MistaV said:hey all. i loved the first FfH but I can't seem to get 2 to work! when i try to load the mod everything seems to go fine until the game closes to the desktop, and doesn't start up again. after a few seconds i get the typical error message that pops up when something crashes.
i reinstalled the mod and the patch 3 times, but each time the same. all the rest of my mods work fine, including the first FfH. what am i doing wrong?
REJS7 said:Cool, hope this resolves the sound issue - have you got any idea when 0.16 will be out?
REJS7 said:Only a few weeks to wait then hehe. I hope that the new patch doesn't alter the gameplay too much as I do enjoy the slow burn that the mod provides.
AciDemon said:hej guys.
first of all: lovely mod you've got here! got me addicted to civ again.
now i have a question: in my recent game with the Luchuirp, i had a message showing up 'inquisition strikes again' and about 4/5 of my cities were on anarchy! that throw me ages back, which you can also see in the demograph with a massive 'falling line'.
can you tell me what this is all about? (i used the search-function, but couldn't find anything about that, besides the button from the inquisator (which i didn't used)
sorry my poor english i hope you get what i mean.
edit: oh and i forgot: the mud gollem of Luchuirp is way to expansive! why are the costs so high? i mean there is nothing special about it, is it?
AlazkanAssassin said:I don't know if anyone else noticed, but sometime over the weekend FfH2 surpassed Rhye's 24 civ earthmap as the most downloaded file on civfanatics!
I think this calls for a party!
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As in Vanilla, I believe, permanent alliances must be enabled at the custom game start up screen.I'm a little put off by the diplomacy system. Are permanent alliances even possible? I have yet to see the option, despite perfect relationship scores, shared wars, etc. I've also found that the AIs are even worse about begging for techs and not returning the favor than in vanilla civ. Very annoying when your best friends keep begging for techs (even though they are the same general level), but won't give you anything in return, since refusal hurts relations. I'm not sure why this seems to be worse than in vanilla.
carnivore said:got few Q's here
A. why only stealth in woods available to recon units ?
it should be as well to archers i think , specialy to elven or leefes archers
second , why the goblins need to capture a wolf ?????
i would cancel this unit the soon there are no barbar in the map , and it's a real good unit , so i think it's a mistake you are making here