[MOD] Fall from Heaven II

Ruins... they seem rather out of balance. Since version 16 at least one civilization has been wiped out before year 50 of every game. Sure it makes for more undiscovered country, but sometimes you get one (or even two) right on top of your capital. Wouldn't it be possible to switch it down a notch to orc spearmen for at least the first few dozen turns? Skeletons are fine because they don't attack cities, but the lizardmen are a little rough. I like my wilderness, but I like to meet all my rivals a lot more.
 
Nikis-Knight said:
Can I assume that the main download includes all patches after they are built? I'm gonna burn it to a CD for a friend.

Yeah, FallfromHeaven2016c.exe has all patches up to patch c with it.
 
I downloaded this a couple of days ago, and I've been playing since. Great mod - it's actually got me playing regular Civ4 instead of Warlords! :goodjob:
 
Could you tell us some cool new features that will be in the next phaze? Like new terrain, new resources? Just some general things to drool about :p.
 
Zuul said:
Could you tell us some cool new features that will be in the next phaze? Like new terrain, new resources? Just some general things to drool about :p.

All we have released thus far is that "Fire" is about the final battle between good and evil. It will focus on the end part of the game, have the Armageddon spells play a larger part and is speced to include the final forms of the Mercurian and Infernal civilizations. Beyound that details probably won't be released for a quite a while.
 
A release date hasn't been set.
 
Great work Kael, i haven't stop playing this mod since i installed 2 days ago. So far i've used the Calabim civ and i love the idea of feeding on your citizens to powerup your skills. I don't know if i'll ever be able to go back to civ vanilla and warlords. Again great work :goodjob:
 
CivFanatic1227 said:
Great work Kael, i haven't stop playing this mod since i installed 2 days ago. So far i've used the Calabim civ and i love the idea of feeding on your citizens to powerup your skills. I don't know if i'll ever be able to go back to civ vanilla and warlords. Again great work :goodjob:

Glad you are enjoying it. It is a team effort.
 
Patch "d" is up and linked in the first post. It doesn't break save games and includes the following changes:

1. Orc Berserker unit information art fixed.
2. A Flesh Golem can't become a Lich.
3. French translations added (provided by Keldan).
4. Education tech requires Agriculture in additional to Ancient Chants.
 
Kael said:
Patch "d" is up and linked in the first post. It doesn't break save games and includes the following changes:

1. Orc Berserker unit information art fixed.
2. A Flesh Golem can't become a Lich.
3. French translations added (provided by Keldan).
4. Education tech requires Agriculture in additional to Ancient Chants.

Jaaaaaaaaaaaaaaaaaaaaaaay
 
Kael said:
Patch "d" is up and linked in the first post. It doesn't break save games and includes the following changes:

1. Orc Berserker unit information art fixed.
2. A Flesh Golem can't become a Lich.
3. French translations added (provided by Keldan).
4. Education tech requires Agriculture in additional to Ancient Chants.

Jaaaaaaaaaaaaaaaaaaaaaaay!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
Re: Barrows + Goodie Huts + Skeletons + Culture Border = Random Unit?

Had a weird thing happen, wondered if it was planned. Orthus was sitting on top of some goodie huts, just sittin' there, not moving...i plunked a city adjacent and he poofed, goodie huts poofed, and an amurite warrior popped up....other barrows, with skeletons, when cultural border enveloped them, skeletons poofed and scouts/warriors popped up.
 
Will you ever make a Mac compatible version of this mod? I bet folks would even pay for it. I miss my FFH2 since I bought my mac.
 
Chucko said:
Will you ever make a Mac compatible version of this mod? I bet folks would even pay for it. I miss my FFH2 since I bought my mac.

Unfortunatly thats more of a Firaxis thing than anything to do with us.
 
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