[MOD] Fall from Heaven II

Sorry, I didn't ready full tread yet, so may be I missed something, but...

As I understand from civilopedia, both Ljosalfar and Svaltalfar are elves. But, Svaltalfar uniquie units (which are not too may yet) have no 'Elven' promotion. And non unique units are humans at all...

Is it intended or Svaltalfar civ is just not completed yet? It's just strange to see human units in elven civilization :)
I think they can use some of Ljosalfar units, since both civs have the same roots...
 
miracle said:
Sorry, I didn't ready full tread yet, so may be I missed something, but...

As I understand from civilopedia, both Ljosalfar and Svaltalfar are elves. But, Svaltalfar uniquie units (which are not too may yet) have no 'Elven' promotion. And non unique units are humans at all...

Is it intended or Svaltalfar civ is just not completed yet? It's just strange to see human units in elven civilization :)
I think they can use some of Ljosalfar units, since both civs have the same roots...

Yeah, the Svartalfar aren't playable yet. They scheduled for inclusion in the "Shadow" phase.
 
I'm sorry if this has already been addressed, but I couldn't find it on the thread. What are the new icons near the banner and "end turn" button? There is a few with little squares and two with a red cross and a green cross, a sword and other stuff. I've clicked them, but can't see any immediate changes.

Thanks.
 
bedlamboy said:
I'm sorry if this has already been addressed, but I couldn't find it on the thread. What are the new icons near the banner and "end turn" button? There is a few with little squares and two with a red cross and a green cross, a sword and other stuff. I've clicked them, but can't see any immediate changes.

Thanks.

If you hold your mouse over them there should be a popup box on the left side of the screen that says what they do.
 
I saw this subject discussed yesterday and got to thinking later. Can Copper Golems be employed in an assault without becoming frightened and stopping. I thought that might work since they are not living entities.
 
Broken Hawk said:
I saw this subject discussed yesterday and got to thinking later. Can Copper Golems be employed in an assault without becoming frightened and stopping. I thought that might work since they are not living entities.
Yes. Or skeletons. Or any number of alternate unit types, which don't suffer from fear, can be dogpiled on Archy.
 
I have played Civilization since it first came out. It's one of the greatest games ever made, but after 13 years of virtually the same thing it was getting old. this mod is the best thing that could have happened to the game. this game is way more fun to play in the fantasy world. thank you to everyone for all you hard work! i cant wait to see what ya'll add next!

joabe:D
 
I was warring with a Dwarvish civ (I can't remember which one, unfortunatley), but I could not pillage any mines classified as Dwarven mines - the option to pillage them was not provided when my units were on the mined tile. Is this intentional? I found it most annoying.
 
Lobsterboy said:
I was warring with a Dwarvish civ (I can't remember which one, unfortunatley), but I could not pillage any mines classified as Dwarven mines - the option to pillage them was not provided when my units were on the mined tile. Is this intentional? I found it most annoying.



I think so.
 
Lobsterboy said:
I was warring with a Dwarvish civ (I can't remember which one, unfortunatley), but I could not pillage any mines classified as Dwarven mines - the option to pillage them was not provided when my units were on the mined tile. Is this intentional? I found it most annoying.

That is correct, dwarven mines cant be pillaged.
 
Two of the big deliverables I had for 0.16 have come in early. White Rabbit's Centaur and AlazkanAssassin's Lanun units. Everything else is progressing on schedule and I believe we have a feature complete internal version, with only cosmetic and minor tweak changes left to be made.

Because of that Im able to announce a public release date, and move it up a week from the estimate. 0.16 is now scheduled for release on 10/13/2006 (good old friday the 13th).

11 days!
 
Kael said:
Because of that Im able to announce a public release date, and move it up a week from the estimate. 0.16 is now scheduled for release on 10/13/2006 (good old friday the 13th).

11 days!

OK, i'm waiting, the witches brue is also, for that friday, :p
 
Kael said:
Two of the big deliverables I had for 0.16 have come in early. White Rabbit's Centaur and AlazkanAssassin's Lanun units. Everything else is progressing on schedule and I believe we have a feature complete internal version, with only cosmetic and minor tweak changes left to be made.

Because of that Im able to announce a public release date, and move it up a week from the estimate. 0.16 is now scheduled for release on 10/13/2006 (good old friday the 13th).

11 days!

Awesome! :goodjob:
 
Alright 11 days! Thanks for the early release Kael and the rest of the design team. :)
 
Kael said:
That is correct, dwarven mines cant be pillaged.

Would it be possible to let dwarven mines revert to normal mines if they switch cultural control, just like mana nodes?

I assume if a civ conquers dwarven lands, they aren't likely to go live underground, but rather abandon the underground.
 
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