[MOD] Fall from Heaven II

In regards to animals

Personally I like how strong the animals are currently. I just make sure to go slow and steady, always ending up in forests and such.

I would like to see a bonus incentive to balance atempting to capture perhaps. For example the Wolf Pen giving the ability to produce hounds for war. I find that although very good units the subdue ability of the Ranger, Beastmaster ect. not as advantageous as it could be. The hounds would be like hawks but with the ability to attack. The Ranger could make the hound (wolf) stronger with stats like a warrior.

Fenrii
 
Avahz Darkwood said:
Will the patch upgrade a previos version of FFH2? Or do you have to download each new version and patch when it is released.

0.13 will be an entriely new download. Any patches to fix issues will be patches.

Basically if the mod adds new features it will be a new full download. If it just fixes problems it will be a smaller incremental patch.
 
Each Patch goes with a Version.
New Versions can not be patched. So if you have FfH2 0.11 you will have to download the complete FfH2 0.12.
The reason is that many graphics are changed, resorted renamed so that patching an old version will make more trouble than it will actually help.
Within a version patching will work.

When i remember correctly the actual full download includes the actual patch.
 
Got two (older) maps to work with FfH2, they are the same ole map just made to work is all,
Battlefield Illuria: Classic Warlords (scenario) and FFH fantasy map 2 (pre-made map). They are too big to upload so if anyone wants it PM me and i will send, if that works, and if its ok with Kael?

EDIT: Sent
 
strategyonly said:
Got two (older) maps to work with FfH2, they are the same ole map just made to work is all,
Battlefield Illuria: Classic Warlords (scenario) and FFH fantasy map 2 (pre-made map). They are too big to upload so if anyone wants it PM me and i will send, if that works, and if its ok with Kael?

Definitly fine with me. I'll pm you my email and you can send them to me. Ill put them up on civfanatics and send you links you can use to get to them.
 
Dragonlord said:
I couldn't agree more! I'm still waiting for someone to FINALLY redo Master of Magic... that was one great game! And I loved Fantasy General too - the game system of Panzer General with fantasy units, I loved it!

The problem with the tactical combat in AoW was: it simply took too long! I loved the tactical element in MoM, though - those battles were short and sweet. Ahhh, the nostalgia...:D

Back on topic: Love this mod even more than FFH1, and that's saying something! I've played several civs now and found no serious problems - but lots of fun stuff!
The only problem I have is the lacking documentation - it's often hard to figure out what effects buildings, spells and whatnot have. I understand, however, that you're concentrating on other things first.
Certainly the tactical battles in AOW 1 and 2 were not stylized and therefore time-consuming but since they were optional don't really see this as degrading the strategic game. Probably a matter of taste - I always found the HOMM battles too stylized but certainly it was realistic to play every one. We used to just do tactical battles in AOW for the decisive human on human ones - great fun. The real strength of AOW, especially in 2, was the magic system and playability but it certainly wasn't a full 4x4 game.
 
strategyonly said:
Got two (older) maps to work with FfH2, they are the same ole map just made to work is all,
Battlefield Illuria: Classic Warlords (scenario) and FFH fantasy map 2 (pre-made map). They are too big to upload so if anyone wants it PM me and i will send, if that works, and if its ok with Kael?

EDIT: Sent
Hey, thanks, i've been meaning to do that myself, but quite frankly I'm too lazy. Maybe I'll get off my ass and make something new soon. Does anyone have a request? It'll help motivate me if I'm working toward someone elses wants.
PS. You can't upload them not because they're too big, but because civfanatics doesnt support WBS uploads, put em in zip and it will let you
 
strategyonly said:
Got two (older) maps to work with FfH2, they are the same ole map just made to work is all,
Battlefield Illuria: Classic Warlords (scenario) and FFH fantasy map 2 (pre-made map). They are too big to upload so if anyone wants it PM me and i will send, if that works, and if its ok with Kael?

NEW:
Went into the original person that posted them (Good Sauce) pre-made area and (Starship) scenario area, to see if people can get them to work with FfH2. They work great for me. Infact they should work with any mod.:crazyeye: Sorry for off-topic will not post map things again here.
 
I rather liked the AOW tactical system. there were plenty of units with very unique abilities, and most importantly, unit placement on the strategic level affected tactical combat, which I found very very nice.

if you placed a stack left of an enemy and a stack to his right, when tactical combat starts, you'd have both stacks there and crush the bastard :) and the AI would try to do that to you too. nice.
 
Hadn't thought about this previously, but it just struck me. The Weaponsmith and Armorer buildings no longer give any kind of additional bonus? I recall that back in FFH1 at least (can't remember if they ever did in a previous incarnation of FFH2 or not) they both gave some kind of promotion to units built in that city.

Cheers!
 
thealien_83 said:
Hadn't thought about this previously, but it just struck me. The Weaponsmith and Armorer buildings no longer give any kind of additional bonus? I recall that back in FFH1 at least (can't remember if they ever did in a previous incarnation of FFH2 or not) they both gave some kind of promotion to units built in that city.

Cheers!

You are right, that mechanic (permament buffs) was moved to the enchantment sphere spells once they became available, which seemed a more interesting place for them.
 
*nods*

I rather liked having certain cities specialized that way personally, so you could slap yourself on the back and go "That's some fine [city name] quality in action there!", but that's probably just me being a nerd. ^_^

The enchantment sphere covers it rather well I suppose, and I can see that having both the enchantment sphere and the buildings might cause a few too many buffs/promotions floating around. On the other hand, it would be an option for people who don't want too many mages, or haven't focused a lot on enchantment. It would also make it more worthwhile to build the buildings in more cities. But it's a minor point regardless.

Though.. Cavalry units almost deserve some kind of buff, I'd say. They sorely tend to get their asses kicked by almost everything else out there, which can be a bit of a bummer. Especially if you're playing, say, Hippus. ;)

Anyways. Rock on. :)

Cheers!
 
um, couldn't disagree more about cavalry there :)
I try not to war early if I have no horses.. and if I war its usually to get horses :)

try building 20 horsemen as fast as you can, go over to the neighbours, and just run around and raze/pillage every tile you can.
you pretty much guaranteed yourself an easy win there :)
now just get a couple of catapults around and thats it :)

also, the mobility of cavalry makes them perfect for war beause, well, it takes them 2-3 turns to get to the field of battle if you're battling a neighbour, while melee/archery units can take 10+ turns if you build them on the other side of your empire.
personally, its melee units I can't find the point in :) unless of course they have city raider 2-3 :)
 
Lightzy said:
um, couldn't disagree more about cavalry there :)
I try not to war early if I have no horses.. and if I war its usually to get horses :)

try building 20 horsemen as fast as you can, go over to the neighbours, and just run around and raze/pillage every tile you can.
you pretty much guaranteed yourself an easy win there :)
now just get a couple of catapults around and thats it :)

also, the mobility of cavalry makes them perfect for war beause, well, it takes them 2-3 turns to get to the field of battle if you're battling a neighbour, while melee/archery units can take 10+ turns if you build them on the other side of your empire.
personally, its melee units I can't find the point in :) unless of course they have city raider 2-3 :)

I'm pretty sure melee units can be useful even if cavalry start out with the ability to move faster. Melee units could get the mobility promotion very easily with training fields and the conquest or apprenticeship civic or even better, aggressive leader and any of the other 3 things. Melee units would be tougher to remove because they do recieve defensive bonuses. Melee units guarding would probably be the way to bring in the catapults and mages.
 
About animals...I find that although it is difficult to capture with scouts, capturing with hunters is very easy...it pays to rush through those two technologies first to get hunters....

Also I would love to see animals have different effects...perhaps wolf pen gives mobility promotions to units in those cities, lions add the royal lions that add a defensice bonus to all units in the city, dancing bears remain the same...panthers can be used for hunting and provide a food bonus..it would add some nice flavor and make different animals worth capturing for different reasons. And using them in different cities would become important
 
Lightzy said:
um, couldn't disagree more about cavalry there :)
I try not to war early if I have no horses.. and if I war its usually to get horses :)

try building 20 horsemen as fast as you can, go over to the neighbours, and just run around and raze/pillage every tile you can.
you pretty much guaranteed yourself an easy win there :)
now just get a couple of catapults around and thats it :)

also, the mobility of cavalry makes them perfect for war beause, well, it takes them 2-3 turns to get to the field of battle if you're battling a neighbour, while melee/archery units can take 10+ turns if you build them on the other side of your empire.
personally, its melee units I can't find the point in :) unless of course they have city raider 2-3 :)

I´d say that depends on the difficulty you play (I guess). If you have time to build 20 cavalry to raze all Land improvments, I´d build 20 Axe/maceman instead and capture the cities and take the surrounding land improved :)

At high diffIculty Level I usualy dont have the time to build such large numbers of forces :cry:
 
Kael said:
Yes, but you need a really big net.

Seriously, no you cant capture skeletons or hill giants.

Along the lines of giant spider capture shudder, perhaps you could capture skeletons to add a bone resource?

Evil civs could use bone as a building material, +%50 building rate on the bone palace, a death mana wonder prereq., etc. Maybe even a resource requirement for barbs building bone shamans.
 
Um hi, I just started playing a new game with the hippus, and I found that one of their special units the Brigand is statisticly identical to the normal unit they replace, the horse archer. Is there something I'm missing?
 
Some units are just graphical replacements. But check the Raider. He is 4/4 which makes him a very good pillaging unit (and Tsatsuke (or how he is called) gets triple gold from pillaging at FfH 0.12)
 
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