[MOD] Fall from Heaven II

On the first post: download the mod (already has patch d) and the media pack. Blue Marble is optional. Be sure you have BtS patch v3.19 already installed.
 
Alrighty, so this mod... it's in a gothic fantasy world, filled with orcs, elves, undead, demon's, and other creatures, however we are missing one other civilizations... fairies. I have not gotten an event of anything that deals with fairies.

You see, elves are not the only tree-caring fictional creatures, the fairies too takes care of the earth and it's creatures, and when i play some games, such as everquest 2, everquest 2 got a dark side fairies as too that deals with harming the earth and it's creatures, which is the opposite of what the normal fairies does... So Keal, how can we ever fit the fairies in this gothic fantasy?
 
you can try and make these fairies somewhat gothic... it's not like we going to place thousands of tinkerbells into the game or anything.

Fairies of old folklore are often portrayed as wizened little creatures complete with leathery wings and sharp teeth. They are also ill-tempered. All that would make them good candidates for the Svartalfar recon line. However, at this stage in the development of epic FfH I doubt Kael would entertain the idea at all.
 
Hey guys, I've lately noticed that most (if not all) religions have two heroes , like order has valin and sphner. I'm just wondering if there's a 'best' religion for hero's physical strength.
 
chalid is a monster. yvain is a close second. both have +2 affinity ( sun and nature ) , so you can base a strategy around them if you want to.
 
I have a question regarding the frequency of distribution of "animals"...

I have noticed that some animals appear more frequently than others. For example, you rarely see gorillas while bears are fairly common.

I have added several animals to your fine "mod" -- cheetahs, panthers, dire wolves, cave bears, cave lions, siberian tigers, etc. with some being more powerful than others. Since then I have noticed that some of my additions are a LOT more common that others. For instance, you see cheetahs quite a bit, cave bears and lions fairly frequently, siberian tigers some, and panthers almost never.

My question is: What controls this? I've looked at the "Units" xml and haven't spotted anything that might controls this; the same with "UnitClasses".

I'd appreciate input from anyone who might have an idea of the answer. Thanks in advance.
 
chalid is a monster. yvain is a close second. both have +2 affinity ( sun and nature ) , so you can base a strategy around them if you want to.

OK i thought it would be runes of kilmorph 'cuz of the mithril gollem and soldiers of kilmorph 'til i found out the gollem isn't available until the end, and you should have most of your ambitions fulfilled by then and the SoK only has 4 attack.

Thanks!:)
 
I have added several animals to your fine "mod" -- cheetahs, panthers, dire wolves, cave bears, cave lions, siberian tigers, etc. with some being more powerful than others.

just pointing this out, but you do know that white siberian tigers have a white coat 'cuz of genetic mutation, don't you?
 
For the first time in ages (and since the downloading of FfH 2) I actually started a game of VANILLA BTS. Much to my surprise I discovered that the "espionage" feature appeared to be absent even though there were references to it in the Civilopedia. Even after I got the Alphabet technology (and through quite a lot more modern technologies) I never got the control that permits you to invest a percentage of your income in espionage; nor was there an espionage button at the top of the screen.

Does the latest, greatest version of FfH do something to BTS that blocks the vanilla version from permitting espionage? I wouldn't have thought this was the case -- that a "mod" had an impact on vanilla functionality -- but I was surprise to see that espionage appears to be gone. Alternatively, did Firaxis decide this was a stupid feature and simply elect to remove it WITHOUT cleaning up their Civilopedia?

While I rarely play anything but FfH, I am curious about this.

Thanks.
 
I have a question regarding the frequency of distribution of "animals"...

I have noticed that some animals appear more frequently than others. For example, you rarely see gorillas while bears are fairly common.

I have added several animals to your fine "mod" -- cheetahs, panthers, dire wolves, cave bears, cave lions, siberian tigers, etc. with some being more powerful than others. Since then I have noticed that some of my additions are a LOT more common that others. For instance, you see cheetahs quite a bit, cave bears and lions fairly frequently, siberian tigers some, and panthers almost never.

My question is: What controls this? I've looked at the "Units" xml and haven't spotted anything that might controls this; the same with "UnitClasses".

I'd appreciate input from anyone who might have an idea of the answer. Thanks in advance.


Animals spawn based on the Terrain and Feature Natives that you list. If the listed terrains/features are very common on the map, then that animal will be very common as well.
 
Ya the only animal i really hate is the giant spiders 'cuz they have invisibility and it seems whatever you do your scouts and even beastmasters seem to always get pwnt:sad:
 
FFH uses the no espionage game option to disable espionage, and since the game reads the settings from the last game you played (even if it was a mod), it might have started off enabled.
Can you explain a little more... Would hidden (?) options used by FfH disable espionage for the standard game? I was more than a little surprised when there was no espionage option.

As an aside, playing the standard game was REALLY boring after FfH and I never bothered finishing the game... :lol:
 
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