[MOD] Fall from Heaven II

why cant i buld cities only settlements?

I guess you're playing as the Kuriotates. They can build only a limited number of cities (scales with map size, check the 'pedia), after which their remaining cities are size 1 settlements. To compensate, they have the Sprawling trait, which allows their cities to work 3 rings of tiles instead of 2.
 
Try another civilization. Kuiotate have only a limited Number of Cities - after that they built settlements.

How does it come that the new people that try FFH2 mostly start with the Kuriotates?
 
Govannon is really powerful. I ran the Amurites with Death and Body mana. I then taught my armies to cast skeletons and haste. They could move basically double speed, and then double their numbers with skeletons. Isn't it a bit excessive that Govannon can teach all level one spells to anyone, including workers, without any limitation? Govannon-educated priests earned experience and then had access to level two wizard spells, like fireballs and such.
 
Hi all -
I posted previously that I noticed that each time I played FFH2 and I needed to return to a previous window screen the game would lose all its topical information. Only the map and units would be shown. I could move units if they had movements left, but I could not end the turn via ENTER or utilize ctl+s, ctl+l or any other keyboard commands. I couldn't see the rankings on the bottom right, the magic areas on the top left, the civilization information on the top right or even the unit info on the bottom left.
I'm wondering if this is something about FFH2 when switching between windows or something else.

Next question regards to knowing that I'm using the latest Patch. I've installed patch N now, but when I load the patch and then go to the Advanced Screen and look at build info, there is no info about FFH2. How is it that I can verify that I'm using the latest mod? I ask because each time I install the latest patch, it auto installs to the correct folder (since I didn't install CivIV in the default folder), but I'd like a way to make sure I'm not still using the original install.

Be Well. Be Well Patched.
Theocrat Issak
 
Hi all -
I posted previously that I noticed that each time I played FFH2 and I needed to return to a previous window screen the game would lose all its topical information. Only the map and units would be shown. I could move units if they had movements left, but I could not end the turn via ENTER or utilize ctl+s, ctl+l or any other keyboard commands. I couldn't see the rankings on the bottom right, the magic areas on the top left, the civilization information on the top right or even the unit info on the bottom left.
I'm wondering if this is something about FFH2 when switching between windows or something else.

Next question regards to knowing that I'm using the latest Patch. I've installed patch N now, but when I load the patch and then go to the Advanced Screen and look at build info, there is no info about FFH2. How is it that I can verify that I'm using the latest mod? I ask because each time I install the latest patch, it auto installs to the correct folder (since I didn't install CivIV in the default folder), but I'd like a way to make sure I'm not still using the original install.

Be Well. Be Well Patched.
Theocrat Issak

Thats a good question. The truth is there is no good way to tell what patch you are running from within the game. There is a readme file in the 'Fall from Heaven 2' directory that will include the real patch number.
 
Hi all -
Thanks Kael, that Readme.rtf file did indeed list that I was using Patch N.
Attached is a screen shot of what I'm talking about when mentioning that if I move out of CivIV FFH2 to visit a new window (like alt+tab to view FireFox) and then return to the game.
I didn't have this issue with CivIV vanilla and wondering if it is something with the mod or something else.
Thanks
Theocrat Issak
 

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Plus on the subject of game options. I know this has come up before, but what's the point of selecting a Good race and then selecting another random Good race, and then two other random Neutral and Evil races if they all end up with different alignments due to religion? I just finished a Luirchirp game where I was the only good player; even the Elohim had gone evil due to AV! So maybe there needs to be a "don't change alignment due to religion" flag.
Ai's won't research reigions that change their alignment, though they will likely change to one that does if it spreads to them.
So starting with good & evil leaders means you are more likely to have that sort of conflict, though it still isn't garunteed. And of course, good & evil get negative diplomacy modifiers in the beginning.
But the biggest reason is probably to avoid the situation where you might end up with all good leaders and have a somewhat boring game.
 
Aren't the crown of akharien and the great library a little overpowered, particularly when you use them together? So easy to get a city ( probably the capitol) that produces more beakers than the rest of your empire combined, and possibly more beakers from that one city than entire other civs produce as a whole.

It takes away all possible competition from the game, or feels that way.

Is it possible to restrict the number of Great People you can settle into one city? That's a big part of it. settle all your GPeople in your capitol, wind up with uberville. Something like that makes sense for the kuriotates or the sidar, but...
 
Try another civilization. Kuiotate have only a limited Number of Cities - after that they built settlements.

How does it come that the new people that try FFH2 mostly start with the Kuriotates?

kurios are amazing and their city construction system is something new and intresting. i did the same. also, they can be very powerfull after you got some practice.
 
Aren't the crown of akharien and the great library a little overpowered, particularly when you use them together? So easy to get a city ( probably the capitol) that produces more beakers than the rest of your empire combined, and possibly more beakers from that one city than entire other civs produce as a whole.

It takes away all possible competition from the game, or feels that way.

Is it possible to restrict the number of Great People you can settle into one city? That's a big part of it. settle all your GPeople in your capitol, wind up with uberville. Something like that makes sense for the kuriotates or the sidar, but...

Great Library comes quite early, but you have to dedicate 3 cities to building libraries and your capital to building the wonder it self. This all is a risk, you get less military during this time. But if you get the wonder it's worth it. Great Library alone isn't overpowered at all. It's very good, but a couple of Sages won't win you the game alone. (Although, it is a bit human-biased, the AI have problems building this cause of the 3 library requirement)

In my opinion, Crown of Akharien comes so late, and is so expensive that it's not a factor. If you get it, great, but if you do, you are probably already at the stage where you can win, or you just took a big gamble or paid a lot of mullah to get the wonder. Time/Hammers lost that could have been spent on building units or other buildings, again.
 
Just a very quick question. In order to see a multiplayer game in the lobby do i need to have the same patch as the host?

I don't want to patch because it will render my SP games unplayable and yet I'd like to have a stab at MP (if there is anyone playing FFH2 MP that is) :P.
 
Hi all -
I'm wondering if any mods from other creators will work with FFH2. Such as other resources?
I also noticed that the tips during start up / reload that there are new tips, but also some that are relating to a game with nuclear scrubbers and other non-fantasy like aspects (I'll screen capture them next time I see them). Does this mean that there are "future like" aspects to FFH2 or are these just left overs from vanilla CivIV?
As always, thanks for all that the FFH2 team has done.
Be Well.
Theocrat
 
@Theocrat

Regarding the lost screen information when moving in and out - I've often had the same problem. For me it usually happens when I get a message that an update for my virus programme is available, which autmatically moves me out of Civ and to the desktop. I curse and.... jepp.... everytime... I move back to Civ and have the same problem you describe.

I've found, though, that some commands are still accepted - what I do is quicksave (Shift - F5), curse again, close Civ via the task manager and restart.... cursing all the while... :-)
It's a pain in the neck, but as long as you save before closing, not a catastrophe!

Have fun...
 
Hello,

I'm playing the latest build, with patch "n" installed, as the Elohim. I can apparently upgrade my hunters to confessors. Civopedia doesn't list that as a possible upgrade for that unit. No big deal - just thought I'd share this particular glitch. Thanks.
 
Marshes can be Vitalized, but it doesn't do anything.

Selecting the flexible difficulty option appears to give you progressive difficulty.

The AI is unable to use water to get around peaks on the Erebus map.
 
Patch "o" is linked in the first post. It will not break save games and makes the following changes:

1. New Amurite Palace by C.Roland (old Amurite palace model moved to the tower of complacency).
2. New Bannor cityset art by C.Roland.
3. New Bannor Palace by C.Roland.
4. New Dwarven Settler model graphics by seZereth.
5. Fixed a CtD that could happen if Koun split from a barbarian trait leader.
6. Updated German translation (thanks to Kontrollator and the German translation team).
7. Tech recosting (in general early techs become a bit cheaper and later techs become a bit more expensive, but the major effect awas to smooth out a lot of the weird tech cost jumps).
8. New Dwarven Druid model by seZereth.
9. New Dwarven Slinger model by seZereth.
10. New Dwarven Warrior model by seZereth.
 
I'm having an issue with this mod. The units will have the correct animations while they are selected, or while the enemy is moving them. If a stationary unit is not selected or being moved by an enemy, it defaults to vanilla civ4 unit animations. Griffons look like panthers. Goblins look like vanilla civ4 warriors, etc. Does anyone have an idea what might be wrong?
 
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