[MOD] Fall from Heaven II

I just download FFH2 and installed the patch. Was the patch added automatically because I can't find the file (I thought it was supposed to unpack).
EDIT: Same with he media pack.
 
2 player multiplayer, starting about turn 400 now we are crashing about every other turn.
 
Since these are questions to which I would really like to get answers, I'll try posting them again and hopefully someone will be able to respond.

1) I was playing either the Khazad or Luchirp (I don't remember which -- the civilization that has Maros has one of its heroes) when a city turned to me via culture. Typically I get some units in that city as defenders; normally some pretty weak warriors or in some cases higher level units. However, in this case -- much to my surprise -- I got Maros (whom I hadn't built yet). This was surprising enough, but... Not only did I get one Maros, but I got TWO!!! Is this a bug or is there something special about the Maros character? I've never had this happen with any other hero.
That is Khazad. This is a bug tha has been noted before, but apparently not fixed. I remembr some people mentioning getting multiple free Duins.

2) My wife and I were playing a "hotseat" game with both of us taking two civilizations (don't ask, we manage it). In this particular game we had made Hyborem and Basium (along with the Infernal and Mercurian civilizations) playable. Well, we went to war against each another and, in the course of events, Hyborem and Basium were killed. After that we both discovered that the Infernal and Mercurian civilizations no longer had any traits -- assumably because their leaders were dead and the traits were associated with them. This got me thinking (always a dangerous thing!!!), would other civilizations lose their traits in the event that their leader was actually a unit in the game and they were killed? Or is this something special about Basium and Hyborem? If it isn't I was considering doing a "mod" to introduce the leaders into their civilizations at the start (NOT with the power of Basium and Hyborem) and making one of the subsequent strategies keeping your leader alive and trying to kill the others. Is this doable (for example, I would give the Calabim a "Flauros" unit at the start of the game who was, obviously, one of the vampire units).

These are handled through the <PythonPostCombatLost> calls in the CIV4UnitInfos.xml file, which call the functions in CvSpellInterface.py. You could add units for the other leaders and base a python call off of the Hyborem or Basium call to make them loose their traits, but it wouldn't be that way automatically. The part that sets a trophy as accomplished could probably be ignored.

3) OK... This has nothing really to do with FfH, but since I'm writing I figured I would as here anyway. My wife loves to make maps and we've been getting into the "hotseat" version of the game. She would like to make a map playing in the "hotseat" mode, but cannot figure out how to do so since the WorldBuilder doesn't appear to be available in "hotseat" mode. Anyone know how to do this?

Thanks to anyone who can help!!!


I believe you can make a map in worldbuilder in a single player game, save it as a scenario, and use a text editor like notepad++ to change the PlayableCiv=0's to PlayableCiv=1's. If this is saved in Private Maps then you should be able to able to play it in a hotseat game by going Multiplayer->Hotseat->New Scenario, and picking the map you just made. I just started a somewhat modded Lord of the Balors game this way, just to test it. It seems to work fine. (The in game scenarios don't seem to work well if you try a custom scenario though.)
 
Will .41 be a large download like .40 or a patch? Just curious. Thanks.

I think its going to be a full download. That would allow me to repack all the art assets and will improve load times.
 
I still think the new patch broke something. Since it crashes every turn now we had to quit. Where before it was bulletproof on the previous patch. It may have been luck of the draw on randome AI races or even the races we tried to play. We will try again next weekend.
 
I think its going to be a full download. That would allow me to repack all the art assets and will improve load times.

If it is, could I request that the Erebus map be moved from PublicMaps to PrivateMaps? It's not really meant to be used outside of FFH, and I think I got a python exception from it when loading regular BtS.
 
I'm pretty sure public and private maps are different types of files. Public maps are mapscripts (pyhon files) while private maps are scenarios.
 
"I think its going to be a full download. That would allow me to repack all the art assets and will improve load times."

Very cool. When's the ETA?
 
That is Khazad. This is a bug tha has been noted before, but apparently not fixed. I remembr some people mentioning getting multiple free Duins.
The same thing happened to me in a Malakim game I was playing, only the hero was obviously Teutorix (only one of them in this case!). By the way, what the heck is a "Duin" (I"ve heard them mentioned, but I don't remember coming across them in all the games I've played -- is this the wolfman)??? Would I know them by a different name?

I believe you can make a map in worldbuilder in a single player game, save it as a scenario, and use a text editor like notepad++ to change the PlayableCiv=0's to PlayableCiv=1's. If this is saved in Private Maps then you should be able to able to play it in a hotseat game by going Multiplayer->Hotseat->New Scenario, and picking the map you just made. I just started a somewhat modded Lord of the Balors game this way, just to test it. It seems to work fine. (The in game scenarios don't seem to work well if you try a custom scenario though.)
OK... I've pulled up maps in WordPad and they appear to contain a LOT of unreadable characters. Is it the map to which you are alluding when you say to call up the scenario or is there some other "text" file that gets attached to it?

Thanks for the information -- I can always count on you to come up with answers to my questions!!!!

I do have one more for you... Loki is SUPPOSED to be unkillable EXCEPT when completely surrounded by enemy units. HOWEVER, when I place him in a city and put him on Sentinel, if another unit (typically undeclared civ) manages to get to him before he "wakens" he is inevitably killed. While this isn't terribly disappointing (I can then build the Shrine of Champions -- or whatever the right name is), I am curious why he cannot escape if he's in a city...???
 
You should use NOTEpad (or Notepad2 or Notepad++), not Wordpad. Wordpad is used to having info on formatting, and doesn't read the base code right. Even if it did, it would probably add some characters that would make it unreadible.

You should use open with to open the scenario file. This is not the same as a save gave file. You have to save it as a scenario before you can edit it.




I'm not completely sure about Loki, but I think it is an unchanged Civ IV thing to not allow retreating out of cities.
 
I'm pretty sure public and private maps are different types of files. Public maps are mapscripts (pyhon files) while private maps are scenarios.

I'm pretty sure that public maps are used by everything (BtS and any mods that allow public maps to be used, doesn't matter if it's in a mod folder or not) while private maps can be accessed only in the mod whose folder they're in.

The Erebus mapscript does reference the FFH civs so it can't be used outside of FFH. Additionally, it WILL throw a python exception when loading mod-free BtS (which is invisible if you don't have them enabled in the ini). I already move it from publicMaps to PrivateMaps every single time a patch comes out (as one gets copied to public maps as part of the patch installation).

EDIT: I should also mention that the Final Frontier mod from BtS keeps its mapscript in privateMaps.
 
I am playing:

Mod: Fall from Heaven II
Media Pack: Media Pack
Patch: Patch "0.40z"
PC: HP Media Center m8120n
OS: Vista Home Premium

And since I am not a very good player but do like to win I typically play (as I am now) an Epic game on a Huge planet at the Settler level. :lol: Currently I'm playing Hippus.

Sadly now I'm having a very frustrating problem. "Time" in the game appears to be frozen. According to the running time scale at the top of the screen I'm going to finish researching Mining in my next turn (it says,"Research: Mining (1)"). But it has been saying that for the last 7 turns.

Also, when I started building a Settler some 3 turns ago the game said it would take only 19 turns. Now it says it will take 277.

Oh, wait a minute. Apparently that's not a bug but a new feature (I haven't played for several months now and only yesterday installed the current version and patch). I've just discovered two little lines in red in the lower right-hand side of the screen. They say, "Research disabled for 9 turns" and "Production disabled for 9 turns". No reason given as to why. And I know I haven't started any revolutions or cultural upgrades which would lead to anarchy.

I don't like this. Apparently somebody's idea of another fun trick to pull on players. If I can't turn it off I'll have to dump a game I was previously enjoying.
 
Look in the event log. One of your opponents cast a world spell that disables research for ALL players.

If you don't want to face that spell, then the easiest way is probably to select your AI opponents by using Custom game when you start a new game.

(The good news is that they can only cast it once a game. And, it does indeed affect your opponents as well as you.)
 
Er, no, further update: That previous condition did clear up after the required 9 turns passed. Things went on normally for about 5 turns. But now the timescale at the top of the page has been stuck on "Research: Calendar (1)" for about another 5 discreet turns. And there is NO warning in red or anywhere on the screen.

To be more specific:

9 turns of no research or production WITH the warning in red.
Return to normal research and production with the timescale/game completing research of mining and production a settler.
5 more turns of beginning normal countdown of researching calendar and production of other pieces (Hunters, Workers, etc.).
5 more turns frozen countdown on "Research: Calendar (1)" but normal production of game pieces, NO warning in red or anywhere on the screen.

This seems to me to be a most discouraging bug.
 
[Edith says that I was stupid to ask for features that were allready implemented in the core game]

___

:bowdown: I am very impressed! This mod is real art!

___

from the Achronical Magazine:

Scouts. Scouts are almost always eaten alive by giant spiders. Luckily for them, they are sometimes eaten by wild animals - like canines and great cats - which prefer to kill their prey first. This is all quite ironic as scouts are usually send out by evil overlords to catch said wild animals. It was heard that Calabim sages were trying to streamline this process by cutting scouts into little pieces and feeding them directly to the animals. Asked for a statement by Achronical Magazine Calabim officials said, that the rationale behind this project was of peaceful nature as its goal was to acquire wild animals for circuses to please the citizens. But the project was halted anyway, because it only lured dangerous animals to Calabim feeding pits. Furthermore a somewhat pale looking Calabim spokes person pointed out that no death mana was used in the process.
 
I am playing:

Mod: Fall from Heaven II
Media Pack: Media Pack
Patch: Patch "0.40z"
PC: HP Media Center m8120n
OS: Vista Home Premium

And since I am not a very good player but do like to win I typically play (as I am now) an Epic game on a Huge planet at the Settler level. :lol: Currently I'm playing Hippus.

Sadly now I'm having a very frustrating problem. "Time" in the game appears to be frozen. According to the running time scale at the top of the screen I'm going to finish researching Mining in my next turn (it says,"Research: Mining (1)"). But it has been saying that for the last 7 turns.

Also, when I started building a Settler some 3 turns ago the game said it would take only 19 turns. Now it says it will take 277.

Oh, wait a minute. Apparently that's not a bug but a new feature (I haven't played for several months now and only yesterday installed the current version and patch). I've just discovered two little lines in red in the lower right-hand side of the screen. They say, "Research disabled for 9 turns" and "Production disabled for 9 turns". No reason given as to why. And I know I haven't started any revolutions or cultural upgrades which would lead to anarchy.

I don't like this. Apparently somebody's idea of another fun trick to pull on players. If I can't turn it off I'll have to dump a game I was previously enjoying.

Lol I hate it when this happens, you have no idea. But it is merely a world spell I believe. Its the Ice dude...cant remember his name but for 20 turns everything is frozen except your workers upgrade times (Road still takes 2 turns etc) its not a bug, just a world spell :goodjob:
 
Er, no, further update: That previous condition did clear up after the required 9 turns passed. Things went on normally for about 5 turns. But now the timescale at the top of the page has been stuck on "Research: Calendar (1)" for about another 5 discreet turns. And there is NO warning in red or anywhere on the screen.

To be more specific:

9 turns of no research or production WITH the warning in red.
Return to normal research and production with the timescale/game completing research of mining and production a settler.
5 more turns of beginning normal countdown of researching calendar and production of other pieces (Hunters, Workers, etc.).
5 more turns frozen countdown on "Research: Calendar (1)" but normal production of game pieces, NO warning in red or anywhere on the screen.

This seems to me to be a most discouraging bug.

The next regular real life day: Something is definitely wrong here. After another hour of playing through multiple turns the research time clock never moved beyond "Research: Calendar (1)". Furthermore, when I went back to looking at other technologies they all assured me each would be achieved in only one turn. But picking any one of them did not work. No matter what tech was chosen playing more turns resulted in absolutely no movement of the research clock. Research is clearly dead in the water. Territories expand, roads are built, new cities founded. But technology is frozen for me. While the AI seems to able to create new types of units.

(sigh).
 
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