[MOD] Fall from Heaven II

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.

Take the Icon from your ffh mod folder and drag it to the desktop. then when it loads you will have to search for the civ4.exe
 
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.

:woohoo:..
 
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.

You can also simply load your last savegame (works automatically on doubeclicking it, or a link to i.e. your quicksave) which saves time. Be aware that you have to have Civ4 installed properly to get the file relations right (if you reinstalled windows it won't work until you run the setup once again).
 
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.

Will we be able to carry that file to new versions or will BtS mess that up?
 
So yeah, as of patch D Loki now functions correctly, the little wiener. However, every time he 'runs away' you get the "Perpentach has created Loki!" message. Which is kind of.. Annoying. I don't know if it used to be like that because I very, very rarely play Balseraphs. And I can understand the mechanic behind it, so if there's no way around it I guess we can all live with that, it's a pretty minor quibble at best. But still, if it would be possible to be rid of it.. Hey, I wouldn't complain. :crazyeye:

Cheers!

ps. Though as someone noted, he takes damage (to 0.6 and then no more, it seems) for it. And accumulates War Weariness, though the latter I haven't tried out yet, I just hit up a game and dumped him in there with the World Builder to see if it worked. *lazy*
 
Will we be able to carry that file to new versions or will BtS mess that up?

Remember that 0.23 will install to a new directory (it is technically a new mod) so it will start with a blank trophies.dat file. When it posts I'll list instruction for moving your trophies over (it will just be coping the trophies.dat from the 022 directory to the 023 directory).

@thealien_83: yeah I know. I had to come up with something to do with it for the patch. The subsystem that Loki used to use has been cut (it was causing lag) so I need to find a new way to do it. Since I will probably need to write new code to do it, it probably won't be really fixed until 0.23.
 
My elven rangers dont subdue animals. Is that a bug or am I missing something here. They are supposed to start with that ability right ?

Is the blessed promotion that you get through altar of the L. permanent or can you loose it somehow? (said rangers lost their blessed promotion after getting poison from a druid (or from attacking i could not determine wich))

The subdue animal part not working is propably because i have hidden nationality on them...
 
My elven rangers dont subdue animals. Is that a bug or am I missing something here. They are supposed to start with that ability right ?

The subdue animal part not working is propably because i have hidden nationality on them...

Exactly. You cannot convert units to your nation if they don't know who you are. ;) But seriously, that's the case and has been stated somewhere in this huge thread before (no, I don't expect you to have read that).
 
So out of idle curiosity..

If I was to play an Adaptive leader, and pick 'Aggressive' for my adaptive trait, and then build me a hero.. He'd start with Combat I, of course. Provided he was the right type, and all. But let's assume he is, so he/she starts with Combat I. I then proceed to chunk out Combat promotions until I can buy Heroic Attack/Defense..

And then I switch my Adaptive trait from Aggressive to something else. What happens then? His Combat promotions would conceivably drop to IV, which is insufficient to match the prerequisites for Heroic Attack/Defense. Same question goes for any similar promotions really, like Shock I etc.

Just curious, and all. I have way too much boring idle time on my hands at work.. :mischief:
 
So out of idle curiosity..

If I was to play an Adaptive leader, and pick 'Aggressive' for my adaptive trait, and then build me a hero.. He'd start with Combat I, of course. Provided he was the right type, and all. But let's assume he is, so he/she starts with Combat I. I then proceed to chunk out Combat promotions until I can buy Heroic Attack/Defense..

And then I switch my Adaptive trait from Aggressive to something else. What happens then? His Combat promotions would conceivably drop to IV, which is insufficient to match the prerequisites for Heroic Attack/Defense. Same question goes for any similar promotions really, like Shock I etc.

Just curious, and all. I have way too much boring idle time on my hands at work.. :mischief:

None of the effects from prior traits go away. So units built while you are aggresive will always have the free combat I promotion, command posts build while organized remain, etc.
 
None of the effects from prior traits go away. So units built while you are aggresive will always have the free combat I promotion, command posts build while organized remain, etc.

Oh I see. Sweet. I didn't figure Command Posts would go away admittedly, but somehow I'd figured the free Combat promotion might. Dunno why my mind made that (il)logical leap, heh.

That's swell. Might have to give one of the Adaptive boys a go again some time. Too bad I don't really fancy any of them all that much. :crazyeye:
 
So I was wondering.. Hyborem's Fallow trait.. It means his cities never grow from accumulated food, and never starve. Outside of the act of sacrificing Manes (Mmm, manes..) they never change in size.

So far, so good. However, does the city still *count* how much food it produces, for the purpose of say, building Settlers, or improving military unit production if one has the Conquest civic, or any number of occasions where it is relevant?

I'd guess so, but.. Seeing as how I am giving the Infernals a serious go in a multiplayer game, I'd like to be sure before I begin messing around with my civics. :goodjob:
 
Affinity...is it discussed anywhere in detail?...either i've missed it or am my usually spazzz...can't figure out much about how this works now.
 
Affinity...is it discussed anywhere in detail?...either i've missed it or am my usually spazzz...can't figure out much about how this works now.

Its explained on the monsters that have it. For example fire elementals have +1 affinity for fire. Meaning they get +1 strength for every fire mana you control.
 
Affinity...is it discussed anywhere in detail?...either i've missed it or am my usually spazzz...can't figure out much about how this works now.

Let me give you an example; The Spectre summon, it has 2 Str + Death Affinity 1, which means that it will get +1 Death Str for every Death mana you have. So if you have 3 Death mana, your spectre will have 2 + 3 Death in strenght.
 
So I was wondering.. Hyborem's Fallow trait.. It means his cities never grow from accumulated food, and never starve. Outside of the act of sacrificing Manes (Mmm, manes..) they never change in size.

So far, so good. However, does the city still *count* how much food it produces, for the purpose of say, building Settlers, or improving military unit production if one has the Conquest civic, or any number of occasions where it is relevant?

I'd guess so, but.. Seeing as how I am giving the Infernals a serious go in a multiplayer game, I'd like to be sure before I begin messing around with my civics. :goodjob:

Only manes will make the cities grow, and yes surplus food does help when building settlers BUT how often do you think you will have surplus food when you can build workshops and cottages all over the place without a care in the world if your people are "starving", your production will be all that matters. *MUHAHAHAHAHAH!*
 
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