[MOD] Fall from Heaven II

lamotti said:
Just a quick idea, not sure if you're already considering it. I noticed playin' with the lurchips (higher difficulty level of course) city health is always a concern. Especially with any civ really that isn't expansive. Is there ANY plans to add the great doctor mod? At least a specialist citizen "medic" ? Perhaps this would also offset the issues from building factories, forges, workshops of the such. Thanks again.

All cities grow until they are limited by happiness or health, its just the nature of Civ4. It tends to bother perfectionist players that dont like to see their cities complaining or icky, but even if we added more health options they would just keep growing until they hit one of those limits.

In FfH we do tend to not allow as a big of metropolises as in civ4, just the nature of a fantasy mod. Some civs can get considerably larger cities than other, but they each have their own pros and cons.
 
To all the FfH2 fans, where are you all online? Been hopin' to play someone online since it seems like the multiplayer is stable enough. Anyone care to play online sometime? heck perhaps could weed out a few bugs if there's any left! :) Just thought I'd leave an offer, never see anyone online with this mod loaded. (it's the only reason i play civ 4, don't know 'bout ya'll :) )
 
Eh not lookin' as a perfectionist sort of thing, but I watch my growth in the cities and I stop growth as soon as city health is only 1 point above sickness. Figured after switching civics, building the right buildings and that still isn't enough, that there would be a specialist citizen considering there is one for everything else. science, shields, gold, culture, ect. Just for an added touch. :). Oh since i'm writing, one thought that i'm sure isn't planned until far out. Any 3d leaderheads planned?
 
lamotti said:
To all the FfH2 fans, where are you all online? Been hopin' to play someone online since it seems like the multiplayer is stable enough. Anyone care to play online sometime? heck perhaps could weed out a few bugs if there's any left! :) Just thought I'd leave an offer, never see anyone online with this mod loaded. (it's the only reason i play civ 4, don't know 'bout ya'll :) )

There is usually always people in the FfH forum (occasionally even posting on topic). There is a thread there for getting into multiplayer games: http://forums.civfanatics.com/showthread.php?t=182252
 
lamotti said:
Eh not lookin' as a perfectionist sort of thing, but I watch my growth in the cities and I stop growth as soon as city health is only 1 point above sickness. Figured after switching civics, building the right buildings and that still isn't enough, that there would be a specialist citizen considering there is one for everything else. science, shields, gold, culture, ect. Just for an added touch. :). Oh since i'm writing, one thought that i'm sure isn't planned until far out. Any 3d leaderheads planned?

No treally. We played with them a little bit but honestly I havent been able to find any 3d leaderhead that conveys as much character as the 2d ones. I actually prefer the artwork of Justin Sweet, Brom and the other fantasy greats to the vanilla civ4 leaderheads.
 
Hi i Been Playing Fall From Heven For A While Now And Just Want To Say Thank You For A Great Mod And I Cant Wait For Fire
 
Kael said:
No treally. We played with them a little bit but honestly I havent been able to find any 3d leaderhead that conveys as much character as the 2d ones. I actually prefer the artwork of Justin Sweet, Brom and the other fantasy greats to the vanilla civ4 leaderheads.

I must concur here, the art is superb and it really aids in having a sword&sorcery feel for the whole mod. I think that giving the same sensation with a 3D figurehead would be possible... just that would require a lot of work that I would rather prefer to be dedicated to other far more important parts of the development of the mod :D.
 
Hi Kael,

Quick question, I saw in Dreiche's "Flavor Map Scripts" thread that you were considering including in FFH patch "B" on October 19th. Did you end up including those map scripts by any chance? If not, I was thinking of downloading them and giving them a try if they had not already been included. Thanks, Kael.
 
They were included, but it turned out that they needed to be put into an area outside of the FFH folder, so they were removed from a later patch.
 
Ah - great, thank you. I appreciate that (actually, your comments helped me figure out how to install the smartmap and other scripts as well). Thanks again!
 
Rando said:
Hi Kael,

Quick question, I saw in Dreiche's "Flavor Map Scripts" thread that you were considering including in FFH patch "B" on October 19th. Did you end up including those map scripts by any chance? If not, I was thinking of downloading them and giving them a try if they had not already been included. Thanks, Kael.

I would definitly recommend downloading them and trying them out. I tried to add them to the main download but unfortunatly they dont work if they are inside the mod directory. So I can't include them, you will need to download them seperatly and copy them into your publicmaps directory.

edit: Thanks Geejo, I should have read the rest of the thread before answering.
 
Just downloaded FFHII v2.16 and played a couple of games (one was aborted due to a black out). I have to say, this mod is amazing! The features and game play make you feel like you're really in this fantasy realm. Although I understand not all features are implemented, this has yet to impact my game.

Good job guys!
 
Been wondering for a while, do you pronounce "Amurites" with three syllables (termites, luddites, etc) or four (as if it were Latin, principes, velites, etc)?
 
GeeJo said:
Been wondering for a while, do you pronounce "Amurites" with three syllables (termites, luddites, etc) or four (as if it were Latin, principes, velites, etc)?

3 syllables, AM-ur-ites. Thats how I pronouce it at least.
 
GeeJo said:
(as if it were Latin, principes, velites, etc)?
Sorry for the off topic, but I don't understand what you mean. German latin "speakers" at least pronounce those words "prin-ci-pes" and "ve-li-tes", so with three syllables. I really don't see a way to use four (for Amurites it would work however, but the boss already stated the correct way so no need to discuss that ;) ).
 
This perplexed me as well, but he was referring to amurites, which indeed has four syllables if it is pronounced like principes.
 
I had a weird experience when I was playing a game as khazad with the most recent patch update and everything. I conquered the lanun, and one of their cities was right next to keelyn. The city flipped over to Keelyn, and then it was either that turn or just a couple of turns later (I'm pretty sure it was the same turn), Keelyn built not one but two Saverouses (Saveri?) in that city at the same time. Fortunately, I had two very strong Hill Giants in Keelyn's territory and had no trouble killing off the Saveri (especially considering the city was on a desert tile). I feel like there's a problem that the computer built two of the saveri and also in a city that would have no chance of being able to build even one that quickly. Any thoughts about this?
 
BiffQJ said:
I had a weird experience when I was playing a game as khazad with the most recent patch update and everything. I conquered the lanun, and one of their cities was right next to keelyn. The city flipped over to Keelyn, and then it was either that turn or just a couple of turns later (I'm pretty sure it was the same turn), Keelyn built not one but two Saverouses (Saveri?) in that city at the same time. Fortunately, I had two very strong Hill Giants in Keelyn's territory and had no trouble killing off the Saveri (especially considering the city was on a desert tile). I feel like there's a problem that the computer built two of the saveri and also in a city that would have no chance of being able to build even one that quickly. Any thoughts about this?

I know in the Vanilla Civ, if the city flips, then usually two of the most powerful defenders are given to the city for free. This might be what happened. :crazyeye:

Cheers,

- John
 
Patch "g" is uploaded and linked in the first post. It resolves the following issues:

1. AI's won't disband exploration units when they have the map explored.
2. Improved worker code (by Blake).
3. Improved attacking AI (from Warlords).
4. Improved pop-rushing strategy (by Blake).
5. Switched to Sezereth's new Werewolf model.
6. Ring of Warding correctly blocks against summoned 2 and summoned 3 creatures.
7. Berserker enraged check is not correctly applied to the Berserker unitclass.
8. Worg Riders now corectly upgrade to Goblin Chariots.
9. Balor's no longer have the Collateral AI assigned.
10. Galleon cargo room increased from 1 to 3.
11. Queen of the Line cargo room increased from 4 to 6.
12. AI is more likely to skeleton crew Trireme's and Galleons for troop movement.
13. Cleaned up the Worker_AI tags that the AI doesn't use well anyway.

It won't break save games.
 
Ive noticed that, for the most part, each new version of the mod takes about a month to come out. You mentioned in the past that the new phase will take a bit longer. Will version .17 be coming out by the end of November or will each of the new additions in this phase take longer?
 
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