[MOD] Fall from Heaven II

Hello,

I was wondering if there is another download site available other than 3ddownloads?
I've been in a 9 minute queue for about a half hour now & am ready to cry - I WANT MY FFH2!

Thanks,
Seamus
 
Game plays fine but when I try to load any saved game, be it a regular save, a quick save, or an autosave, Civ 4 crashes. I wanted to play so badly that I started over and got to turn 300, just leaving it on, but there was a power outage and now I can't load my game :cry:

Also on an unrelated question, I was playing as the Clan of Embers, (Jonas) and we founded the Ashen Veil. I sent enough missionaries out to convert Flauros. Now all of a sudden the Infernals popped up and they are in a little island in the middle of my territory. Should I just ignore them or are they going to try to wipe me out? I think I could crush them now, but I kind of think they are cool, and they are the same religion as me. OTOH, if they are going to start marauding through my lands and spreading those flames everywhere, I'll be very upset. That's if I can get my game to ever load...please help :(
 
Hello,

Seriously my problem with the download is not that is taking too long it is that it is not downloading at all. There is no progressive countdown from 9 to "download now" - there is nothing. Is there another download site?

Thanks,
Seamus
 
Game plays fine but when I try to load any saved game, be it a regular save, a quick save, or an autosave, Civ 4 crashes. I wanted to play so badly that I started over and got to turn 300, just leaving it on, but there was a power outage and now I can't load my game :cry:

Also on an unrelated question, I was playing as the Clan of Embers, (Jonas) and we founded the Ashen Veil. I sent enough missionaries out to convert Flauros. Now all of a sudden the Infernals popped up and they are in a little island in the middle of my territory. Should I just ignore them or are they going to try to wipe me out? I think I could crush them now, but I kind of think they are cool, and they are the same religion as me. OTOH, if they are going to start marauding through my lands and spreading those flames everywhere, I'll be very upset. That's if I can get my game to ever load...please help :(

There is a vanilla civ4 problem when playing on very large maps that can cause the saves to become corrupted. Im afraid there isn't anything I can do to change it. You may want to decrease the map size to avoid this.
 
Mmmm, new version to fiddle with.. :goodjob:

Now I just need to hassle my friends so that we can wrap up and finish the roughly half a million (sure feels like it in any case!) old savegames we have in multiplayer of half-finished games and whatnot. :lol:

Ah well! 'tis all in good fun.
 
So yeah, having now downloaded the new version and read up on what yummy changes I can look forward to once I get down to playing it, I do of course have a few thoughts, or perhaps more pertinently, questions. So I'll just chug 'em out here and let myself be enlightened. :lol:

Additions/Removals:
13. Removed the resource Stone.

Why, in particulars, this move? I know you work against perceived redundancy, but really, is having Stone and Marble really any more redundant than the bazillion different food resources? And furthermore, if Stone is now removed, will Marble be made more common, or is it just meant to make us appreciate the rarity of owning on one as such?

21. Removed the Guard Station building.

No more maintenance reductions for the Bannor eh? And those were so lovely for maintaining those nice, big, vast law-abiding empires.. *wistful sigh* But I suppose between Sabathiel's Organized trait and the new Law mana bonus, we'll make do.

22. Added the Affinity mechanic. The unit gains a bonus to strength (either to base strength or to a damage type depending on the mana) equal to his affinity times the owners amount of that mana.

Ver' nice! Ver' nice indeed! :goodjob: I strongly like this idea. Allows you to customize in an interesting way, and also encourages (or at least rewards) you to actually consider owning in excess of 1 Mana of every type, which I always felt was lacking previously. Sure, starting out with the first level of a sphere for Adepts was good, but.. Really, as opposed to being able to access a whole different sphere? It was seldom worth it. But it seems like this version takes a HUGE step in the direction of making it worthwhile to focus on fewer types of magic, which I personally feel is awesome.

23. Added the BUILDING_MAX_BONUSES_NEEDED global define and set it to 3. Meaning any building only needs 3 of its bonus requirements to be built (ie: Lesser towers will only need 3 of their 4 bonus requirements to be built).

This means, overall, that it is easier to achieve a Tower of Mastery victory, if I'm reading it right. You don't need to collect every single type of mana, just a majority of them, in essence, yes? In which case it probably is a good move, because a Tower victory was nigh-on impossible in my experience, so this should make it viable, while still being tough as nails to achieve.

27. Removed the disciple cycle promotions (Invigorating Passion, Relentless Devotion, Unquenchable Vengeance, Purifying Ardor, Habitual Conditioning, Divine Favor and Immaculate Piety).

Why this? That was one very short duration of stay.. Granted, I didn't use them much myself, but that was in part because they were simply new, I hadn't yet gotten used to thinking about them as a part of the mod and all. Did they not work as intended, or did you just feel they didn't add anything?

Balance changes:
1. Giant Spiders get defensive bonuses.

Eee! Giant Spiders get defensive bonuses in addition to their current level of strength, or are they just being revamped to being stronger on the defense than the offense? Because they are pretty damn lethal as is, in my experience, without being nigh-impossible to root out as well. But if they are made weaker on the attack, but tougher on defense, I guess it would balance itself out more.

15. Tar Demon changed from 4/6 to 2/7 strength. When killed a tar demon is split into 2 2/3 tar demons. When a 2/3 tar demon is killed he splits into 2 2/1 tar demons. Split Tar Demons will slowly grow back to full strength.

I know these comments are borderline spam in the quality of their relevance, but.. That is absolutely fricken astounding! Better than fricken sharks with fricken lasers on their heads, man! :goodjob:

20. Life mana no longer gives +2 health, instead it grants +1 health per node controled.
21. Body mana no longer gives +1 health, instead living units in their own borders heal an additonal 3% per Body mana that player controls.
22. Living units suffer a -3% heal rate per entropy mana when the lands of an opponent who has entropy mana.
23. Mines have an increased chance of finding mineral resources based on the amount of Earth nodes the player controls.
24. Spirit mana no longer gives +1 health, instead all cities get +5% Great Person rate for each Spirit mana the owning player has.
25. All cities get +3% research per turn for each Mind mana the owning player has.
26. Law mana reduces city maintenance costs by 5% for each Law mana the owning player has.
27. Chaos mana has 3% per node chance of mutating newly built living units.
28. Enchantment mana gives +1 Happy per city per mana.

This is probably the single part of 0.22 that I am the most itching to try, and the most positively surprised to see in. I've been hungering for.. Some kind of mechanic to this general effect, and now I have it! I predict I shall be happy as.. A pig in mud, or.. Something similarly verbose.
I do however wonder.. What about those Mana types that aren't covered here? Can we expect them to be covered in the future, or are we just to assume they are considered good enough on their own without providing any bonuses?

49. Chaos Marauder Betrayal is back in.

Yay! They were a little too useful/strong whent hey didn't have that chance. Though still very delicious for Barbarian trait leaders, of course.

50. The barbarian player gets to count affinity for every node of that type in the world!

Owch!

51. Ars changed from 12 (+12 Death) strength to 12 (+6 Death) and Death Affinity:2.

Owch!

54. Crusades great people modifier reduced from -100% to -50%, but you can only get Great Commanders while you are on a crusade.

Whoa. Hold your horses here. You can only get Great Commanders while on a Crusade? Is this part of some mysterious Crusade game mechanic I wasn't aware of, never really having used it and all.. Or does this imply only Bannor can get Great Commanders at all now? I'd assume not, since that seems a tad harsh, but..

66. The AI made more likely to build adepts (aiweight increased from 0 to 300), more likely to sit on them to allow them to level up (unitai switched to city defence) and kept from spamming them (the ai will stop building them if he already has 3).

One small step for mankind, one moderately big step for FFH's ability to have the AI use spellcasters effectively!


Okay, whew, there we go. Apologies for the meaty post, but I promise, I only ever make one of those for each new released version! :mischief:
 
Whoa. Hold your horses here. You can only get Great Commanders while on a Crusade? Is this part of some mysterious Crusade game mechanic I wasn't aware of, never really having used it and all.. Or does this imply only Bannor can get Great Commanders at all now? I'd assume not, since that seems a tad harsh, but..

From what I understand, this simply makes sure any great person spawned by the Bannor during a crusade is a Great Commander, rather than, say, a merchant or prophet.
Other civilizations can still get Great Commanders as usual.
 
Yes, Bchalet is correct. Eprviously the Bannor could never get a grwat person while crusading. Now the growth rate is halved and they always produce great commanders, no matter what buildings are in the city. Everyone elses great commander spawning is uneffected.

As to your question about mana effects for the other mana types, I dont know if we will add mana effects for them or not. The mana types that dont have effects are typically those that grant affinity bonuses, so it all works out. Though of course we will continue tweaking it.
 
Patch "a" is uploaded and linked in the first post. It resolves the following issues and won't break save games.

1. Fixed the Governors Manor to show up as listed in the changelog.
2. Succubi are now correctly marked as demons (no really we mean it!).
3. Goblins will upgrade to Worg Riders if they defeat wolf packs (just like they do when they defeat wolves).
4. Lion Prides and Wolf Packs can be sacrificed to create Caged Lions and Wold Pens.
5. Fixed the crash when Mobius Witches are spawned.
6. Modified the lair, and animal pack, spawn chances by game speed (slower on slower game speeds).
7. Corrected the Elohim Warriors formations.
8. Multiple Acheron fix.
 
6. Modified the lair, and animal pack, spawn chances by game speed (slower on slower game speeds).

Oh? I thought the spawn rate was just fine in marathon. Sure I needed 2 defenders per city now, just for the chance of 4 skels dropping by, but heck, its nice exp. ^^
 
Oh? I thought the spawn rate was just fine in marathon. Sure I needed 2 defenders per city now, just for the chance of 4 skels dropping by, but heck, its nice exp. ^^

:D Yeah, I actually think its a great opportunity for a scenario designer to make a map full of animal dens, barbarian cities, barrows, ruins, and roaming animal packs. But I dont want them the normal game to have animal hordes every time (that would get old after a while).
 
i would have to say i love the fact i can see small tidbits of other games i have played and love playing as the dwarfs khazad i used my stonewarden for a simple discipline buff and i see the small hammer and lightning effect of one of my favorite games dark age of camelot, wonderful, some icons too from eq2 pages and voice additions from other games, i love it.!!
 
one thing i have wondered and im not sure if theres a way to give this option to civilizations ai, im sure it would hurt more then benefit the normal player, but i think there should be a modifier same as close borders, when you amass large troop groupings near an enemies borders there attitude becomes cautious, i would think if im evil and the neighbor to my east who is good is massing a large army on our borders i would become just a little edgy on its purpose, maybe if it cant be factored in to the +/- of normal diplomacy, maybe having the ai recognize and create a reaction, say they contact you once your forces are massed, saying maybe "We appreciate your concern into the affairs of our land, but at this moment your armies are not welcome", or perhaps something along those lines, would bring a more realistic (though i know its fantasy) issue into the game, is it a simple mechanics cant allow situation, or was it something treid and dropped. just a little bit curiosity is all.
 
Hello,

Seriously my problem with the download is not that is taking too long it is that it is not downloading at all. There is no progressive countdown from 9 to "download now" - there is nothing. Is there another download site?

Thanks,
Seamus

Hehe I had the same problem but eventually figured it out: you have to click the "START DOWNLOADING" underneath the 9-minute mark, and you get another window that refreshes itself every 60 seconds or so :-) Good luck!
 
Kael, great work, as always, thank you.

Am... it looks, like "subdue animal" gives no bonus when attacking elephants. Is it normal?..
 
have a question about the mercenary units,they start with hidden nationality and can readily destroy my enemies, but what exactly is the benefits or effect that happens when i use them to capture an enemy city, the enemy doesnt lose control of the city it seems, but my merc units can defend in the city itself, what happens to the city they are in, is it just a way of keeping enemy's from creating anything in those cities, or are there other things not seen that happen, i cant inspect the city, just wondering, also if i declare nationality in the city of an ally/enemy they reside in will it become war and the city be taken by me if it has no native troops?
 
:D Yeah, I actually think its a great opportunity for a scenario designer to make a map full of animal dens, barbarian cities, barrows, ruins, and roaming animal packs. But I dont want them the normal game to have animal hordes every time (that would get old after a while).

Hmmm, I'm actually getting an idea .... But first I'll have to do the weekend shopping ^^.
 
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