[MOD] Fall from Heaven II

Chalid said:
Year my hosts of Einharsomething are really cool :)

Kael is the hero for the Dark Elves, so you will not be able to built him for the time beeing.

And you used the Sarevok picture, which in itself is worth at least 10 gentleman points. :p Or something. *s*

And ahah. Yes, that would explain it. I always assumed Rathus Denmora would be the Dark Elf hero, don't ask me why. I guess maybe the fact that he becomes available with Poisons made me assume he was an assassin-type hero, which would seem to fit the Dark Elves.
But since that's not the case, I'd have to guess he's the Sidar one, maybe?

Cheers!
 
During my current game, I captured a spider, and found this unit to be very powerful in defending against barbarians. I assume that no non recon barbarians can see them, so I place it in strategic locations and let the feeding begin. Currently my spider is a 5 star, with extra mobility. Great work on this Mod guys, can wait to see what else is planned.
 
thealien_83 said:
And you used the Sarevok picture, which in itself is worth at least 10 gentleman points. :p Or something. *s*

And ahah. Yes, that would explain it. I always assumed Rathus Denmora would be the Dark Elf hero, don't ask me why. I guess maybe the fact that he becomes available with Poisons made me assume he was an assassin-type hero, which would seem to fit the Dark Elves.
But since that's not the case, I'd have to guess he's the Sidar one, maybe?

Cheers!

Yeap, Rathas is the Sidar hero.
 
chas1951 said:
During my current game, I captured a spider, and found this unit to be very powerful in defending against barbarians. I assume that no non recon barbarians can see them, so I place it in strategic locations and let the feeding begin. Currently my spider is a 5 star, with extra mobility. Great work on this Mod guys, can wait to see what else is planned.

You are right. Just dont leave spiders to guard cities by themselves (aka: pulling a Woodelf).
 
Speaking of heroes, Magnadine's unique ability seems kind of pointless to me. Since he requires Warhorses tech before he comes into the game, what's the big point in having an ability which affects barbarians? There aren't likely to be very many barbarians left running around at that time, methinks.
Something like a powered down Command ability might suit him better. 50% would be too powerful for a mighty hero like him, I would think, but being able to convert only barbarians is nigh-on useless nine times out of ten when you're a late'ish game hero. If he was a very early hero I could see the ability's usefulness, but as he's not..

Ah well. Just a thought. *nods*

Cheers.
 
Could be useful for wrathe unleashed, plus his 100% withdraw chance is good too
 
Kael said:
You are right. Just dont leave spiders to guard cities by themselves (aka: pulling a Woodelf).

And I can't even defend myself from the truth...

This is why I wanted to be on the bottom of the new scoreboard. :p
 
thealien_83 said:
Speaking of heroes, Magnadine's unique ability seems kind of pointless to me. Since he requires Warhorses tech before he comes into the game, what's the big point in having an ability which affects barbarians? There aren't likely to be very many barbarians left running around at that time, methinks.
Something like a powered down Command ability might suit him better. 50% would be too powerful for a mighty hero like him, I would think, but being able to convert only barbarians is nigh-on useless nine times out of ten when you're a late'ish game hero. If he was a very early hero I could see the ability's usefulness, but as he's not..

Ah well. Just a thought. *nods*

Cheers.

Yeah, when we balanced that unit it was considered a minor ability. Its interesting how an abilities worth completly depends on the stage of the game it comes in. Magnadine is more valuable as a combat unit, his ability to grab barbarians may be of some use in some games but we didn't expect that it would be much more than an interesting flavor.
 
Umm... Speaking of magnadine, He is just goofy on my computer. He sits on his horse at 90 degree angle. and the horse itself is purple... Is there anyway to fix this?
 
samari_tycoon said:
Umm... Speaking of magnadine, He is just goofy on my computer. He sits on his horse at 90 degree angle. and the horse itself is purple... Is there anyway to fix this?

Stop using the non-prescription medication?

Seriously we will have to ask SeZereth about this, I have never seen it. Could you provide a screenshot?
 
kevjm said:
Could be useful for wrathe unleashed, plus his 100% withdraw chance is good too

50% basic withdraw. But if he can get Flanking up to III that would indeed make it 100%. I haven't used him yet myself, so I wouldn't know. But yeah, like Kael says, he's definitely a powerhouse, so I'm not razzing him as a hero, just saying his ability is fairly useless. *s*

And the model is impressive-looking to boot.

And then Govannon.. Mmm.. The sheer thought of him rekindled my love affair with the Amurites. Haven't tried him yet, but.. *g* How exactly does he work anyway? First of all, can he literally "Teach living non-animal units in the stack how to cast [X]", as in -any- living non-animal unit? Or is it just other spellcasters? And secondly (given that I haven't yet tried him out, and the civilopedia doesn't shine any light on the subject) what spell spheres does he have access to? All of them..? *drools at the thought*

And then we have the disappearance of the Colisseum. What's the thought behind that, out of idle curiosity? Going to be some other building implemented later, or did you simply decide to leave Melee units without an experience-boosting building?

I'm terribly blabbery tonight, but bear with me. *grins* I figured I'd unload all the questions I had on my mind before I forget them. How exactly does the Inquisitional Hall work? Given that it says it gives 4xp to Inquisitors created in it's city.. But you can't really create Inquisitors, now can you? Does it actually give an experience boost to newly upgraded Inquisitors?

And last but definitely not least, is the Order a bit lacking, or is that just me? Or have I possibly missed something? I really like the thought/theme of the religion, but it seems to have less significant bonuses than most of the other religions. Its Temples are slightly less powerful than most of the other ones, and if there's anything significant to make up for that I must have missed it. They get free Crusaders and Acolytes occasionally, I know that, but it's a fairly small bonus. The religion-specific units and heroes haven't struck me as anything extraordinary compared to the others, so.. Feels like there's something missing. Especially considering how hard/time-consuming it is to get it compared to all except Veil.

Anyways. Enough for tonight. :crazyeye:

Cheers!
 
"Server not found"
I can't download patch d anymore.
 
Some oddities with the combination of elven and mobility promotion. My elven scout has mobility +2, for a total movement of +4. However, it seems that certain forest moves eat up 2 of the 4.

It is never on the first move. It either jumps from 1/4 to 3/4 or from 2/4 to 4/4. It does not seem related to hills or water.

But it's pretty disappointing when trying to sneak past some big enemy. :)

loss.jpg
 
thealien_83 said:
50% basic withdraw. But if he can get Flanking up to III that would indeed make it 100%. I haven't used him yet myself, so I wouldn't know. But yeah, like Kael says, he's definitely a powerhouse, so I'm not razzing him as a hero, just saying his ability is fairly useless. *s*

And the model is impressive-looking to boot.

And then Govannon.. Mmm.. The sheer thought of him rekindled my love affair with the Amurites. Haven't tried him yet, but.. *g* How exactly does he work anyway? First of all, can he literally "Teach living non-animal units in the stack how to cast [X]", as in -any- living non-animal unit? Or is it just other spellcasters? And secondly (given that I haven't yet tried him out, and the civilopedia doesn't shine any light on the subject) what spell spheres does he have access to? All of them..? *drools at the thought*

He can teach any of the following spells to any living non-animal unit:

Dance of Blades
Escape
Haste
Raise Skeleton

The only requirement is that Govannon has to know the spell. So you could have an army of haste casting, escaping, dance of blading, skeleton raising macemen if you wanted.

And then we have the disappearance of the Colisseum. What's the thought behind that, out of idle curiosity? Going to be some other building implemented later, or did you simply decide to leave Melee units without an experience-boosting building?

There is plently of stuff that grants xp (and the melee folks have the easiest time getting xp anyway). The building was unnessesary so it was cut. I honestly try to remove anything from the game that isn't needed, but I dont often succeed.

I'm terribly blabbery tonight, but bear with me. *grins* I figured I'd unload all the questions I had on my mind before I forget them. How exactly does the Inquisitional Hall work? Given that it says it gives 4xp to Inquisitors created in it's city.. But you can't really create Inquisitors, now can you? Does it actually give an experience boost to newly upgraded Inquisitors?

It doesnt, we need to replace the ability for the hall. Its on the feature list for 0.14.
 
AlazkanAssassin said:
"Server not found"
I can't download patch d anymore.

Civfanatics ftp server is down, I sent Thunderfall a pm. It went down earlier today too. I hope there isnt an issue, I know one month I had to move FfH off of the civfanatic server entirely because we were dangerously close to running civfanatics out of bandwidth.
 
Kael said:
Civfanatics ftp server is down, I sent Thunderfall a pm. It went down earlier today too. I hope there isnt an issue, I know one month I had to move FfH off of the civfanatic server entirely because we were dangerously close to running civfanatics out of bandwidth.
Damn just wanted to upload the testmod and now this:(
Btw you could save a lot of serverspace in mods by assigning animations just via xml instead of putting the animation files in every unitfolder(that is of course only if you don't use custom animation). Most mods tend to have copied every single file needed in every unitfolder that's unescassary waste of space. I.e. I could reduce the size of the WH-test mod by 50 MB(unpacked) just by clearing out those surplus files;)
 
beorn said:
Some oddities with the combination of elven and mobility promotion. My elven scout has mobility +2, for a total movement of +4. However, it seems that certain forest moves eat up 2 of the 4.

It is never on the first move. It either jumps from 1/4 to 3/4 or from 2/4 to 4/4. It does not seem related to hills or water.

But it's pretty disappointing when trying to sneak past some big enemy. :)


a) It looks leike some of the forests have hills in them.
b) I noticed strange behaviour when moving diagonal. Maybe its corelated to that.
c) I'll try to look up what the real reason is later. :)
 
Just a general information on Civ4 and MS Vista.

The good news: it works with the open Beta2 surprisingly well.

the bad news: it doesnt with FFH2 Mod.

My guess is it has something to do with UAC and the caching of the mod files...

So anyone playing only FFH2 (like me :-) ) do not give in to temptation to try
Vista, at least not the open Beta2...

cheers,
sA
 
beorn said:
Some oddities with the combination of elven and mobility promotion. My elven scout has mobility +2, for a total movement of +4. However, it seems that certain forest moves eat up 2 of the 4.

It is never on the first move. It either jumps from 1/4 to 3/4 or from 2/4 to 4/4. It does not seem related to hills or water.

But it's pretty disappointing when trying to sneak past some big enemy. :)

from what I can see, it does indeed look like your 2nd move was a hill & forest, so this would have counted as 2 and not 1
 
Back
Top Bottom