Now I'm going to actually ask the question I've been wanting to:
"Why does my game not work?!!"
Specifically, why does it come up with a load error message saying it can't 'initiate the primary control theme, this occurs just as it tries to load the "init engine". Going to re-install and see if that helps, but don't think it will...
Thanks so much, I did some more research though and it seems its more likely that I never downloaded the full game; as this is one common explanation and I have now checked the locations. Unfortunately, I am stuck at a boarding school where the download site linked to is blocked, and I seem to have only downloaded a patch. This completely sucks (3weeks till I go home to unrestricted web access) but I have survived by reading playthroughs and researching may favourite civ, the Balseraphs, and my favourite religion, Runes of Kilmorph.
Hello friends.
Fall From Heaven 2 is the best and complex mod of Civ IV. But playing it in multiplayer is far better than in solo, with the A.I.
This is why I suggere to every player to try the multiplayer with FFH2 or with one of this mod (Erebus in the Balance of Master of Mana) ! :
http://forums.civfanatics.com/showthread.php?t=493159
I'm planning on making some python codes that can be copied-pasted to allow creative minded people who want to make a scenario but don't have any programming skills to be able to realise their ambition for the scenario.
So far I have a cut-paste python/xml code to grant a promotion to the unit that kills a certain unit of your choosing and also cut-paste python code to place a barbarian unit of your choosing onto the map on a turn of your choosing.
I hope that if I can make several useful cut-paste bits of code we might have some more interesting scenarios made for FFH2.
there is a slight catch with this: Kael is working for Stardock. Primarily because of this mod. The next update on the mod isnt going to come for a long time.
Code:if pDefender.isHasPromotion(gc.getInfoTypeForString('PROMOTION_FEAR')): if (pAttacker.isHasPromotion(gc.getInfoTypeForString('PROMOTION_COURAGE')) == False and cf.FFHIsAlive(pAttacker)): iDef = pDefender.maxCombatStr(pPlot, pAttacker) * 5 iAtt = pAttacker.maxCombatStr(pPlot, pDefender) * 5 iBraveChance = 50 - iDef + iAtt if iBraveChance <= 20: iBraveChance = 20 if CyGame().getSorenRandNum(100, "Fear") > iBraveChance: pAttacker.setMadeAttack(True) CyInterface().addMessage(pAttacker.getOwner(),True,25,'Attacker is too afraid to attack.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Promotions/Fear.dds',ColorTypes(7),pAttacker.getX(),pAttacker.getY(),True,True) return True
Okay, lets see. First the defender has to have the Fear promotion (attackers that have fear don't do anything). Then it checks to make sure the attacker is alive and doesn't have the courage promotion.
If that all checks out it calculates the iBraveChance (the chance the unit will be able to resist fear). It is 50% minus 5% per point of strength of the defender, +5% per point of strength of the attacker. There is a minimum on iBraveChance, it won't go below 20%.
Then the die is rolled and if the the chance out of 100 is lower than the iBraveChance the unit attacks normally, if not the unit is set as if he attacked, a message is given saying the unit runs away in fear and combat is broken (just like a withdrawal).
there is a slight catch with this: Kael is working for Stardock. Primarily because of this mod. The next update on the mod isnt going to come for a long time.