[MOD] Fall from Heaven II

Hey guys. I missed the part c fix. Can you post a link so I can get it. Never mind. I just changed the letter and snagged it. I got smart LOL

Also had a bug that crashed me to desktop after casting a spell with a cultist. The one that turns all characters in that square to animals. Not sure if that was what crashed it and I don't have a save anywhere near where it happened. I can't say that is what it was 100%, but it is the only time I had that happen with this installment in the times I have played around with it. It was the last move of my turn so I hit enter and "BLAMMO," the game crashed (Did you like my Batman effect LOL)
 
I havent seen it posted in the FAQ page and havent seen it while browsing the forums, so i apologize if its been explained before, but I have a question about settlements...

I believe I read that other civs besides the Kuirotates can use the third ring of land around a city and build a "hub" if they have a settlement first (I also saw this as a greyed-out building that had prerequisites while playing the Lurichirp). Where does that settlement have to be placed? Is there a limit on the amount of cities that can have this "hub"? Does the settler automatically build a settlement or is there a special settler-type unit that must be built?

Thanks,
 
Kael said:
Patch "D" is up. It won't invalidate save games and fixes the following issues:

1. Carnival escape chance reduced from 10 in 10,000 to 3 in 100,000.
2. Guard stations now correctly go away if their isnt a unit with the guardsman promotion in the city.
3. Golems are now immune to fear.
4. Normal animals given -25% to city attack.
5. Free tech moved from Education to Writing.
6. Acrobats can now carry Parrots.
7. Barbarian betrayal is now correctly calculated against the 2nd ranked player instead fo the 3rd (thanks to c.fe for the fix).
8. You can no longer cast Bloom in tiles with improvements on them.

BAM BAM BAM... wow those patches comes fast... I really admire your work...

Further more I'm happy to see that all the sugestions that I made in my very first post after .13 version came out has actually been taken serious (the golem worker from start, the techtree being too long and now also the free tech comming too easily for civs that start with ancient chants)... makes you feel that you are giving back a little to the community after years of just downloading the mods.

Thanks again guys! :goodjob:
 
Warlords Eraser said:
I havent seen it posted in the FAQ page and havent seen it while browsing the forums, so i apologize if its been explained before, but I have a question about settlements...

I believe I read that other civs besides the Kuirotates can use the third ring of land around a city and build a "hub" if they have a settlement first (I also saw this as a greyed-out building that had prerequisites while playing the Lurichirp). Where does that settlement have to be placed? Is there a limit on the amount of cities that can have this "hub"? Does the settler automatically build a settlement or is there a special settler-type unit that must be built?

Thanks,

No the kuriotates are the only ones that can use the third ring.
 
Kael, out of curiosity, did you tone down the raging barbarians? It might just be the map types I'm playing, but the attacks seem much less frequent.
 
felwar said:
Kael, out of curiosity, did you tone down the raging barbarians? It might just be the map types I'm playing, but the attacks seem much less frequent.

Nope, I dont think I have touched the barbarian settings at all in FfH2.
 
Kael said:
Nope, Acheron sits home for now. Someday we may let him off his leash under certain circumstances, just to surprise you players, but for now he's a homebody.

I think it would be cool if a Beastmaster or a Knight with a difficult to obtain promotion known as say "Dragonslayer" could capture Acheron. Beautiful unit graphic BTW.
 
felwar said:
Kael, out of curiosity, did you tone down the raging barbarians? It might just be the map types I'm playing, but the attacks seem much less frequent.

I think it must be the map, the last game I played was getting stupid. I had 5 cities, and were being attacked at least 3 times per turns. Had a fast moving band of defenders to try and kill the ones who were rapeing my lands, but when I kill them another group was attacking me at the other end. This was not even on Raging Barbarian's, just on Normal
 
Broken Hawk said:
I think it would be cool if a Beastmaster or a Knight with a difficult to obtain promotion known as say "Dragonslayer" could capture Acheron. Beautiful unit graphic BTW.

It is possible to control him, an Inquisitor could do it if you weakened Acheron with some other units first. And Archmage skilled in Mind magic could also do it with the Dominate spell, but it would be risky.

Acheron does have a movement rate, so if a player controls him he will be fully functional.

And the unit does look awesome, I think the dragons were our first tagteam units with Chalid making the models, animations and special effects and C.Roland skinning them.
 
I was playing a game as the Bannor with the Order religion, good to the max if fanatical, and yet I was able to have arcane units with death, chaos, and entropy magic as well as liches running around. I know that the higher levels are based on having a specific religion but if the unit has socery it can still go to the higher levels. Will there ever be a limit in a future update that will confine the religions or civs to certain types of magic or if you have a death mana node it gives you negative diplomacy with good civs or positive with evil civs?

Another quick question. I noticed that giant spiders do not tend to move much, I will post scouts near a spider to keep it revealed and it just sits there. Are they more like traps or do they roam like other animals?
 
Burevix said:
I was playing a game as the Bannor with the Order religion, good to the max if fanatical, and yet I was able to have arcane units with death, chaos, and entropy magic as well as liches running around. I know that the higher levels are based on having a specific religion but if the unit has socery it can still go to the higher levels. Will there ever be a limit in a future update that will confine the religions or civs to certain types of magic or if you have a death mana node it gives you negative diplomacy with good civs or positive with evil civs?


The diplomatic modifiers for death and entropy magic nodes are already in.

But we do not want to limit the player to use special kinds of magic. So even the Order/Bannor are allowed to use Death and entropy magic as the Veil/Infernals are allowed to use life magic. Some of your magic is limited through as you do not get evil priests.
 
Burevix said:
Another quick question. I noticed that giant spiders do not tend to move much, I will post scouts near a spider to keep it revealed and it just sits there. Are they more like traps or do they roam like other animals?

Yeah, spiders dont wander, they sit and wait for someone to come near.
 
Hi Kael and all and thank you for this great mod.
A few questions:
a)Sometimes my savants can spread the Ashen Veil religion and other times they can't even though the civics choices allow religions to spread. Is this based on the current state religion or the race of my civ? (savants worked for humans with Runes but not for elves with Leaves.)

b) How does religious victory work? The game was down to me and 1 other civ, and we had the same state religion, and I had put temples into every one of the AI's cities, but our religion's share was stuck a few pecents below the victory line. I tried raising culture to see if it was based on area controlled, but that didn't help, so I declared war; taking over a few of his cities (which already -had- my religion) increased the religion's share enough for a religious win. Why?

c) In my first evlves game I realized that elves can't build seige workshops. I know that this is a work in progress and that all of the intended documentation isn't yet in the game, but is there a list somewhere of which units/buildings each civ can't build?

Thanks!
 
Piemax^2 said:
Hi Kael and all and thank you for this great mod.
A few questions:
a)Sometimes my savants can spread the Ashen Veil religion and other times they can't even though the civics choices allow religions to spread. Is this based on the current state religion or the race of my civ? (savants worked for humans with Runes but not for elves with Leaves.)

Maybe the other civ hat TheOrder in its Cities. The Order and Ashen Veil are mutally exclusive, so you cant spread one to a cities that has the other.

b) How does religious victory work? The game was down to me and 1 other civ, and we had the same state religion, and I had put temples into every one of the AI's cities, but our religion's share was stuck a few pecents below the victory line. I tried raising culture to see if it was based on area controlled, but that didn't help, so I declared war; taking over a few of his cities (which already -had- my religion) increased the religion's share enough for a religious win. Why?
The counter is dependend on the population, not on the culture. If his cities had Your religion and another religion as well and the population dropped the percentage of the other religion dropped a bit. Whereas your religion stayed mostly the same.
This way you got the relative population having your religion up.

c) In my first evlves game I realized that elves can't build seige workshops. I know that this is a work in progress and that all of the intended documentation isn't yet in the game, but is there a list somewhere of which units/buildings each civ can't build?
Thanks!

Year some civs cant built specific units. I have coded up something that would print next to the unit "Your civ cannot built this Unit" in the pedia. I found that very helpfull but it did not go into 0.13. Maybe Kael will check it into 0.14 if there is a general request for this information.

It looks like this:
Spoiler :

 
Thanks for the quick responses!
re
a): yep, it was an order-veil conflict.

b) his cities may have had another religion in them too, I don't know. But the other religion score on the victory screen was 0 so it's hard to tell. Anyway if a city has 2 religions, is half of its pop attributed to each? does it depend on whether there are temples present? What about the pop in my own cities- does having mulitple religions in your civ make a religious victory virtually impossible, or does only your state religion count?

c) the updated civilopedia would be a big aid! In the meantime I'll muddle along with trial and error, and assume that any "unbuildables" are a feaure and not a bug. :)
 
b) Yes the Population counting towards that victory (in a city) is divided by the number of Religions present. So spreading multiple Religions in your own Realm can make the Religious Victory impossible. Fortunateley there are the inquisitors that can take care of that problem.
 
Hey Chalid.
Your namesake in the mod rocks. ^_^

Cheers!

Oh yeah, actually. Speaking of namesakes and heroes, what Civ gets the Kael hero unit? I don't recall having seen him built in any of my games, but that may just be me being unattentive of course.
 
Hi PPl.
Some thoughts to the Kuriotates.

I encounterd some problems, perhaps it might help you.
First of all, I was not able to select the 3 Citys to become my main cities, so my third one was close to a border and quite useless.

-> It would be a great help to select (or rebuild) the 3 main Cities. (it wasnt posible, the symbol was allways grayed out and in red below I read "requires settelment)

If one of Kuriotates cities is captured it remaines a Kuriotates city. So in multiplayer you are natural target number one, everyone wants three special "3-tile-cities".
-> Perhaps captured Kuriotates Cities should be switched to normal cities. Same for settelments.

Many things are not buildable for Kuriotates, because of the limit to build in only three cities. (e.g Greatlibrary, and more important holy cities because you need at least 8 temples for that.)

I had my capital with normal 2tiles and 3 cities with the 3-tiles" advantage. Is this supposed that way?

The cities could get huge in the end, but if you dont have a fellowship of leaves religion (with a lot of wood around) or acces to all resources, cities dont grow larger than any other normal civ cities.(happiness problem) So over all there is a chance to get monstrous cities, but normaly the dont grow larger then any other normal city.

I caputerd some cities through war, and this cities became Settelments. But somhowe I got in real money problems. I´m not sure but I think there may be somwhere a flaw in calculation of the city upkeep or distance or somting else (I try to figure out why I had so many cash problems).

One question - as a kuriotates, why should I wage war?
I dont get anything out of it. Only ressources (Okay interesting but a full war for 2 gems and one cow..hmmm) and cultural borders. But for what increase the borders if I cant do anything with it. (I startet to pillage evrything around a enemy city before I captured it, because it will bring absolutly nothing for the City (no growth/incomme/science), at least i brought me some cash.

The larger the map you play on, the weaker the kuriotates become because of border distances. It took my sometimes up to 10 turns to reach the borders. (played huge map/monarch)


I had the feeling to play kuriotates is a bit pointless.. (personal feeling I have to admit ^^)

I think some reason to expand would do the kuriotates very good. Perhaps slow Unit building or 1 or 2 Gold per city no more/no less or reducing the build capacity of the city to 3 buildings or somthing similiar. (In the settelments)

Ah and one more thing - It would be very intreresting to see (hear) when other players/AIs Heros dies. would increase flair a lot I think.

One real last thing, why are ships so slow ? I know its in vanilla like that, but a ranger with move 3 and roads has up to move 6-8 and a galley takes for this distance three to four turns. doubling the sea speed would make seafearing more interessting :)

K-thats it from my side, hope it helps a bit.
(sorry for my spelling, its late and englisch isn´t my native language :D
 
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