[MOD] Fall from Heaven II

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Acheron decided to walk away a bit ;) Any idea why this happened? But it was good for him since Basium would have gotten aditional 120% from city raider if he was in city. Note that this pic is from my friend so Basium is shown as floatin equipment (he has weak video card). My friend toldme to praise modders in his name- he also LOVES this mod.
Also could you fix bug in unit strenghts- bonus from iron weapons is not shown on units (It is there, but it is still confusing)
 
I have a question. Can heroes advance to level 11 and further? For example, I had a Grigori adventurer of level 10 with 100 experience, who turned into dragonslayer (combat 5, hero strength 2, city raider 2) and killed Acheron. He recieved 0 exp for slaying the dragon; why? ;-(
 
I have a question. Can heroes advance to level 11 and further? For example, I had a Grigori adventurer of level 10 with 100 experience, who turned into dragonslayer (combat 5, hero strength 2, city raider 2) and killed Acheron. He recieved 0 exp for slaying the dragon; why? ;-(

Acheron is a barbarian unit, hence you never get experience for killing him over 100 experience points.

Yes, heroes can advance to levels above 11 - just not by killing barbarians and/or waiting. You'll have to kill enemy civilizations' units.
 
I dont know if this is being adressed, but prophecy of rangorak still doesn't gradually up the armageddon ct to 40 like it's supposed to...
 
I dont know if this is being adressed, but prophecy of rangorak still doesn't gradually up the armageddon ct to 40 like it's supposed to...

K, I corrected the text string.
 
I have a question. Can heroes advance to level 11 and further? For example, I had a Grigori adventurer of level 10 with 100 experience, who turned into dragonslayer (combat 5, hero strength 2, city raider 2) and killed Acheron. He recieved 0 exp for slaying the dragon; why? ;-(

As mentioned he's a Barb so you cannot increase above 100, but if you have him mated witha great commander that earns an additional 1xp per combat as does the raider trait (Grigori are adaptive so can take that one) and finally the L2 spell valor will give a further 1 xp per combat. So potentiallyan extra 3 xp per comabat even againest barbs
 
TheJopa said:
Acheron decided to walk away a bit ;) Any idea why this happened? But it was good for him since Basium would have gotten aditional 120% from city raider if he was in city. Note that this pic is from my friend so Basium is shown as floatin equipment (he has weak video card). My friend toldme to praise modders in his name- he also LOVES this mod.
Also could you fix bug in unit strenghts- bonus from iron weapons is not shown on units (It is there, but it is still confusing)

I'm glad to see Acheron moving around. I mentioned in a earlier post that he had become nothing more than a sitting duck.

As far as Basium, I have the same problem with a number of units. No one gave me an answer when I asked about it. Could be a graphic card issue. :confused:
 
Patch "e" is linked in the first post. It contains the following fixes:

1. Poisoned healing rate set to -3/-5/-8 in enemy/neutral/freindly lands instead of a flat -5 (so that in general it always doubles the healing time and wont cause eternal healing).
2. AI players won't agree to a dogpile unless they are at least 3 points in attitude better to the requester than the civ they will attack.
3. If the Aggresive AI switch isn't on then AI players will require an additional 2 points (for a total of 5) of attitude difference before it will agree to a dogpile.
4. War Tortoise's are now buildable by the Lanun.
5. Lanun initial mana switched from Mind to Air.
6. Balseraphs initial mana switched from Spirit to Air.
7. Free weaponsmiths granted by Caminus Aureus will now correctly grant weapon upgrades.
8. Doviello can't build forges.
9. Doviello get Bronze and Iron weapon upgrades for their units without forges.
10. Immortals aren't respawned indefinitly (they will take a turn to regain their immortal promotion).
11. Doviello start with an extra 2 warriors.
12. Cost of the Orc Settler lowered from 160 to 120.
13. Minotaurs are now marked as melee units (so they can level), strength decreased from 9/12 to 7/10.
14. Free buildings (such as mage guilds provided by a wonder) will count for Planar Gates.
15. Add a ballon pointer to the Altar completion message, so enemies can see where it is.
16. Added a help popup when the first adept is built.
17. Minotaurs, Succubi and Tar Demons are now limited by the same gate restriction as other Planar Gate units.

It won't break save games.
 
Seems like patch f was a hotfix (so released shortly after e).
As the patches are all cumulative there is no problem with a "missing patch e"!
 
It was only yesterday I downloaded patch d and now one day later I'm up to patch f... I love this team (and the game)... hehe... and now I just need to test i my minotaurs can actually level and get those pretty methril weapons that I've come to love so much...

Really is a shame that it doesn't seem to me as if evil civs following Veil has any chance of curing disease or poison... or am I just missing out on some little game mechanic somewhere?!?
 
Downloaded it, installed it: didn't work.
Reinstalled the whole game incl. Original, installed the mod, it worked.
Played two rounds, it crashed. :sad:

Well...

Afaik this was due to the fact that I wanted to switch on unit health bars. I read in here, that it should be left out. That's not good. I am used to unit health bars. Will this be fixed?
 
I cam across as strange thing in a game yesterday, when I took out a Orc axeman guarding a goody hut with my ranger, the villagers were Hostile!!!! Is this a change or a bug, as I've never had a goody hut give me hostillity with rangers before.
 
Downloaded it, installed it: didn't work.
Reinstalled the whole game incl. Original, installed the mod, it worked.
Played two rounds, it crashed. :sad:

Well...

Afaik this was due to the fact that I wanted to switch on unit health bars. I read in here, that it should be left out. That's not good. I am used to unit health bars. Will this be fixed?

Id love to fix it, but I haven't found out how to yet. Im still working on it.
 
Acheron decided to walk away a bit ;) Any idea why this happened? But it was good for him since Basium would have gotten aditional 120% from city raider if he was in city. Note that this pic is from my friend so Basium is shown as floatin equipment (he has weak video card). My friend toldme to praise modders in his name- he also LOVES this mod.
Also could you fix bug in unit strenghts- bonus from iron weapons is not shown on units (It is there, but it is still confusing)

Acheron can walk away if he gains a lot of experience and purchases the Mobility promotion, which IIRC is available to him. And in fact, I am pretty sure it has always been, because I clearly recall similar posts of "Ahmagawd Acheron ran out of his city and killed me!" from back when he was more newly implemented into the mod.

On the other hand it has never happened in any of my games so I can't say with 100% certainty that this is the case, merely what I remember hearing from other people.
 
I cam across as strange thing in a game yesterday, when I took out a Orc axeman guarding a goody hut with my ranger, the villagers were Hostile!!!! Is this a change or a bug, as I've never had a goody hut give me hostillity with rangers before.

I'm guessing it's neither, probably just a very very tiny chance and you had some rotten luck. :lol:

Not positive though, just an educated guess.
 
Is not the Blight armagaddon effect just a bit too harsh to be executed at the 40th tick of the Armageddon clock, already?

I usually play in huge maps with ALL the starting civs in it (that is 18 starting civs), and I guess that makes the clock raise a lot faster than in a less crowded/smaller map. Would it be possible to make the count scalable? (rather than reducing the ticks, make the effects of the clock happen with escalated quantities).

I usually play on noble/prince difficulty (depending on the map setting), and with either the Malakim/Grigori/Balseraph civs (my choices for good/neutral/evil, I do like to alternate).

Oh, I do notice that for some reason in this mapas where I have all civs, the Khazad and the Elohim tend to underperform noticeably. Which is a real PEST, specially when I am good or neutral and do not wish the armageddon clock to get up so fast.

Apart from that, I still find bothering and nigh-impossible to overcome, when you are unfortunate enough to have that damn undead ship going down your way in year 50, or having Orthus... or sometimes, for some reason, an invasion of the $·"!$!"!!! lizardmen when you only have warriors.



It's harsh, yes.. But hey, it is the impending end of the world we're talking about here. If it isn't making you go Noooooooooooooo! (*best Darth Vader from episode 3 corny howl impression*) then it obviously is not doing its job right eh?

Though the notion about a scaleable armageddon thingy is not a bad one, because I did notice a lot of my games with loads of civ's see the armageddon counter rising very fast, especially later on (logical, though, I suppose). But then again I guess you could simply say that's how it is, lots of nations equals lots of wars in Erebus. The idea about a slightly random 'geddon counter isn't all bad either. Not necessarily by much, but at least a little so you don't know with such clinical precision more or less exactly when something will happen.

As for Orthus, Sailor's Dirge and lizardmen/skeletons.. Well, yeah. Tough break. Sometimes you just get unlucky, but that's part of the game. Would it really be exciting if you never had to worry about them at all? :crazyeye:

Sore for the spam-responses, I kind of worked my way through the posts backwards. >.>
 
I was wondering, how much work is there left to do in the Fire phase, are you planning on adding/adjusting a lot of stuff or is it just patching and adjusting to game play feedback?

The true intent of my question is obviously: Is work on Shadow already in progress, oiyw: will it be another year untill Shadow? (Really no complaint here, the amount of work you guys do is out of this world, just inquiring ;) )
 
Wow, this thing just keeps getting better.

If you're in the market for ideas, I have one.

I think you should givee the apocalypse of leaves some real teeth rather than just super animals that can do no more than annoy. How about giving nature the ability to seriously roll back the encroachment of humans and other races? Remember the eco-bomb thingy in Civ:CTP that completely annihilated cities and left nothing but pristine earth underneath? Something like that, but more aggreessive.

Here's my idea.

- Make it so the fellowship of leaves can gate in a new civilization just like the good/evil factions can. This new faction is made up of only animals, treeherders, and other various nature spirits. AI Only.

- Once created, this new civ will immediately declare war on every civilization except those that have fellowship of leaves as their state religion, and be locked in permanent war with them ever after.

- Cities of this faction (represented by a grove of trees?) Will pump out animals and nature spirits at a very fast rate. These units will aggressively destroy all improvements in enemy areas, plant trees in their own areas, and attempt to take over enemy cities.

- Cities so conquered will also produce tons of animals, etc etc., increasing the threat exponentially. Kind of like a zombie apocalypse.

Perhaps to balance things the civ would declar war on its creator, too.
 
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