[MOD] Fall from Heaven II

All priests and the likes (inquisitor, high priest, some heroes with divine background) get this promotion. It serves to give access to divine spells (comparable to "sorcery" and "summoning" for example).
Also, there is a promotion that gives an attack bonus against "divine" units.

It's just a classifier, so no way to grant that promotion to a unit yourself.

Edit: Sorry, too late, didn't refresh the tab after opening it some time ago... ;)
 
Is it possible to kill rival Shadows w/o declaring war on that civ with your Assassins and/or Shadows? On a similar note, I had a Shadow on a tile next to a rival Sand Lion in barbarian territory. Our civs are at peace. Next turn, without seeing any combat, the Sand Lion was gone and my Shadow was wounded. Any ideas on what happened?
 
Hey Kael I've been playing FFH2 for the last few days and enjoying it alot except one thing bugs me slightly that is the production times of everything in the game. They seem to be almost 2-3 times longer than regular civ4 production times of similiar units and buildings. Was this an intended part of the mod or is it likely the Civ I'm playing?

Also I just found a Golem Pack uploaded by C.Roland yesterday that I think would be great for the golems in FFH2. Here is the link -> http://forums.civfanatics.com/downloads.php?do=file&id=2948 Is this going to be in version 0.16?
 
Darkkender said:
Hey Kael I've been playing FFH2 for the last few days and enjoying it alot except one thing bugs me slightly that is the production times of everything in the game. They seem to be almost 2-3 times longer than regular civ4 production times of similiar units and buildings. Was this an intended part of the mod or is it likely the Civ I'm playing?

Some Civs are better or worse at production, so it may be an aspect fo the civ you are playing. But in general production times in FfH are significantly higher than those in vanilla Civ4. The reason for this is that FfH is focused on smaller more powerful stacks, with emphasis on levels and upgrades more than numbers.

My feeling is that upping the production costs and the power of the individual units increases the strategic aspects of the game and makes individual battles more deterministic (and therefor more entertaining).

If you would like lower production times try playing the Clan of Embers (when generally has lower production times and weaker units), or the Khazad (which when they are rich are production machines).

Also I just found a Golem Pack uploaded by C.Roland yesterday that I think would be great for the golems in FFH2. Here is the link -> http://forums.civfanatics.com/downloads.php?do=file&id=2948 Is this going to be in version 0.16?

Yeap, C.Roland is on the FfH team so the main reaosn those golems were made were for FfH (though Im sure C.Roland would welcome all others to use the golems as well).
 
Yeah I downloaded them and was going to add them to my 0.15k game assets to see how they look. I figured to ask as I hadn't seen it in the list of improvements for the 0.16 release.
 
Darkkender said:
Yeah I downloaded them and was going to add them to my 0.15k game assets to see how they look. I figured to ask as I hadn't seen it in the list of improvements for the 0.16 release.

I haven't added them yet so they aren't in the changelog. Im working on fixing some bugs. But they will be in before 0.16 releases.
 
I've been playing your mod for the last week and throughoutly enjoyed the change of pace it brought to my game. This is the only mod so far that made me care for my units not only for their production time but for their promotions, too.

I got one little request for your team. Could you maybe include the Attitude Icons mod component? Adding it to the CvMainInterface.py is easy enought but as you did your own fonts the icons will only show up if you combine them. And this seemed (sadly) to be more than a match for me. :sad:
 
Haste Spell Affects...

I was playing as Amurites...my adept with Haste could speed up various warriors and hunters as well as lions and bears...but not settlers...should Haste be able to speed up settlers or was there a reason they are not affected by it?
 
Blathergut said:
Haste Spell Affects...

I was playing as Amurites...my adept with Haste could speed up various warriors and hunters as well as lions and bears...but not settlers...should Haste be able to speed up settlers or was there a reason they are not affected by it?

Its just the way the alogorithym decides if a unit is alive or not (acoording to the algorithym workers and settlers arent alive). The reason I have kept them out is I dont want the AI doing wonky things with workers and settlers. So its an easy way for me to exclude them.

I may look at getting them added in the future if I can do some Ai testing on the change to make sure it doesnt mess the ai up (and it starts Burning Blooding its workers or some such).
 
Shadowsong0 said:
I've been playing your mod for the last week and throughoutly enjoyed the change of pace it brought to my game. This is the only mod so far that made me care for my units not only for their production time but for their promotions, too.

I got one little request for your team. Could you maybe include the Attitude Icons mod component? Adding it to the CvMainInterface.py is easy enought but as you did your own fonts the icons will only show up if you combine them. And this seemed (sadly) to be more than a match for me. :sad:

Yeah, messing with the gamefont file is a huge pain. We won't be adding any new modpacks in "Light" since the last version is only a 3 days away.

Once we start are on "Fire" we won't add new modpacks because we will want to spend most of our time working on our new functionality instead. But late in the "Fire" stage we will again begin hunting for appropriate modpacks for inclusion as we did with "Light".
 
Hello,

Is there a chance that when you release .16 you could include a flagfix? It's such a minor aspect of the game - but white flags make it hard to truly enjoy your warring when you don't know who it is that your chasing &/or is in your borders.

I can't wait for the release - those teaser pics were too awesome!

Seamus
 
seamus75 said:
Hello,

Is there a chance that when you release .16 you could include a flagfix? It's such a minor aspect of the game - but white flags make it hard to truly enjoy your warring when you don't know who it is that your chasing &/or is in your borders.

I can't wait for the release - those teaser pics were too awesome!

Seamus

Definitly, I redid all of the 2d graphics in 0.16. So hopefully the whiteflag fix wont be needed. But if it is just let me know and I will put it up.
 
darkedone02 said:
so, the game supposed to release this or next weekend, right?

0.16 will release tomorrow (Friday the 13th).
 
Kael said:
0.16 will release tomorrow (Friday the 13th).

How appropriate. :lol: It's kind of like turning a bad day into Christmas. I can hardly wait to open my new present. And I'm 58 years old! I LOVE THIS MOD!!
 
Its odd how what will probably be the best new version of FfH 2 so far is coming out on Friday 13. :)
 
Isn't every new version the best version? :P

So looking forward to this! Finally my excuse not to "waste time playing Civ" is becoming invalid! :D

Too bad that I live in a timezone ~6 hours ahead of Kael... ;)
 
It's four in the morning...must have new version...need hidden nationality...can only put off sleep for few more days...need all available weekend for game...please hurry...

Oh God! I'm out of caffeine!
 
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