[MOD] Fall from Heaven II

well how would i go about saving with the time between turns? i can throw one up for you anytime, i play for about 30 min and its just too long, 3 cities took me 45 min to create, it was just horrible

After the move to 0.22 I'll be interested in getting the save just to see what is going on in the world. Usually delays like that means there is an error occuring somewhere. At the very least I will be able to see if its something local to your computer or not (I have pretty old computer).
 
ok ill keep you posted, im gonna try and run another game and see if i cant beat the curse, figure ill keep the barbarians population low and try running fewer civ enemies to see if that lessens the time, other then that 1 hangup i love this mod, really brought me back to vanilla.
 
went ahead and did a little testing using vanilla and warlords, running 12 civs with raging barbarians on vanilla basic, i was counting 1sec lagtime between turns from start of map till 20 turns in, no change in time for load, running warlords with the same number of enemy civs i have the same lagtime as vanilla, 1sec sometimes less when game first starts, running FoH2 though at start its 5sec between turns and by time i hit 20 turns it went to 6-8seconds, i think it might be something having to do with python ( btw i was running 6 enemy civs and no barbarians for the FoH2 test
 
I've been getting some pretty obscene wait times in FFH2 as well- often 20-30 second waits 500 or so turns in. My computer is new, 1 gig ram, and changing graphic options/reloading does not influence the turn wait. Only thing that does is size of map, number of civs and amount of turns in.

Basically has forced me to play against no more than 3-4 civs at once.
 
Python is an interpreted language which doesn't necessarily make for efficient use of the computer's resources. Civ 4 in general seems to perform slowly for what it is doing. Maybe that's part of the problem?

Cheers,
Sword
 
Kael your selflessness, and contribution to the world is making them rest of us look bad.
 
Hi.
Just played FfH2 again for a single long span (basically got the game running all day) and ended with a crash due to memory allocaiton failure. The save game seems corrupted so it's not very helpful either as it can't be loaded.
Settings: Large map, tectonics script/60% water (thus amount of land much like regular continents, maybe more water), on vista, 2Gb RAM.
There wasn't anything special I remember before the error panel popped. I have no idea if there's a log or something I could join to help find out the bug. I suspect a memory leak since the game had been running for a few hundred turns, but it might have been a big allocation asked for some other reason.
The game ran quite smoothly except when I moved units. They would move as many plots as asked to, and when the destination was reached, stop moving normally, then a pause of at most one second before I'd be able to continue the move. I never saw that small glitch nor the memory problem without the mod.
Now it might be a feature intended to tell me I should stop playing and start doing something more productive?
 
Do it work whith vista?

Yep! I have vista home premium and FFH2 works like a charm.

To anyone without vista I would recommend getting it, it isn't a drastic change from XP, but is is quite a nice improvement.
 
To anyone without vista I would recommend getting it, it isn't a drastic change from XP, but is is quite a nice improvement.

It does work on Vista Ultimate 64bit for me as well. But I wouldn't recommend getting Vista in such a generalized manner!
It uses incredible ammounts of resources, esp. RAM. On older machines it will definately lower the gaming experience!
 
Is it a very large save? I think MAFs are a known issue for Civ4 in general for such files.
Looking at the autosaves, sizes are 584ko then 2ko. So it probably crashed during the autosave process? The previous save works fine, beyond the point where it crashed.
 
Greetings and admirations to the developers!

Some proposals and remarks to the collection.

1)Let cage animals be the last city defenders. When attacker kills the last defender, (one) cage is broken and animal arises in a city. Surprize! Variant: when city is captured/razed and cages broken, animals rise around city as barbarians.

2)Why water walking spell effects only caster? It is not enough usable as it is IMO. We loose some fun. Nice to put WW on beastmaster, capture giant tortoise, put her to the... mmm... Tortoise Cage to produce... mmm... pearls (dont ask).

I see, caster may not replace transport fleet, but spell can be put on one unit.

3)There is an intuitive reason to variate research costs of different techs depending on the race, traits, religion alignment and even civics. Why Hippi work so hard on the Horseback riding? (Ok, hippus settlers keep this tech in secret even from the compatriots...) Lanun may have good modifiers for sea techs, organized leaders for Order techs, pacifists for social... We need tech classification.:) Maybe it is too complicated.:(

4)Some spells for magic combinations? Earth I + Water I = make oasis. Earth II + Fire II with summoning = summons a peak for a turn (transforms any inoccupied tile terrain into peak). Spirit III + Life III with sorcery = grant March promotion. Etc.

I suspect there are tons of such stuff but at least I had a pleasure to formulate.
 
Greetings and admirations to the developers!

Some proposals and remarks to the collection.

1)Let cage animals be the last city defenders. When attacker kills the last defender, (one) cage is broken and animal arises in a city. Surprize! Variant: when city is captured/razed and cages broken, animals rise around city as barbarians.

2)Why water walking spell effects only caster? It is not enough usable as it is IMO. We loose some fun. Nice to put WW on beastmaster, capture giant tortoise, put her to the... mmm... Tortoise Cage to produce... mmm... pearls (dont ask).

I see, caster may not replace transport fleet, but spell can be put on one unit.

3)There is an intuitive reason to variate research costs of different techs depending on the race, traits, religion alignment and even civics. Why Hippi works so hard on the Horseback riding? (Ok, hippus settlers keeps this tech in secret even from the compatriots...) Lanun may have good modifiers for sea techs, organized leaders for Order techs, pacifists for social... We need tech classification.:) Maybe it is too complicated.:(

4)Some spells for magic combinations? Earth I + Water I = make oasis. Earth II + Fire II with summoning = summons a peak for a turn (transforms any inoccupied tile terrain into peak). Spirit III + Life III with sorcery = grant March promotion. Etc.

I suspect there are tons of such stuff but at least I had a pleasure to formulate.

1. We have been talking about letting barbarian animals escape when you raze a city.

2. Because if it could be cast on any unit there wouldn't be any reason for naval units anymore. You would just get one caster that could cast water walking and water walking your entire army. I dont believe water walking is underpowered as is. Its very effective to have a caster stand offshore, largely immune to all retaliation while he tosses fireballs or summons at land units.

3. Yeah, probably just to complex.

4. Im more interested in improving the spells we have (in balance, interest and the AI's ability to use them) than adding tons more. The spell system was specifically designed to be expandable but more is not always better.
 
Are you sure you couldn't add any combo spells? maybe if you control all kinds of of mana, you could have something horrorfying. Perhaps sacifice user, Æther wake destroys all units, improvments, and reasources in 4 tile radius, terrain desert in 6 tile radius. Create Rift at epicenter. It spawn barbarian elementals.

First there was a flash, then the Earth itself groaned, its very sound resonating through Flinch's body. Then the wind alive with fear, blew past sparking and iridesent. Flinch's mind went with it. Then the Æther came, it shown like fire and moved like water. It incinerated Flinch's body, but in the ashs a flame was born. Flinch may not have remembered anything but he would have his revenge
 
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