[MOD] Fall from Heaven II

It would be nice if more people come to the Fall from heaven forum. Bug reports, cosmetic issues and balance issues should go there anyways.

Also, never can be enough people talking about FfH, and the forum is better than this thread- ;)

Some things are not applicable to the other threads. This thread, in my opinion, is a catch all for those. I think a lot of unnecessary threads are started where the subject could be easily be addressed in a couple of posts here. Oh well.
 
Some things are not applicable to the other threads. This thread, in my opinion, is a catch all for those. I think a lot of unnecessary threads are started where the subject could be easily be addressed in a couple of posts here. Oh well.

Once something gets posted here, it gets lost after a while. The Fall From Heaven forum is a neater way to discuss each issue separately, as well as separating Bug reporting from Cosmetic and Balance Issues.
There is also a Frequently Asked Questions thread there, which answers many questions that is being asked in this thread.

This thread is more for presenting the Mod to downloaders, with general information about the game. And for praising Kael and his team. :p

Discussion of the mod is better done in the Forum IMO, where it's easier to find each different discussion and keep them separate.

This thread already has 119 pages with 40 posts each, a total of 4742 (with this one).
 
Why did you remove Dwarven Mines?
They were removed because now earth mana increases the chance of finding resources from mines. Since the Dwarfs start with an earth mana their mines don't need any specific bonus to have a higher chance of uncovering resources.
 
Hi,Kael.
This is very good MOD! It always enjoys and it plays.

I think, Death Knight require Nightmare instead of horse.
Because, Nightmare is hell version of horses.
 
:scan:

Now.. Am I completely off my rocker here, or wasn't Rantine able to convert barbarian cities ? 'cause he sure isn't very willing to do so for me now. I'm not sure if I'm missing something here, Clan isn't one of the civs I've played the most, but I have a very strong recollection of having tried out that ability, successfully, back when he was introduced for the first time. But now.. No dice. Anyone care to enlighten? Was it removed?
 
He's only able to do it if he's got higher power than any other guy in the city, so if you're trying to oust Acheron from his roost, or browbeat T3/4 mobs into joinng your cause, you're out of luck.
 
He's only able to do it if he's got higher power than any other guy in the city, so if you're trying to oust Acheron from his roost, or browbeat T3/4 mobs into joinng your cause, you're out of luck.

I wonder how we define 'power' here then, because he wouldn't even do it in a small horsehockey barbarian city defended by a lone 0 experience Orc Spearman.. :rolleyes:
 
I wonder how we define 'power' here then, because he wouldn't even do it in a small horsehockey barbarian city defended by a lone 0 experience Orc Spearman.. :rolleyes:

Its the amount of attack strength that matters. Keep in mind that even a barbarian warrior with iron weapons will have a 4 attack strength, so Rantine (who starts with 3 strength) will have to have at least bronze weapons or the +1 strength promotion to be able to take the city.
 
Patch "c" has been uploaded and is linked in the first post. It fixes the following issues (and won't break save games):

1. German translation included (thanks Kontrollator!).
2. The Dragons Hoard will now correctly spawn with Acheron, as well as getting the popup.
3. Trophies can only be awarded once.
4. Fixed Loki's run away ability.
5. Fixed the hang when creating a Pirate Cove.
 
Its the amount of attack strength that matters. Keep in mind that even a barbarian warrior with iron weapons will have a 4 attack strength, so Rantine (who starts with 3 strength) will have to have at least bronze weapons or the +1 strength promotion to be able to take the city.

Well, this Orc Spearman was a completely unmodified dope, no nothing except what he was born into the world with. And a pointy stick. 'course, orcs might be born with those, what do we know..

I did however load up an old autosave to check if I could figure out what the matter was, and true enough, I'd just managed to overlook the fact that the Sailor's Dirge had decided to park its rear int hat city. :lol: All kind of sad, considering that the only two barbarian cities I'm aware of near me in that game is the one housing the Dirge, and Acheron-town. :p

But anyway, when calculating whether Rantine's strength is sufficient to subjugate the city (or rally it to their cause or whatever it is he does) does it only take into account the actual strength values? Does it factor in the (+1 Death) stuff and suchwise, and does it count for example Combat promotions?
 
What if we gave rantine a boost, like his strength times 1.5?

Personally, I think this is a sterling idea. He is, well, really really really weak as is. To the point of being almost useless, frankly. Now, don't get me wrong here.. I appreciate the potential inherent in his special ability. It is highly circumstantial whether you will get to use it however, and even then it isn't that much different from having conquered the cities honestly. Less effort, but really.. But entirely on the side of his special ability, what is the deal with him being so extraordinarily wussy? I mean.. He's as strong as an Axeman. And you get him.. at the same time you get axemen!

Okay, so yes, he accumulates XP. He's a self-learning axeman. And yes, you could give him the Heroic.. What's the new names for them? Anyway, the ones that increase Attack Strength and whatnot. But at the end of the day, even when maxed out with tons of experience, he is hard pressed to even be as good as a Maceman later on.

I dunno, he just feels horribly lacking as a hero, to me. I want heroes that aren't just worth a minor boost in the early game, or that will get eclipsed by regular units a bit further into the game. ^_~

So yes, I, for one, am in favor of increasing his strength at least a little. Not all too much of course since he does come out early on, but for the love of Bhall, at least make him a bit manly eh? :lol:
 
Bear in mind that the Clan are a very front-loaded civ. Giving them a late-game hero would be against their play-style.

A late-game hero I would not advocate giving them, but one that isn't only marginally better than an Axeman I do think they deserve. It isn't even close to late game by the time completely regular units can shrug off Rantine.
 
Not that I want to now, but if I did, is there a way to "reset" the Trophy Hall? Like, is there a particular file we can delete or clean out to sort of wipe the slate clean?
 
Not that I want to now, but if I did, is there a way to "reset" the Trophy Hall? Like, is there a particular file we can delete or clean out to sort of wipe the slate clean?

Yeah, there is a file in the 'Fall from Heaven 2 022' directory call Trophies.dat. Just remove everything from it (so its a 0 byte empty file) with notepad to clear your trophies.
 
4. Fixed Loki's run away ability.

So I was playing as the Balseraphs today, using patch C, and my Loki was attacked by a barbarian lizardman. The battle actually took place (unlike usual), and Loki was killed (it still did the run away thing, but he also died). While I don't mind too much (I've never really gotten the hang of using Loki, and now I get the Shrine of Champions), but I thought I should report this...
 
Patch "d" is uploaded and linked in the first post. It wont break save games and fixes the following issues:

1. Fixed the cult of the dragon founding when Eurabatres or Abashi come into play.
2. Fixed the issue with 0 attack strength units being unable to defend (so mud golems defend correctly now).
3. Removed the trophies a.txt requirement (possible fix for interface errors when running as non-admin users).
4. Fixed the CtD when Chaos Marauders betray.
5. Fixed Loki's run away ability.
6. Fixed the plagued messaged when Typhoid Mary attacks.
 
Hi,

I am new to this forum. I registered because I had been away from FFH2 for several months and the game has changed significantly since I last played. Without checking it out, I updated to the latest version and upon playing learned about the Armageddon feature (which I like to call the doomsday clock). While I love FFH2, I do not like playing with the doomsday clock. The last version I played before updating to .22 is .16. I was perfectly happy with that version. Is it possible to download a copy of that version anywhere or am I stuck?

If so, have you ever considered making that feature an option in future updates? I don't really like being forced to play a certain way and that feature does exactly that. Other than that, what you have done is awesome!
 
This is very low priority but i was wondering if anyone could help me make a shortcut directely to FfH, I got it to work in the last patches but not in this one. It only starts up vanilla civ.
 
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