[MOD] Fall from Heaven II

Ahh ok, yea I believe I've used the Council of Esus on pretty much every game, so that would make sense. I mentioned in a prior post that I have the Vanilla version but I guess I didn't make that clear enough. Isn't this the latest version for Vanilla? So basically all your work is going to the Beyond the Swords version, I think I read that somewhere.

I'll prolly pick that up then and the screenshots for that ver. look so much cooler.

Apologize if I sent you on a ghost hunt, I know how frustrating it is to chase bugs around.

No stress. Yes, all development is going on on the new version. We haven't touched 0.23c in over a year.
 
Hello everibody :)
I was just wondering for a new Fantasy Mod and i found this one... It looks a great Mod.
But i can't install it :(
Well, i downloaded the main file, but it's strange, it doesn't look a folder like all the other Mods that i downloaded, anyway i copied it into Mod's folder and i failt to open it from the game :sad:
Then i downloaded the patch "h" and it autoinstalled in .../beyondtheswords/mods, i found it in loadingable Mod while in-game and i tryed opening it but it was the patch not the Mod and of course it failed again. I put the main file into the Mod folder but nothing again.
What to do now?
Thanks a lot :)

I forgot, i have Civ BTS V 3.17

And now that i'm here let me make another question: how to install the media pack 0.34 (where to copy it), and what is it in a few words? Thanks again.
 
Hello everibody :)
I was just wondering for a new Fantasy Mod and i found this one... It looks a great Mod.
But i can't install it :(
Well, i downloaded the main file, but it's strange, it doesn't look a folder like all the other Mods that i downloaded, anyway i copied it into Mod's folder and i failt to open it from the game :sad:
Then i downloaded the patch "h" and it autoinstalled in .../beyondtheswords/mods, i found it in loadingable Mod while in-game and i tryed opening it but it was the patch not the Mod and of course it failed again. I put the main file into the Mod folder but nothing again.
What to do now?
Thanks a lot :)

I forgot, i have Civ BTS V 3.17

And now that i'm here let me make another question: how to install the media pack 0.34 (where to copy it), and what is it in a few words? Thanks again.

Some sites you download from remove the .exe from the end of the filename. It should be FallFromHeaven2034.exe. If its missign the exe, rename the file and you should be able to run it.

The media pack adds an better intro movie and a bunch of wonder movies to the game.
 
Hello everibody :)
I was just wondering for a new Fantasy Mod and i found this one... It looks a great Mod.
But i can't install it :(
Well, i downloaded the main file, but it's strange, it doesn't look a folder like all the other Mods that i downloaded, anyway i copied it into Mod's folder and i failt to open it from the game :sad:
Then i downloaded the patch "h" and it autoinstalled in .../beyondtheswords/mods, i found it in loadingable Mod while in-game and i tryed opening it but it was the patch not the Mod and of course it failed again. I put the main file into the Mod folder but nothing again.
What to do now?
Thanks a lot :)

I forgot, i have Civ BTS V 3.17

And now that i'm here let me make another question: how to install the media pack 0.34 (where to copy it), and what is it in a few words? Thanks again.

The main file is supposed to download as an "exe" file but frequently doesn't -- that's probably what happened to you. You have to change the file name by adding ".exe" at the end. Then you can just double-click and it will install the game.

AFTER installing the main game, you should install patch h and the media pack.

The media pack just has some additional movies and is not necessary for playing the game.

EDIT: D'oh! Beaten to it by Kael.
 
Thanks a lot to both of You ;)
Just renamed and now it looks like an installable file, great.
In fact installation started :p
Now then i'll install all, patch and media pck, and i think i'll be back after less than two minutes of playing for say taht is more than a simply great fantasy Mod, but a spectacular one. :goodjob:

Just installed also the patch, and loaded. It works, but it seems me strange that there isn't a Scenario or pre-made map - it's only casual maps then? -
And i wonder what happen if i try to play a earth map :D

I've just realized that is a sort of sequel of Age of Ice wich is given with BTS.. great! I played it for months... :lol:

Aniway, i saw talking of Scenarios to unlock, but i still don't see scenarios somewhere, i'm looking all around the Single palyer options but nothing :blush:
 
Aniway, i saw talking of Scenarios to unlock, but i still don't see scenarios somewhere, i'm looking all around the Single palyer options but nothing :blush:

The scenarios are not implemented yet. They will become available later in the development process (it's "only" version 0.34 now ;))
 
Ok then. I thought it was a my problem...
Well casual Maps aren't bad and i'm enjoing it aniway :)
is of course a great Mod and i love Fantasy Mods.
With Sceanarios will be the "must" of fantasy Mods :lol:
 
Ok then. I thought it was a my problem...
Well casual Maps aren't bad and i'm enjoing it aniway :)
is of course a great Mod and i love Fantasy Mods.
With Sceanarios will be the "must" of fantasy Mods :lol:

Scenarios will be released on December 16th. Welcome to FfH!
 
Kael....I hate you! You have destroyed my life! All I do is play this mod, all day long, way into the night, i usually end with breakfast. So.....thanks.
 
Thanks a lot then :)
I think all of us waits for them ansiously, but in the meantime we have a nice way to spend the waiting... of course it'sFfH! I hope to complete the Tech three before the scenarios exits. It's truly a nice work You've done, congrats agaim.
So then, thanks, and if You may need some help for translate all in Italian, i don't have any problem...
 
Hi again, thanks MagisterCultuum for the advice about changing that line in the XML-file. I've upped the value to 300 and I don't think I haven't missed one unique feature in my games since.
But I would be as bold to suggest some options I saw in that "mod-mod" (:P) Fall Further; "All unique features" and "flavour start" or something like that, the last one being the one I miss most in 0.34. When "flavour start" was on, dwarves started in the hills, elves in the forest, doviello in the tundra, Illians near Letum Frigus and so on.
It was pretty cool since when I started to try out the Illians a bit more now I got a little frustrated because most of the time I did not start anywhere near Letum Frigus.
Eventually it wasn't that big of a problem since I used the worldbuilder to delete the old LF and place a new one some distance from me so I could expand to it.
But I can't do that in multiplayer, you know?

Now that I've played the Illians a bit, I'd like to know for sure; There's only two sources of Ice Mana, the Illian palace and Letum Frigus, correct?
And one can only gain three Priests of Winter by the ritual "the White Hand", or what it's name was, and those three priests are the only priests you'll get in a whole game, right?
Because I can't see any required technology or anything in the pedia and I couldn't find any tech or anything that gave me the ability to train more.

Well, it's still good fun of course. This is the best mod I've played in, well, probably since I first started playing games :D
 
I founded a city over cotton and gained access to that resource without the knowledge of calendar. Is that OK?
 
Has any consideration been given to the loss of remaining movement when investigating a dungeon? I'd like to see the ability to run into nearby woods if a powerful defender is spawned... Also, I'm not sure why the ability to investigate a dungeon remains viable if the movement is reduced to 0 when entering the dungeon square. Seems like an undeserved freebie (while the loss of remaining movement seems overly harsh).

Thanks for listening to all the ideas and continuing to build out an incredible mod!:goodjob:
 
Has any consideration been given to the loss of remaining movement when investigating a dungeon? I'd like to see the ability to run into nearby woods if a powerful defender is spawned... Also, I'm not sure why the ability to investigate a dungeon remains viable if the movement is reduced to 0 when entering the dungeon square. Seems like an undeserved freebie (while the loss of remaining movement seems overly harsh).

Thanks for listening to all the ideas and continuing to build out an incredible mod!:goodjob:

It was to much of an exploit to be able to run away if you spawned anything. In playtest version i was never afraid of boss monsters in dungeons near my opponents (in fact boss monsters became the best result possible) when exploring dungeons because of this.

So being able to move after exploring was a significant exploit. Being able to explore when you were out of movement wasn't. Its purely a balance decision.
 
So many diseases and other bad things come from the dungeons that in early game play, I save before exploring and try again a turn or two later. Anyone else willing to admit that?
Thought, even if something bad happens, shouldn't something good too? I don't mind getting a disease, rust, etc, but gimme a few coins at least too. I wondered if it were possible ask for an enhancement to give something good even when something bad happens to your guy.
 
So many diseases and other bad things come from the dungeons that in early game play, I save before exploring and try again a turn or two later. Anyone else willing to admit that?
Thought, even if something bad happens, shouldn't something good too? I don't mind getting a disease, rust, etc, but gimme a few coins at least too. I wondered if it were possible ask for an enhancement to give something good even when something bad happens to your guy.

Lairs are intended to be risk/reward. We could change them so that they always give positive, or somewhat positive results. But at that point they basically become just another goody to find. Granted some players like that, but that isn't what lairs were intended to be.

And just like some players save before major battles, some may save before exploring lairs. There's nothing wrong than that but I do feel that it robs the game of some of its fun. Sometimes its the games where you struggle form a bad random result that you remember most fondly. And it makes the good results seem all the more good (but you were really risking).

So no plans to change the results to much. The only thing that really bothers me about the mechanic is that it makes you never want to explore a dungeon with a valuable unit (dont want to risk him to death event).

I may change that result to only kill the unit if its first level, with all others it causes the unit to lose some xp or something like that. To encourage people to use the units that make the most logical sense to use.

I may even have the units level effect the results, so your more likely to get better results with higher level units.
 
I may change that result to only kill the unit if its first level, with all others it causes the unit to lose some xp or something like that. To encourage people to use the units that make the most logical sense to use.

I may even have the units level effect the results, so your more likely to get better results with higher level units.

great idea, could you also find a way to look if it is the unit with the most experience of the player so that exploring dungeons in the beginning of the game is still encouraged?
 
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