[MOD] Fall from Heaven II

I'm already 400 turns into an epic-length game with 19 players. Haven't even looked at the scenarios yet. It's going to be a busy finals week.

:)
 
I think I've played most, or at least many, editions of this game, back to the first FFH (that may be the last time I posted on these boards). I've definitely played this game more than any other PC/video game. It gets better each time (although I've got mixed feelings about the dungeons).

If this is the last edition of the game (other than patches, etc.), congrats, great work, and I thought I'd let you know I've derived a lot of enjoyment from your work!
 
Patch "a" is linked in the first post. It contains the following changes and won't break save games.

1. Fixed the icon for the Timor Mask promotion.
2. Added the Fall of Cuantine scenario (by Nikis-Knight).
3. Rituals are all marked as spaceship so that the Celestial Compass bonus applies.
4. Succubus casts Charm Person instead of Inspiration.
5. The Mithril Golem and Meshabber both correctly require an AC of 70 (instead of 7).
6. Fixed an issue that could cause some diplomacy tags to show up as "1".
7. Game options are no longer saved (it just caused to many issues).
8. Mip mapped city art textures (so they look less pixelated) by OnmyojiOmn.
9. New Radiant Guard model art by seZereth.
10. You can't get around permanent war/peace scenario settings by damaging units with spells anymore.
11. Fixed a CtD caused by a unit entering the Maelstrom.
12. Fixed the Wizard graphics.
13. Fixed Sacrifice the Weak so you can use it with a state religion.
 
Kael, do you happen to know who did the art for the momus scenario menu picture? is it an artist listed in your OP?
 
couple things ... first, I can't say enough how amazing this Mod is ... you've really got something here ... and spot on again with the first 0.40 patch ... you guys are awesome (that's 80's for 'very good' as well as a quality in which you possess which inspires awe) ...

is there a way to turn off the dungeons/explorable ruins/barrows ... this whole addition to the game is a bit overly negative ... maybe it's just me but it seems that the bad results never outweigh the good in quantity or quality ... and just removing them completely from my experience would be better I think ... maybe if there was always a bonus to exploration with occasional bad effects in addition ... I mean thinking back to my D&D days I don't think I'd have even went on adventures without some prize as a goal ... you don't go into a dark underground laberynth of pitfalls and perils just to be mutated by an apple, made mad by a sword, or transformed into a deamon ... and the prises aren't really that useful, their fun but mostly novelty ... with the exception of the occasional warrior from beyond your level of tech or a great person or even religious unit who can potentially found a religion ... but in the last game I played I explored 10 explorable improvements and suffered 7 times ... ruining or taking away anything I may have gained from the 3 boons I did receive ... and if not turn the explore function off is there a way to alter the effects ... you find a great prophet but must defeat 3 lizard men ... you find a cruel red sword and your unit is enraged, but you revieve a red sword promotion (+1 movement,+20 strength) ... your unit touches the water and made crazed, but finds the jade torc ... you get the picture ... and definitely give the powerful enemies some prize, otherwise what are they guarding ... just some thoughts ...

Did 'patch a' fix the scenarios loading problem ?

Are the scenarios supposed to be accessible from the main menue ?
 
Unless I'm getting it all wrong, the only way I know to get to the scenarios is to load a "dummy game" just to reach the screen where the scenarios are listed. This is awkward. Isn't there a simpler way to get to that screen without actually launching a bogus game???
 
Kael, do you happen to know who did the art for the momus scenario menu picture? is it an artist listed in your OP?

I believe its Daniel Dociu, but I could be wrong.

Unless I'm getting it all wrong, the only way I know to get to the scenarios is to load a "dummy game" just to reach the screen where the scenarios are listed. This is awkward. Isn't there a simpler way to get to that screen without actually launching a bogus game???

Nope. I dont have source code access to the main menu so I cant program there, I wish I could. I could make them all available as normal scenarios easily enough. But that would just dump a bunch of scenarios in the play scenario list with no order. So players wouldn't know what order to play them in, the stories wouldn't make any sense, the events that link the scenarios would be messed up, etc.
 
I dont have source code access to the main menu so I cant program there, I wish I could. I could make them all available as normal scenarios easily enough. But that would just dump a bunch of scenarios in the play scenario list with no order. So players wouldn't know what order to play them in, the stories wouldn't make any sense, the events that link the scenarios would be messed up, etc.

Yeah, that's unfortunate. What if you only placed in the scenario folder the first of each sequence of linked scenarios. The others are saved elsewhere, out of reach. This could work if there were a way to automatically load the next scenario when the current one is successfully completed (????) I don't know anything about that stuff, so I'm just taking a wild guess. :confused:
 
Nope. I dont have source code access to the main menu so I cant program there, I wish I could. I could make them all available as normal scenarios easily enough. But that would just dump a bunch of scenarios in the play scenario list with no order. So players wouldn't know what order to play them in, the stories wouldn't make any sense, the events that link the scenarios would be messed up, etc.
Personnally, I would LOVE that I wouldn't HAVE TO play trhough a scenario before playing the next one. Hate to be forced to. Unless you tell me there are decisions/actions taken in one scenario that carry on to the next one, but then this should be stressed clearly.
 
As far as scenarios possibly getting listed in the folder in the wrong order goes, aren't the scenarios sorted alphabetically when accessing CIV4's scenario menu anyway? If so, the scenarios could be renamed with a sequence of digits preceding the actual title (01, 02, 03, etc), which would prevent sorting mistakes. Just a thought.
 
Unless I'm getting it all wrong, the only way I know to get to the scenarios is to load a "dummy game" just to reach the screen where the scenarios are listed. This is awkward. Isn't there a simpler way to get to that screen without actually launching a bogus game???

I have been playing the scenarios by going directly to the FfH folder:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Scenarios.

In fact, it's the only way I've been able to load them. There is the temptation to cheat and play the scenarios out of order. :)
 
I have been playing the scenarios by going directly to the FfH folder:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\Assets\XML\Scenarios.

In fact, it's the only way I've been able to load them. There is the temptation to cheat and play the scenarios out of order. :)

...oh yeah... Thanks for pointing this out! :cool:

Well, all it needs now is a numeral at the beginning of the titles to sort them out chronologically!
 
When I start a "dummy" game to get to the Scenarios, a warning pops up that I have to play one turn before playing a scenario. That's cool.

So I play one turn, founding a city and skipping all units turns, and on turn 2 I try a scenario, but then the game crashes.
 
I'm a bit confused. Why when installing this, did it show up in my mod as folder Fall From Heaven 2 instead of Fall From Heaven 2 040 like I'd expect from my last install of Fall From Heaven 2 034?

What can I delete and what shouldn't I? Now that I've installed the new version as well as Patch A, should I re-install the old media pack or wait?

Color me confused.
 
When I start a "dummy" game to get to the Scenarios, a warning pops up that I have to play one turn before playing a scenario. That's cool.

So I play one turn, founding a city and skipping all units turns, and on turn 2 I try a scenario, but then the game crashes.

Same here... I gave it a go three or four times before my last scenario finally loaded. Try launching from the scenario directory instead (double-click on the scenario file in the Mod's XML/Scenario directory -- it will launch the game and load the scenario all at once). I don't think it's leaving anything else out (???)
 
Just a thought. If the current scenario loading scheme is going to persist, would it not be prudent to use one of the reserved posts on the first page to detail how it can be achieved without causing ctd? They're Kael's posts, so he'd have to do it.
 
Patch "c" is linked in the first post. It doesn't break save games and adds the following:

1. Fixed an issue in the Radiant Guard where an event pops up every time you kill an infernal unit (after the first 100).
2. Added the Into the Desert scenario (by Nikis-Knight).
 
Same here... I gave it a go three or four times before my last scenario finally loaded. Try launching from the scenario directory instead (double-click on the scenario file in the Mod's XML/Scenario directory -- it will launch the game and load the scenario all at once). I don't think it's leaving anything else out (???)


Thanks, this works and I can play the scenarios, but what's wrong with the Load Screen method?
 
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