[MOD] Fall from Heaven II

So I just finished my first .22 game (a rather lengthy one as the Balseraphs that I ended up winning by a Tower of Mastery victory). However, I can't find the trophy hall. How do you access the trophy hall? I tried clicking the new icon on the main menu screen, but nothing happened. Any ideas?
 
im seeing this ruckus about animals a plenty, since ive played i think i have seen in any of my games ( i play a lot) 1 elephant, and like 3 wolves, doesnt matter if its a empty island i come across or my own lands, i may see a solo lion when i first start my explorers out to the bush, but other then that i dont see animals at all since .22 the barbarians have somewhat disappeared also, there out there, but no difference other then a drop off, animals though, nada, wish i could get some. I captured the one lion i saw and put em into my capital but so many animals needed to complete it was hopeless i dont know if im the only one, but maybe my map style is the reason (huge planet, Islands)

Its also based on game difficulty.
 
So I just finished my first .22 game (a rather lengthy one as the Balseraphs that I ended up winning by a Tower of Mastery victory). However, I can't find the trophy hall. How do you access the trophy hall? I tried clicking the new icon on the main menu screen, but nothing happened. Any ideas?

Its a button in game, top left corner the one next to the one that has a tooltip, i think its the one on the right.
 
Its also based on game difficulty.

thank you very much that will clear some stuff up, when i get a new mod i like to play easy mode till i can get the hang of the changes that is probably the main reason, once again Kael your knowledge of the mundane has blasted my ignorance to ash :) thanks again:scan:
 
@BiffQJ: It is indeed the right hand button, on the top left of the screen that looks like a scroll. Just above the tech and culture sliders.

At the moment it seems a little bare. Are there any plans to extend this to include more "trophies", and if so what are these??

Thanks,
kingkong
 
I would like to see the Grand Menagerie included. Maybe add the Giant Spider and Elephant. That would be a major feat. How about more of the victory conditions like Religion? I haven't tried it but it appears difficult.
 
@BiffQJ: It is indeed the right hand button, on the top left of the screen that looks like a scroll. Just above the tech and culture sliders.

At the moment it seems a little bare. Are there any plans to extend this to include more "trophies", and if so what are these??

Thanks,
kingkong

In "Fire" we are just testing the mechanics. In "Shadow" some trophies will give rewards and unlock content. Others may mark the successful completion of quests. We may add epic quests that have to be accomplished over several games.

But the real need for trophies comes from the "Ice" phase. That is where we begin working on the FfH scenarios and we will use trophies to mark important actions or accomplishments in scenarios that effect later scenarios. If a hero found an artifact, if you helped a leader, who won a battle, or which women Falamar is wooing at the moment can all be tracked between games and allow us to make the scenarios change based on the actions you take. That was the real requirement for trophies (a way to track actions from other games), everything else is just gravy.
 
Patch "e" is uploaded and linked in the first post. It resolves the following issues:

1. Angels can now correctly be upgraded to Angels of Death.
2. Baby Spiders growth chance decreased from 5% per turn to 2% per turn.
3. Wolf pen no longer gives +1 happiness and culture boost is reduced from +3 to +2.
4. Wolves only grow to packs and spawn wolves when controlled by the barbarian player or the Doviello.
5. Animals will stop spawning on a continent if there isnt enough room (1 animal per 3 unowned tiles on the continent for most animals, 1 animal per 5 unowned tiles for wolves).
6. Chaos Marauder Betrayal chance reduced from 100 to 20 (it was at 100 for testing).
7. Fixed the Graft Flesh spell sound.
 
Patch "f" is uploaded and linked in the first post. It fixes a crash that was introduced in patch "e".
 
I'd like to see the spawn rate of Baby Spiders nerfed somewhat (maybe only 1 in 3 or 4 chance?), so that successful attacks don't ALWAYS produce them. In the one .22d game that I have played (Prince level) I was able to capture a Giant Spider very early and to subsequently produce babies willy-nilly. It was easy to keep beating down my rivals by parking a Spider with Hidden Nationality on a hill near their cities, and smash any units that were produced. By the time the AIs had Hunters available, by 'Spider Army' was already promoted beyond which they could be easily destroyed. I was constantly killing the babies off to keep my economy healthy.
 
I'd like to see the spawn rate of Baby Spiders nerfed somewhat (maybe only 1 in 3 or 4 chance?), so that successful attacks don't ALWAYS produce them. In the one .22d game that I have played (Prince level) I was able to capture a Giant Spider very early and to subsequently produce babies willy-nilly. It was easy to keep beating down my rivals by parking a Spider with Hidden Nationality on a hill near their cities, and smash any units that were produced. By the time the AIs had Hunters available, by 'Spider Army' was already promoted beyond which they could be easily destroyed. I was constantly killing the babies off to keep my economy healthy.

The new patch drops their growth rate (chance they will become adults) from 5% to 2%. Im going to try that first, but if they are still to pwoerful I'll add a percentage chance of making baby psiders when they kill an opponent.
 
I havn't been that successful with keeping spiders alive. All it takes is a hunter or two, and it won't even last a turn in their territory. But then I play on monarch or emperor now, and the AI always seem to have highly promoted hunters early, or at least low leveled hunters almost everywhere.
 
Is there anything to be done about forest fires? Saw this for the first time on .22 and think it's really cool, but couldn't find anything in the version changes..
Is there any way to put out a forest fire, or do you have to wait for it to burn out by itself?
Really cool would be spell accessed by water mana...
 
Is there anything to be done about forest fires? Saw this for the first time on .22 and think it's really cool, but couldn't find anything in the version changes..
Is there any way to put out a forest fire, or do you have to wait for it to burn out by itself?
Really cool would be spell accessed by water mana...

Doesn't the (water-based) spell Spring extinguish fires?
 
Kael, are you going to enter the modding competition? I know FFH2 isn't "done" but it is allot more complete then nearly any other mod out there.
 
Kael, are you going to enter the modding competition? I know FFH2 isn't "done" but it is allot more complete then nearly any other mod out there.

Yeap, I hope someone from CivFanatics wins.
 
0.22f
I've made a huge map with 3 players (to be able to build Grand Menagerie). Wolves are still too many (i think more then 1 per 5 tiles). But at least there are some empty tiles. The distribution is strongly non-uniform. Everybody who walk outside endure several attacks per turn and may relax only on the territory of barbarian state. Very boring. Best scout is an invizable Giant Spider... until he meets a lizardman and everybody attack him.
 
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