[MOD] Fall from Heaven II

ElStormo said:
Would black-and-white be a problem? The leaderheads for instance, might look good if done in b&w.

As for the 'huge undertaking', I'll simply start at the beginning, and do the leaderheads, and then go from there. I already have a version of All-Devourer almost finished, when I'm done I'll post it and you can see if b&w is good or not. I could do them in colour, but I think they might look better in b&w.

The All-Devourer is a FfH1 leader. Those have all been removed. Download FfH2 and see what you think of the new leaders.
 
I have an idea to add to the chaos. Create a barbarian unit called the Black Plague that would look like the Grim Reaper. Have it randomly pop up and kill a couple of units regardless of their strength and then disappear. Of course, I have no idea if this can be done from a programming standpoint. Food for thought.
 
If you want units randomly disappear, try using an older version of FfH II. Due to a bug, this tended to happen every now and then. I can tell you, though, that it wasn't much fun...
 
Teg_Navanis said:
If you want units randomly disappear, try using an older version of FfH II. Due to a bug, this tended to happen every now and then. I can tell you, though, that it wasn't much fun...

Smart-Alek. ;)
 
Kael said:
The All-Devourer is a FfH1 leader. Those have all been removed. Download FfH2 and see what you think of the new leaders.
Heh, dang. Okay, I'll d/l the second version tomorrow :)
 
OK Kael, you have spoiled us. I just installed Warlords and started playing. It is fine and all that but I keep waiting to get excited by something and then I realize I'm not playing FfH. :mad: Thanks. I want my money back. :crazyeye:
 
- Love the new tech tree, especialy the magic and religion paths. It forces us to make a lot of choices. Good gameplay is usually linked with forcing the players to do so.

- I'm still early in my games but the AI seems to be using way more magic than before. That's nice to see. I'm seeing skeletons and units with spell promotions now. However, I still don't see the AI using offensive spells (like fireball) during wars.

- Still don't see the AI building catapult units, which is a bummer. For me anyway. I hate SOD.

- I haven't played the elf races for a while in FfH2, but I experienced the whole ancient forest + terrain improvements gameplay, wow I was impressed with this. It makes playing the elves a completely different experience. Hope we will see more of this with the other races. At the minimum, with the dwarves.

- I also like the fact that some of the nature sphere spells are linked to forest tile, makes for a cool combo for elf races and leaves religion.

- In the same line of though: growing forest is available with a level 2 spell, which is fine, but it would be nice to have an early alternative. How about sacrificing a worker unit to spawn a forest on a tile? Call it "commune with nature" ;)

- Love the Good-Neutral-Evil attributes linked to your civ and how it affects diplomacy. I've noticed how religion affects this but I wonder how the civics affects it also. I don't think this is defined in the civpedia.


Overall, a great step forward. Keep you the good work guys!
 
Hay again... i was just wondering what program you all use to do graphics. I was also wondering what kind of computer you use (pc or mac)?

Ty, ~CivKid~ :)
 
I'm a veteran modder from civ3 (WoodElf should remember my mod, since he was one of my supporters :) ) and it's only recently I switched to civ4. And I'm absolutely astonished by FfH, especially considering how fast it came out!! I'll return back to modding eventually (I'm currently learning Python), but I'm so surprised with this mod, that I'm volunteering to give you a hand.

Something I found really annoying is that the units still speak Russian, German, Greek (it's a funny provisional accent) etc. I have some very nice sounds, and I can make some proper soundsets for most races, at least for the more "exotic" ones, eg. orcish or angel-like voices.
 
Civkid1991 said:
Hay again... i was just wondering what program you all use to do graphics. I was also wondering what kind of computer you use (pc or mac)?

Ty, ~CivKid~ :)

I do 2d graphics (buttons and such) in PhotoShop. Im not sure what the art team uses to make the awesome models.

I also use Notepad++ for python programming, CodeBlocks for C++ programming and Excel to do most of the XML work.
 
Yorgos said:
I'm a veteran modder from civ3 (WoodElf should remember my mod, since he was one of my supporters :) ) and it's only recently I switched to civ4. And I'm absolutely astonished by FfH, especially considering how fast it came out!! I'll return back to modding eventually (I'm currently learning Python), but I'm so surprised with this mod, that I'm volunteering to give you a hand.

Something I found really annoying is that the units still speak Russian, German, Greek (it's a funny provisional accent) etc. I have some very nice sounds, and I can make some proper soundsets for most races, at least for the more "exotic" ones, eg. orcish or angel-like voices.

Sure, make a few and we will see what the team thinks.
 
Civkid1991 said:
Hay again... i was just wondering what program you all use to do graphics. I was also wondering what kind of computer you use (pc or mac)?

Ty, ~CivKid~ :)
I of course don't do graphics - if I did it would be in photoshop + they would probably suck. For python I use SciTE, for C++ I use Code::Blocks (which I don't like, but eclipse's cdt doesn't seem to work with MS's compiler and I can't be bothered to find something else).
 
Kael said:
I do 2d graphics (buttons and such) in PhotoShop. Im not sure what the art team uses to make the awesome models.

I also use Notepad++ for python programming, CodeBlocks for C++ programming and Excel to do most of the XML work.

O cool... i'll try those after if finish with the phython tutorial/lessons on the forum.
 
talchas said:
I of course don't do graphics - if I did it would be in photoshop + they would probably suck. For python I use SciTE, for C++ I use Code::Blocks (which I don't like, but eclipse's cdt doesn't seem to work with MS's compiler and I can't be bothered to find something else).

Dev-C++ is a good compiler also if you haven't seen it. Plus its free :D.
http://www.bloodshed.net/<--- Place you can dl it.

Or i use visual c++ express edition which is also free :D.
http://msdn.microsoft.com/vstudio/express/visualc/<--- Place to dl.

~civkid~
 
vc++ express at least originally didn't work with the dll (its version 2005, the DLL was made with 2003 and there are compilation errors), I believe someone may have gotten it to work though. However it requires SP2, which I'm not installing until I see evidence that my comp needs security updates. About Dev-C++, AFAIK we're stuck with MS's 2003 C++ compiler for the DLL and dev-c++ uses gcc/g++.
 
talchas said:
vc++ express at least originally didn't work with the dll (its version 2005, the DLL was made with 2003 and there are compilation errors), I believe someone may have gotten it to work though. However it requires SP2, which I'm not installing until I see evidence that my comp needs security updates. About Dev-C++, AFAIK we're stuck with MS's 2003 C++ compiler for the DLL and dev-c++ uses gcc/g++.

I haven't really tried the ones you have... if they're good i guess ill consider trying them.
 
Are there any plans to make this mod compatible with the new Civ4 expansion, Warlords? Thanks for your reply...
 
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