[MOD] Fall from Heaven II

soibean said:
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?

There is no ETA on the next version. It probably won't be released until 2007 (and it will probably be the first version of the "Fire" phase).
 
Patch "h" has been uploaded and is linked in the first post. It resolves an issue that can cause considerable delays between turns. It won't break save games.
 
I noticed bug with sidar palace happines (and IIRC it was troubling you ever since ffh2 came out. Thing is, in editor, sidar palace was supposed to give +1hammer, gold from scientist, merchant engineer specialist. But you set it to increase yield from Great Scientist, Engineer etc. UNITS. Just chance UNIT_SCIENTIST to SPECIALIST_SCIENTIST and it will fix problem. Thinking of it, i'm surprised it didn't cause CTD.

Problem no. 2. I tried to set shrines to give happiness from associated religions temples. But I got weird results- tablets give +1 happy from hunting lodge instead temple of kilmorph, I have +1 happy from inn instead from temple of leaves...
 
question not sure if it was asked and answerd but here goes

is it normal that werewolfs stop making more werewolfs after a while ???

oh ya still doing a wicked job guys :)
 
Kael said:
Patch "h" has been uploaded and is linked in the first post. It resolves an issue that can cause considerable delays between turns. It won't break save games.

This is the one thing ive been hoping for most. This is a very good update. :goodjob:
 
Myre said:
question not sure if it was asked and answerd but here goes

is it normal that werewolfs stop making more werewolfs after a while ???

oh ya still doing a wicked job guys :)

Yes, the chance of creating a werewolf is 100% minus 3% per werewolf you already have. So werewolf armies are somewhat limited. If some of your werewolves die you will be able to make new ones.
 
hehe ty for the fast answer

i play on the terra huge map i dominated the 2 land mass ( barbarians) with werewolfs only lol
 
Thanks for this great mod. Is it just me but, by the time i get subdue animal. the animals are all gone
 
gcdavey said:
Thanks for this great mod. Is it just me but, by the time i get subdue animal. the animals are all gone
It's true that you need to hustle to get that promotion in time for it to be of immediate use. Later, if you or anyone else builds Nature's Revolt, there will be a new wave of animals.

One other thing -- I think a less densely populated map will leave more barbs including more animals for a longer period of time.
 
Also, if you play on a Terra map, you get a continent full of barbarians and animals that you cannot get to until late in the game when you get ocean crossing ships.
 
Might I suggest that it be mentioned in the FAQ in the Magic section that Bloom doesn't work on improved tiles? It does seem often enough asked. I didn't realize this but "Search this Thread" is my friend.

(Currently playing both Falamar and Arendel to get a feel for the Mod.)
 
i was wondering why a vampire cant eat up the whole of a city to destroy it

often play ( almost always :P ) the calambin race and when i start to overrun the other civs i tend to find there cities too close together and i sometimes forget to destroy them as i capture them

oh and the best army is 1 baron(with barb axe) with a dozen werewolfs 3 brujah and a dozen vampires >=) and 2 archmage( with fire 3) nothing can stand a chance
 
Just a quick note to say I've really enjoyed playing FFH2 since I downloaded it two weeks ago. I've only scratched the surface, I'm sure, and I'm having too much fun playing to take time to read this whole thread.

A big thumbs up to the Wiki FFH2 page, where I find considerably more game info than is currently accessible within the game itself.
 
torin23 said:
Might I suggest that it be mentioned in the FAQ in the Magic section that Bloom doesn't work on improved tiles? It does seem often enough asked. I didn't realize this but "Search this Thread" is my friend.

(Currently playing both Falamar and Arendel to get a feel for the Mod.)

Thats a good idea, I will add it.
 
Myre said:
i was wondering why a vampire cant eat up the whole of a city to destroy it

often play ( almost always :P ) the calambin race and when i start to overrun the other civs i tend to find there cities too close together and i sometimes forget to destroy them as i capture them

oh and the best army is 1 baron(with barb axe) with a dozen werewolfs 3 brujah and a dozen vampires >=) and 2 archmage( with fire 3) nothing can stand a chance

Mostly as a control to the power of feasting. I didnt want players to be able to bottom out cities for xp, they would make an already very powerful ability more powerful. It would also open us up to an exploit where a player could mass produce settlers, build cities, feast on the city, build another city, etc.
 
aardball said:
Just a quick note to say I've really enjoyed playing FFH2 since I downloaded it two weeks ago. I've only scratched the surface, I'm sure, and I'm having too much fun playing to take time to read this whole thread.

A big thumbs up to the Wiki FFH2 page, where I find considerably more game info than is currently accessible within the game itself.

The wiki has been developed by the community, and they have done an aweosme job.
 
Kael said:
Mostly as a control to the power of feasting. I didnt want players to be able to bottom out cities for xp, they would make an already very powerful ability more powerful. It would also open us up to an exploit where a player could mass produce settlers, build cities, feast on the city, build another city, etc.

i know what u mean i gave a adpet the vampire skill and was running to every city over 10 and brought them all down to 10 i went from lvl 6 to 15 in no time :)
 
Not a lot of things can stand in the way of 3 Archmages and 3 Liches, all of them armed with Fire III spells. Even magic ressistant civs. Even when the first unit will ressist, there's the collateral damage. Still, I must say my current level of difficulty is only prince.

Certainly at this level the AI does not know how to use magic as well as the average player (and I consider myself pretty average) will.
 
im still on first game and it on chief so i guess im below average :P
 
so are you done patching and going to upgrade FFH with another big update (0.17), I like to see more units, and a more organized tree as well. More buildings and wonders that deals with mana, and allow you to caste advance spells buy how much mana you got (3 fire mana allows you to cast Fire Storm, 2 Earth and 1 Leaf mana gives you a mass plain terraform, etc)
 
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