[MOD] Fall from Heaven II

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.
 
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?

There is no patch for the latest version of the mod, you just have to download and install 0.15k in its entirety. You may want to make sure:

1. You are running 0.15k
2. You dont have anything in your customassets directory (rename it to customassets.old to be sure).
3. Nothing has changed your base Civ4 files (reinstall civ4 to be sure).
4. You are tryihng to run it with the warlords cd (which won't work, you need the normal civ4 cd).
 
REJS7 said:
Cool, hope this resolves the sound issue - have you got any idea when 0.16 will be out?

What sound issues?
 
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.

Nah its mostly a polish release. Its the last version of Light before we start on Fire. Bunch ofr changes to make it easier for new players to change, better documentation and such. The only major gameplay changes are the addition of a lot of new naval units.

You can see the full change lust here: http://forums.civfanatics.com/showthread.php?t=171497
 
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?
 
Dwarven warior is luchirup special, because it cant upgrade to axemen line (luchirups have golems insead)

they might get some other dwarven replacement.
 
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.

Yeah, it means you built purge the unfaithful. It acts as a inquisition in all of your cities (removes all religions except your state religion).

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?

They have a higher work rate than any other worker.
 
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!
[party] :dance: :dance: :banana: [party]:cheers: [party] :band:
 
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!
[party] :dance: :dance: :banana: [party]:cheers: [party] :band:

I'm surprised FfH hasn't been #1 for a long time. People don't know what they are missing.
 
@ TheJopa & Kael: oh thank you. Sorry, that I missed to recognize that. I think you are right. I built almost every WW i could get. :D

@Kael: Oh i see. Okay, so that makes sense i guess.
 
Great mod, one of the best I have seen for any version of Civ. There are some awesome concepts here.

Future versions really need to have their help texts completed. It is very annoying when a spell or ability gives no indication of what it will do. It would also be nice if more of the descriptions got into non-story detail. Some of the stories are great, but I would like a more straightforward explanation included to supplement the flavor text.

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.

Anyways, awesome, awesome job. I'd love to see some more 'Official' scenarios as well.
 
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.
As in Vanilla, I believe, permanent alliances must be enabled at the custom game start up screen.
Also, there should be strategy ("Sid's Tips:") for every unit in version .16.
 
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

thanx and keep the good work !!
 
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

Its a test mechanic, if it works out you may be right that it make make since to give to the Archer of Leaves units too.

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

They can also be built normally. Capturing a wolf just allows a goblin to upgrade to a Worg Rider for free.
 
hey, i guess this is an issue from vanilla civ, but i was wondering if something could be done, as religions are so different from each other on fall from heaven...

i usually skip the first and/or second eras when playing, that brings religions to be founded kind of randomly on the map, in vanilla, judaism is always the one i get, and on FFH i always get fellowship of the leaves, game after game, as on FFH religions are so different, is there a way to make this more random?

cheers
 
Try going for the runes by using the tech tree to create a new research pathway. Both leaves and runes take about as much time to research as each other, so this could be an option for you.
 
maybe i didn't explain myself clearly sorry

i'm talking about starting the game directly on the 3rd ERA for example, that means that all the civs have already the religion founding technologies (in the case of FFH, runes, fellowships and overlords) then, after playing several turns, holy cities appear on the map...

what i mean is that i always get fellowship of the leaves, never happened to get another religion, never happened to get any at all ... no matter which civ i'm playing... in vanilla happens kinda same with judaism but is not a big deal as the religions are actually the same so i guess it's a vanilla issue, so i was wondering if this could be made more random
 
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