't think it's a great enhancement...

Units with Blood of the Phoenix have a %100 withdrawal rate, so when they are about to lose a fight they withdraw and cast escape to the capital. Or at least that was the old Mechanic for the Immortal promotion. And there's a bug about defensive withdrawals from a city, which makes all the units withdraw. And that leaves your city defenseless. Hope this clears the issue for you Omegon.
 
:goodjob: this is one of the best games of all time!! ffh2>all | thank you
the depth of fantasy is awe inspiring and well researched. the replay-ability is truly endless. so many times playing one can begin thinking, "this really couldof happened this way~" & loving every moment of attempting to rationalize the metaphorical applications of these incredible stories. thanks to all those who dedicated so much time and effort. You all seriously may be onto something more epic then anything attempted thus far ... please keep the great ancient mysteries alive in our imaginations & hearts ~ dig deeper, more of this rich lore, oh yes please! :lol: see u all online^^

(btw, i joined just to post this... I cannot give enough thanks for the hundreds & soon to be thousands of hours of divine gaming)
GL to u all & happy adventuring~:culture:
 
Well, give more specifics. Were all units invisible? Did any unit have withdrawal rate? (Buggy defensive withdrawal perhaps?)
NO units were invisible and NONE had HN. I have no idea of what you mean by "withdrawal rate". I've played a lot (way too many!!) FfH games and fought in many wars and NEVER had a problem like this where the defenders left a conquered city so easily (with only one unit killed), then jump so freakin' far away.
 
Units with Blood of the Phoenix have a %100 withdrawal rate, so when they are about to lose a fight they withdraw and cast escape to the capital. Or at least that was the old Mechanic for the Immortal promotion. And there's a bug about defensive withdrawals from a city, which makes all the units withdraw. And that leaves your city defenseless. Hope this clears the issue for you Omegon.
But why, instead of going back to the capital as they do with Blood of the Phoenix, do they jump so far away from the city -- clear out of the enemies territory? I've had defenders abandon a city in the past, but typically they are positioned just outside of the city rather than a continent away.

Does this mean that, until a fix is in place, I don't dare to do the Blood of the Phoenix if there's a chance that I'll go to war?

Thanks.
 
But why, instead of going back to the capital as they do with Blood of the Phoenix, do they jump so far away from the city -- clear out of the enemies territory? I've had defenders abandon a city in the past, but typically they are positioned just outside of the city rather than a continent away.

Does this mean that, until a fix is in place, I don't dare to do the Blood of the Phoenix if there's a chance that I'll go to war?

Thanks.

Defenders are never supposed to "abandon" cities. If they do, it's (almost) always a bug. I've had several problems with withdrawing mounted units in 0.32 (e.g. Tasunke's units) - when they withdrew, their whole stack withdrew. And they withdraw out of the enemy's cultural territory. I suppose something similar happened to you.
I don't know whether the Immortal Promotion still works with Withdrawal instead of something else, but if it does, this might be the problem. Can you post the last autosave before this happened/the next time it happens (this is assuming that you cannot intentionally reproduce the bug yet)? It's frustrating, and it's a bug, but without knowing what could have caused it, Kael most likely won't be able to fix it. If it happens when a unit dies, Blood of the Phoenix/other units with the Immortal promotions do sound like a somewhat likely cause, though.

EDIT: Ah, and they jump to another continent because they go to the closest place that's legal (e.g. land units won't land in water, maybe with the exception of waterwalking units/stacks) and not in the enemy's cultural territory. If the whole enemy's island has their cultural territory on it, the units get bumped out to the nearest continent/island, even if it's just one field big. And in both cases, this is definitely not supposed to happen with stacks.
 
Twice -- TWICE!!!!! In my last game I had extremely strong forces defending a city that I had taken from the Calabim. BUT, as soon as ONE unit was killed (after beating off a host of others), my army was expelled from the city and sent packing to another -- far away -- location. Since when is the loss of ONE defender a reason for a strong army to flee a city to go far, far away?

This is taking a LOT of fun away from the game. If all it takes is one death to send your defenders packing, I guess you'd better darn well avoid war -- or just let them come take your cities...

Also, one difference I noticed is that after retaking my city they went into revolt for five turns (after the other side having it for ONE turn). In the past, if the city hadn't been taken for more than a few turns, there was no revolt period (which made a lot of sense). Was this a change at the .32 level? If so, I don't think it's a great enhancement...

If you could provide a save I'll check it out. Im unable to reproduce the issue.
 
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