[MOD] Fall from Heaven II

Kael said:
They actually are in alphabetical order by their unitclass. That makes more sense because it has all of the units of the same type together in the editor so I can easily compare all of the adepts to each other (or change something on all of the adepts).

So if you know what unitclass a unit is you should be able to find it. An imp for example is an adept so he's near the beginning. A merryman is a warrior so hes nead the end, etc.

Cheers knowing that does help a bit, now I just need to figure out what all the unit classes are and get a print out. :)
 
I'm loving this Mod!
What path in the tech tree do you need to take to make a unit that can breath life into a Golem? It would be interesting if there was a Luchuirp specific unit that could be a specialist at this. Sort of a Golem Tender/enchanter.
Thanks again for an excellent Mod can't wait till the next change.
 
XplorR said:
I'm loving this Mod!
What path in the tech tree do you need to take to make a unit that can breath life into a Golem? It would be interesting if there was a Luchuirp specific unit that could be a specialist at this. Sort of a Golem Tender/enchanter.
Thanks again for an excellent Mod can't wait till the next change.

That spell isnt in yet. But version 0.13 will have Barnaxus (the Luchuirp hero) in as well as giving all dwarven enchanters a "Repair" skill that lets them heal damaged golems and seige weapons.
 
darkedone02 said:
this sucks, i cannot even play as the infernal races, how come that half of the races that i want to play are not playable?

The mod's still only a beta, some civs haven't been given any unique units or abilities yet, so they're not playable at the moment
 
Yeah They have alot of unique units, but besides a demon promotion they are basicly a normal civ with no real stratigic flavor, or abillites.
 
FfH2 0.13 has passed testing and is scheduled for release on Friday, June 23rd.
 
Kael,
In reference to the Treant be summond up in the Ancient Forest, when a unit approaches, do you have anywhere in this forum exactly how and what you did to make that happen? I think i have a somewhat question like this in the C/C forum but no good answers so far(at least i understand).
You are excellent at what you do that is why i am directly asking you. If it is also possible to summon/spawn (whatever the word is) a unit not just the Treant in a mod? But more importantly "HOW" exactly to do it. THX
 
strategyonly said:
Kael,
In reference to the Treant be summond up in the Ancient Forest, when a unit approaches, do you have anywhere in this forum exactly how and what you did to make that happen? I think i have a somewhat question like this in the C/C forum but no good answers so far(at least i understand).
You are excellent at what you do that is why i am directly asking you. If it is also possible to summon/spawn (whatever the word is) a unit not just the Treant in a mod? But more importantly "HOW" exactly to do it. THX

This is the code I use to generate a treant when an enemy unit enters an ancient forest owned by a fellowship player. It is in onUnitMove in CvEventManager.py.

Code:
		if (pPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FOREST_ANCIENT') and pPlot.isOwned()):
			iChance = gc.getDefineINT('TREANT_SPAWN_CHANCE')
			if pPlot.isBeingWorked():
				pCity = pPlot.getWorkingCity()
				if pCity.isHasRealBuilding(gc.getInfoTypeForString('BUILDING_SHADOWED_VALE')):
					iChance = iChance * 3
			if CyGame().getSorenRandNum(100, "Bob") <= iChance:
				p2Player = gc.getPlayer(pPlot.getOwner())
				eTeam = gc.getTeam(pPlayer.getTeam())
				i2Team = p2Player.getTeam()
				if (eTeam.isAtWar(i2Team) and p2Player.getStateReligion() == gc.getInfoTypeForString('RELIGION_FELLOWSHIP_OF_LEAVES')):
					for i in range(pPlot.getNumUnits()):
						p2Unit = pPlot.getUnit(i)
						p2Plot = cf.FFHFindClearPlot(p2Unit, -1)
						if p2Plot != -1:
							p2Unit.setXY(p2Plot.getX(),p2Plot.getY())						
							p2Unit.finishMoves()
					if pPlot.getNumUnits() == 0:
						newUnit = p2Player.initUnit(gc.getInfoTypeForString('UNIT_TREANT'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI)
						newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_SUMMONED2'), True)
						CyInterface().addMessage(pUnit.getOwner(),True,25,'An enemy Treant has appeared in the Ancient Forest.','AS2D_FEATUREGROWTH',1,'Art/Interface/Buttons/Units/Treant.dds',ColorTypes(8),newUnit.getX(),newUnit.getY(),True,True)
						CyInterface().addMessage(pPlot.getOwner(),True,25,'A Treant defender has appeared in the Ancient Forest.','AS2D_FEATUREGROWTH',1,'Art/Interface/Buttons/Units/Treant.dds',ColorTypes(8),newUnit.getX(),newUnit.getY(),True,True)
 
Is there some place to go to discuss gameplay features, or is this the place?

Like for instance one thing I noticed that you may want to look at if you are unaware is (Mind I - Charm Person spell) It seems overpowered as it is extremely easy to defend your empire with this spell. Say an army of barbarians/AI move in to invade I have just been using "Charm person" and I don't have to worry about ever being attacked. I now have made an army of Charmers who charm anything that is hostile.

The result is the AI "attacking" a city/unit over and over but not succeeding in an attack. ( X unit has withdrawn from combat) As it is technically withdrawing from combat it seems unaware that attacking that unit/city is actually acomplishing nothing. The occassional Goblin will go off and pillage if I dont go ahead and kill them but the orc's spearmen/axemen just stand in a stack of about 4 now staring at my city that only has 2 mages in it a couple more in the surrounding territory. A resistance promotion or immunity to Mind spells on some units might be good. Or perhaps have it only work for 1-2 turns although this is still easy to get around as it stands I could kep these guys just standing there for quite some time, even if they had an additional stack move in. As is, if more units come in 1 spell makes it so that I dont have to worry about ever having that unit attack me again for the rest of the game.

Note I am still pretty early in the game though. I am researching construction/education.

I wasn't sure where to put this information. :( Is this going to be addressed in .13?

EDIT: I have a couple ideas that I will probably post concerning nodes to in the related thread about them. I want to make sure I understand their current function before I say anything though. Or even see what their fuction is aiming for first. This mod is awesome already and only going to get much better I think. I haven't had much time to look through the boards at ideas being presented already, I am sure there is some stuff on hold that is really fun though. I need to familiarize myself with the way FfH is setup on the boards. Please forgive me if this is misplaced.
 
darkedone02 said:
this sucks, i cannot even play as the infernal races, how come that half of the races that i want to play are not playable?

You need to understand the reasoning - the unplayable civs are too exploitable right now. Anyways, someone posted a way of overriding the limit on playing them. If its that important to you, search for it and play them.
 
Kael,

What about the contest about new spells ?
What are the 3 you choose ?

The Frog.
 
One thing i keep forgetting to ask, maybe its been asked before, but the terrain is different , (for example) the hill/mountains are grey and more differences but i think you already know that? Is there a reason for this or am i just picky? LOL:cool:
 
Hopefully not a stupid question :D ....how do I counter the Shadows?

I'm in an Immortal game where my current enemy's Shadows keep roaming my territory and picking off weak units (Mages! :mad: ) in my cities with their Marksman ability. None of my units can see and kill them - is there a unit to counter them? I can't find any units in the civopedia which are described as being able to see invisible units, so I don't know what to research.

Anyone?
 
King Flevance said:
Is there some place to go to discuss gameplay features, or is this the place?

Like for instance one thing I noticed that you may want to look at if you are unaware is (Mind I - Charm Person spell) It seems overpowered as it is extremely easy to defend your empire with this spell. Say an army of barbarians/AI move in to invade I have just been using "Charm person" and I don't have to worry about ever being attacked. I now have made an army of Charmers who charm anything that is hostile.

The result is the AI "attacking" a city/unit over and over but not succeeding in an attack. ( X unit has withdrawn from combat) As it is technically withdrawing from combat it seems unaware that attacking that unit/city is actually acomplishing nothing. The occassional Goblin will go off and pillage if I dont go ahead and kill them but the orc's spearmen/axemen just stand in a stack of about 4 now staring at my city that only has 2 mages in it a couple more in the surrounding territory. A resistance promotion or immunity to Mind spells on some units might be good. Or perhaps have it only work for 1-2 turns although this is still easy to get around as it stands I could kep these guys just standing there for quite some time, even if they had an additional stack move in. As is, if more units come in 1 spell makes it so that I dont have to worry about ever having that unit attack me again for the rest of the game.

Note I am still pretty early in the game though. I am researching construction/education.

I wasn't sure where to put this information. :( Is this going to be addressed in .13?

There is no plans to change charm person in 0.13. I had actually had the opposite feedback posted that it was underpowered and it should keep enemies from being able to pillage too. I would say that I agree more with you than them, and if anything I would shorten the duration on the spell (which you can do yourself with the editor by changing the CHARMED_EXPIRE_CHANCE in the global defines).

EDIT: I have a couple ideas that I will probably post concerning nodes to in the related thread about them. I want to make sure I understand their current function before I say anything though. Or even see what their fuction is aiming for first. This mod is awesome already and only going to get much better I think. I haven't had much time to look through the boards at ideas being presented already, I am sure there is some stuff on hold that is really fun though. I need to familiarize myself with the way FfH is setup on the boards. Please forgive me if this is misplaced.

No problem, feel free to follow the link in my sig to the FfH forum and you will find a lot more detail about different aspects of the game.
 
Dragonlord said:
Hopefully not a stupid question :D ....how do I counter the Shadows?

I'm in an Immortal game where my current enemy's Shadows keep roaming my territory and picking off weak units (Mages! :mad: ) in my cities with their Marksman ability. None of my units can see and kill them - is there a unit to counter them? I can't find any units in the civopedia which are described as being able to see invisible units, so I don't know what to research.

Anyone?

Marksmen, Kithra, Saboteur and Sand Lions can see shadows.
 
strategyonly said:
One thing i keep forgetting to ask, maybe its been asked before, but the terrain is different , (for example) the hill/mountains are grey and more differences but i think you already know that? Is there a reason for this or am i just picky? LOL:cool:

Yeah all of the terrain has been changed, I think it looks better than the vanilla civ terrain.
 
Hian the Frog said:
Kael,

What about the contest about new spells ?
What are the 3 you choose ?

The Frog.

Yeap, they will be posted this morning.
 
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