[MOD] Fall from Heaven II

A random thought.. Would it be possible to put the "[Civilization X] is the first to discover Writing" thingy back in the game? I know it doesn't do the same thing any more, but I'd still like to be told, because I never feel certain whether someone just beat me to Writing, or if some Philosophical mook just happened to get their first Great Person. But it's not as interesting to race for Writing if someone already got it, so.. I'd like to -know-.

Cheers!
 
strategyonly said:
Hope you dont mind if i pick and grag what i can for units from you'll, i am making a japanese mythology mod, and you have GREAT work!

I was just reading your thread on it, and that sounds great. You are welcome to anything that helps. Please be sure to credit the artists/etc whose resources you use.
 
I think it would be better if monster lairs needs to be pillaged and not auto removed when walking on them. Looks like barrows spawn units much much faster than ruins (at least the second unit, beacuse very few lizards units move around but many skeletons does).
 
Zuul said:
I think it would be better if monster lairs needs to be pillaged and not auto removed when walking on them. Looks like barrows spawn units much much faster than ruins.

They actually use the same odds.

The reason I clear them on move is just to help the AI out. It was already quite a challenge to get the AI to clear them when they are against the barbarians and not be distracted by them if they are with the barbarians.
 
kzoocauchy said:
Huge kudos on version 16 not taking 3 minutes to load.

Thanks, Im hoping that particular trick will help out quite a few mods besides just FfH.
 
manooly said:
Patch B tonight???? Sorry, just excited.

Yeap, linked in the first post. It won't break save games and it resolves the following issues:

1. Targeting Hidden Nationality units with spells won't cause war with the owning empire.
2. Arendel diplomacy tag fixed.
3. Dwarven workers can build lumbermills.
4. AI players get bonuses vs barbarians at higher difficulty levels.
5. Soldiers of Kilmorph start with Guerilla I instead of Guerilla II.
6. Lair spawn chances (and the Sailors Dirge) are now effected by game speed (more likely in quick games, less likely on epic and marathon games).
7. Fixed the text display issues on unit resources.
8. Fixed the text display issues on specialists on the city screen.
9. Lairs, Orthus and the Sailors Dirge dont spawn if barbarians are disabled.
10. Removed +1 Happy per military unit from Aristocracy.
11. Changed the Guardsman promotion so that it grants +10% city defence to all units in the tile (so having a Guardsman, Shieldbearer or Donal in a city boosts all units defence in that city by 10%, as well as the previous 10% maintenance reduction).
12. Gave the Royal Guards the Guardsman promotion.
13. Units now show up correctly in the bottom left info pane.
14. Fixed a divide by 0 error when a units heal rate is 0.
15. Royal Guards given the ability to cast Hope.
16. Luchurip units have to be in the city to rebuild Barnaxus.
 
ummm... what are those map scripts supposed to do? i ran all of them in custom game and ended up with one heck of a lot of grassland w/ resources, rivers and forests...
 
evlutte said:
ummm... what are those map scripts supposed to do? i ran all of them in custom game and ended up with one heck of a lot of grassland w/ resources, rivers and forests...

Unfortunatly the mapscripts didnt work in the place I put them. You will need to remove them from where they are ('C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 2 016\PublicMaps') and put them in ('C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\PublicMaps').

I blind revved 016b to delete them so they wouldnt confuse people. Only people that downloaded 016b in the first hour or so will see them. Otherwise you can go to this thread and get them: http://forums.civfanatics.com/showthread.php?t=183924
 
I was just going over your Djinn unit, do you have an old copy of that file, the new one you cant see him so much surrounded by all that haze.
Is there anyway i can get the OLD files from anyone, even the FfH1 ones will do, i just added the old Orthus one.????
 
Try to kill the weakened vampire hero with any unit, not just a hero -- you will get the attached error message.
 

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Hi FFH Crew,

because it's my first post I must begin by the usual congratulations for what you've done with this incredibly marvellous mod. Everything in it is great, if I dare, I just want to ask you to put more funny stuffs, easter eggs , 2nd degree humour (as you did with the balseraph cow cats, some civic pictures from the Monty Pythons) , don't be afraid to make us laugh during a chaotic battle between good and evil.

Well the purpose of this post is to ask anyone with some moding knowledge if he/she can help me moding the FFH2 scenario I'm planning to do, there is only two things I need for it :

- No settlers
- Infinite permanent alliances

ten thousands thanks to anyone who can give me answers,

Peace & prosperity everyone,
 
Cucumber said:
Hi FFH Crew,

Well the purpose of this post is to ask anyone with some moding knowledge if he/she can help me moding the FFH2 scenario I'm planning to do, there is only two things I need for it :

- No settlers
- Infinite permanent alliances

The second item can be done just by putting the civs in teams at the custom game screen.
 
Cucumber said:
Hi FFH Crew,

because it's my first post I must begin by the usual congratulations for what you've done with this incredibly marvellous mod. Everything in it is great, if I dare, I just want to ask you to put more funny stuffs, easter eggs , 2nd degree humour (as you did with the balseraph cow cats, some civic pictures from the Monty Pythons) , don't be afraid to make us laugh during a chaotic battle between good and evil.

Well the purpose of this post is to ask anyone with some moding knowledge if he/she can help me moding the FFH2 scenario I'm planning to do, there is only two things I need for it :

- No settlers
- Infinite permanent alliances

ten thousands thanks to anyone who can give me answers,

Peace & prosperity everyone,

And for the first you just need to put:

Code:
	Option=GAMEOPTION_NO_SETTLERS

In the Option section of your scenario. This is a special option for Fall from Heaven and it won't work with other mods.
 
Wow that was quick, muchas gracias GeeJo & Kael

But for the first item, I know I can make teams, my idea is to have a large number of civs (14 or 18) that would unite themselves (or not) among large alliance, the main purpose is to have later a big confrontation between good and evil civs, some kind of final global war, but having the alliances already done at the beginning is less exciting; maybe the neutrals may made an alliance too or maybe some of them will join the badguys side and others the bisounours ****** club, maybe you will have 4 super-alliances, maybe none, that's why I would let the "permanent alliance" option open and unlimited,
dunno if it's possible and how.

But well thanks again, I'm gonna begin the scenario anyway and post it here if I find it cool

cheers
 
Hi Kael,

Love .16! Quick question - with the new map scripts, does the "regenerate map" option now correctly check for FFH resources? I thought I remembered reading an earlier post where you said the regenerate map won't check for FFH resources, so, usually, if I don't like a map I go back to the main menu and start a new custom random map. With the new map script, just wanted to check and see if that was still the case.

Thanks!

Love .16 (had to say it again).
 
Rando said:
Hi Kael,

Love .16! Quick question - with the new map scripts, does the "regenerate map" option now correctly check for FFH resources? I thought I remembered reading an earlier post where you said the regenerate map won't check for FFH resources, so, usually, if I don't like a map I go back to the main menu and start a new custom random map. With the new map script, just wanted to check and see if that was still the case.

Thanks!

Love .16 (had to say it again).

Yes, you should still avoid map regeneration.
 
can you add the former berserker skin to the lunatic ?
i really think it's much better then the one in use

it's odd you changed it , it was much better before

my question is
i have bulit a heavy crossbow and it's in a city with an assylom , and the unit went out crazed as a lunatic, why ?

is it a bug or game thing ?

thanx
 
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