[MOD] Fall from Heaven II

Yeah, well, thats what I meant. Note that I did mention the Vista problem. I was thinking that that was the only reason someone would have a non-standard path, although now that I think of it I believe those with CIV Gold have a different path too, and anyone could choose a non-standard for some other reason.
 
Yes there are many reasons one might use a non-standard path. I for one have never installed a game on my system ( c: ) drive. as there are way to many problems with windows and I prefer not to lose my games when the need to reinstall the OS arises, which with windows happens all to frequently. However I have never had a problem arise from installing a program in a non-standard location, even FfH works perfectly for me, and my install path is L:\Civilization 4\Beyond the Sword
 
I noticed a strange glitch today while playing a new game ... I happened to get Animal husbandry early from a tribal village, and the seed had an inordinate number of Giant spiders hidden everywhere ... I happened to be able to catch a number of them and waged a giant spider shadow war on the nearest civilizations ... but I came across a Barbarian city and the HN Giant Spider and the barbarians didn't seem to be Jibing ... a barbarian warrior attacked and killed a HN giant spider who was defending a captured barbarian city and was in the city stacked under my warriors but the city remained mine and the barbarian warrior wouldn't move until I killed him with another spider ... I didn't fool around with the glitch much ... but it could be problems ...
 
Patch "e" is linked in the first post. It won't break save games and fixes the following issues:

1. Fixed a problem that kept the poisoned promotion from being removed if applied to uninjured units.
2. Fixed the looping sound when worldbreak is cast.
3. If you vote to disable the gambling ring, secret codes, slave trade and smuggling ring resolutions they will correctly turn off.
4. Voting to disable the secret codes resolution wont grant you a free sage.
5. Mezmerize Animal allows the animal to retain its old promotions.
6. Fixed a CtD if you create a Pirate Cove when you don't have any cities.
7. Spiders from the Spider Mine event now start with Hidden Nationality.
8. AI: The AI won't invest so much on settlers/workers in the early game, prefering to build up defense/military infrastructure.
9. AI: The AI will more highly value techs that enable unit enabling buildings (training yards, etc) rather than growth bonuses.
10. AI: The Bannor will rush for their Training Yards.
11. AI: Fixed a problem in that the warrior/scout filter correctly applies to civs with non-standard training yards/hunting lodges (bannor/svartalfar).
12. AI: All leaders flavors redone with much higher values (0-100 instead of 0-10).
13. AI: All techs flavors redone with much higher values (0-100 instead of 0-10). Bteween these 2 changes leaders are more likely to pick techs based on their personality.
14. Fixed an issue with art define of Lanun Champions.
15. New art for Lanun Berserkers.
16. Removed some espionage strings (since they arent used anymore).
17. AI: The Doviello will rush for early axemen.
18. Great People have 3 flavors each (for example an engineer prefers production techs, wil will drop to military or groth lightbulb techs as well).
19. Marble converts to Sheut Stones on hell terrain.
20. Fixed a problem that keep action buttons from being displayed in forests.
21. Fixed an issue that could cause AI cities to stop producing anything.
 
Patch "e" is linked in the first post.
6. Fixed a CtD if you create a Pirate Cove when you don't have any cities.
QUOTE]

!WOW!

Thank you so much. I just got this game and I absolutely love it.

On a side note:

Today, I got a CTD on a saved game. I had gone in and mucked about in world builder so that may be why. I suspect that your item 3, I created a Barbarian Pirate Cove just to add a little color, maybe thats not supposed to happen, however I was quite a few turns in, so I am not sure what is causing it. However, it is repeatable after a turn or so this saved game crashes Civ.

Will it be useful? its from patch D, but it may track down something that should be locked down or warned about or something. Its a really neat scenario and I am bummed I can't get too much further in it. I will download the patch, delete the pirate cove and see if that fixes it.
 

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Hi, before i ask a question, i just wanted to say what a marvelous mod you made here man ! super addictive...

now, what i wanted to ask is how can i reduce the Armageddon counter in the fastest way ?
i have a great game with the elves, but this hellish ground just kills my forest and starve my cities...

any tips on how to stop it\disable it ??


thanx
 
Question on this patching procedure. Let's say you have "D" already installed. Is it best practice to back out entirely and then go from .32 to E skipping D? Or should I assume that since most people will have the "D" installed, its okay to just patch 32D to 32E?

Also, will this break FFfH further or Marnoks mod?

Why not just incorporate FFfH further into this mod? it seems awesome.
 
Hi, before i ask a question, i just wanted to say what a marvelous mod you made here man ! super addictive...

now, what i wanted to ask is how can i reduce the Armageddon counter in the fastest way ?
i have a great game with the elves, but this hellish ground just kills my forest and starve my cities...

any tips on how to stop it\disable it ??


thanx

March into those hellish lands, raze any cities with the ashen veil in them, kill hyborem, and return the world to order.

Question on this patching procedure. Let's say you have "D" already installed. Is it best practice to back out entirely and then go from .32 to E skipping D? Or should I assume that since most people will have the "D" installed, its okay to just patch 32D to 32E?

You can apply patch "e" on top of any earlier patch.

Also, will this break FFfH further or Marnoks mod?

If you applied a modmod into the "Fall from Heaven 2 032" directory then yes, it will break it. You should probably copy the "Fall from Heaven 2 032" directory to a new one to install a modmod.

Why not just incorporate FFfH further into this mod? it seems awesome.

There is definitly lots of cool stuff being done with the FfH base code. But these projects (and FfH) are all being actively worked on, which makes it a horrible time to try to try to merge them. The last stage of design is to incorporate cool modmods and though we may pull in a minor modmod or a feature from a modmod, we would never merge in a major modmod in the middle of the process. It becomes a support and management nightmare.
 
Question about ancient forests.

In my current game, I adopted Fellowship of the Leaves (playing as Khazad) and noticed that my forests turned into ancient forests...presumably that is why...I also had some elf workers captured from Svartalfar...

What are the triggers for turning forest into ancient forest?
Thanks!
 
Question about ancient forests.

In my current game, I adopted Fellowship of the Leaves (playing as Khazad) and noticed that my forests turned into ancient forests...presumably that is why...I also had some elf workers captured from Svartalfar...

What are the triggers for turning forest into ancient forest?
Thanks!

If your state religion is the Fellowship of Leaves your forests have a chance to turn into ancient forests each turn. Enemies entering your ancient forests have a chance to spawn defending treants under your control.
 
Thanks. That's a huge effect.

Whatever religion the player ultimately chooses, it seems to be a good idea to spend some time with Fellowship of the Leaves. 50 turns or less can result in a huge boost by turning forests into ancient forests.
 
Thanks. That's a huge effect.

Whatever religion the player ultimately chooses, it seems to be a good idea to spend some time with Fellowship of the Leaves. 50 turns or less can result in a huge boost by turning forests into ancient forests.

Trents wont spawn if your no longer the FoL state religion.
 
Fair enough. But the +1 to food from all forests as they turn into ancient forests is a big deal IMO. Good stuff. The treant feature is neat, but IMO of secondary value compared to the economics of extra food.

IMO, dwarves and elves rule. Khazad, Svartalfar, and Ljosalfar are the strongest, or at least the easiest to play. I find that AI elves tend to rise to the top...except when Faeryl Viconia gets herself clobbered early on for being too aggressive. The AI Khazad don't quite seem to know how to do the vault. Ljosalfar do reasonably well -- I lost out to Ljosalfar on my last diety game..

I am finding that I have to play FFH2 on emperor or above for it to be challenging, because there are so many ways to increase productivity:

Khazad
+40% hammers/+3 happiness with overflowing vaults
(of course this requires LOTS of money, but it's great when one gets there)
+50% productivity dwarven workshop with 3 metals (compared to 25% for regular forge)
+1 hammer/mine with Arete
+1 food with ancient forests
etc.

Elves
build cottages, plantations, farms with ancient forests (+1 hammer, +1 food compared to clearing the tile)

etc.

The "human" races in contrast have fewer ways to jump ahead.
 
Hi kael , i got few more question about this hell terrain
I am playing with the dark elves , so i am evil, but this hell theme just kills my forest and wrecks the game
i managed to slay the infernals, but nothing happened ! the counter is set on 50 and my lands are barren...

any idea on how to change things or is it lost ?
oh, and there are 2 more players with ashen veil religion...

thanx
 
also, does the hell terrain only spread in evil civ domain ?
if so, i think it a problem when you play with the dark elves, because they depend on the forest...
i think that ancient forest need to be more resilient against hell terrain
 
You can revert hell terrain back to normal terrain by using adepts with the Life 1 spell "Sanctuary". Build a few adepts, get them Life 1 and remove said hell terrain and you will be able to get your economy back. I usually disable hell terrain so I don't know what happens to forests in them, but if they disappeared, you might have to use Priests of Leaves to bloom those spots, too.
 
also, does the hell terrain only spread in evil civ domain ?
if so, i think it a problem when you play with the dark elves, because they depend on the forest...
i think that ancient forest need to be more resilient against hell terrain

You are almost there. The pattern goes like this:

1. The Infernals or Ashen Veil state religion players: Hell Terrain always spreads into their lands.

2. Unowned lands: Hell terrain will spread if the AC is 25 or above.

3. Evil players land: Hell terrain will spread if the AC is 50 or above.

4. Neutral players land: Hell terrain will spread if the AC is 75 or above.

A few more AV cities destroyed and you will be low enough that the hell terrain will begin backing out of your lands. It would also be worth razing the AV holy city, killing Rosier, etc.
 
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