[MOD] Fall from Heaven II

Im having a graphic bug that does obvioulsy not occur to all the others :( .
All units often seem to change their look. It always happens when i fortify one of my own units or when i tell them to skip the turn, and all foreign units hardly ever show their fantasy-Look at all :( .
Goblins become spearmen, elephants become war elephants, elven scouts become archers, Hill giants become huge swordsmen...
Some units seem immune. Spiders, Dragons all units that probably havnt been reskinned.
Can someone help me?
 
Im having a graphic bug that does obvioulsy not occur to all the others :( .
All units often seem to change their look. It always happens when i fortify one of my own units or when i tell them to skip the turn, and all foreign units hardly ever show their fantasy-Look at all :( .
Goblins become spearmen, elephants become war elephants, elven scouts become archers, Hill giants become huge swordsmen...
Some units seem immune. Spiders, Dragons all units that probably havnt been reskinned.
Can someone help me?

You probably have "freeze unit animations" selected in the game options. That isn't supported in FfH2 (aka: we didnt make freeze animations for all our units).
 
Small thing. Can the erainfos.xml be excluded from patches? I downloaded the 300 MB mediapack several times now because I forgot about this just to get a file of 30 Kb size:crazyeye:
Alternatively in case the erainfos might change a "mediapatch" might make sense.
 
Small thing. Can the erainfos.xml be excluded from patches? I downloaded the 300 MB mediapack several times now because I forgot about this just to get a file of 30 Kb size:crazyeye:
Alternatively in case the erainfos might change a "mediapatch" might make sense.

Its supposed to be excluded. I must have missed it in a patch.
 
Hi -

Not sure if this a bug or if there is a new prereq I am missing, but playing as Amurites I can't build galleys or dragonships after researching sailing?
 
I've been having problems getting the mod work on BTS. I have downloaded the latest patch (3.13), I am using the right version of the mod (0.25 with patch J).

The mod loads without any problems. I select "play now" and set up a game and it starts loading as it normally would. All of a sudden I get a message saying "Civilization IV BTS has encountered a problem and needs to close". No other details.

I reinstalled BTS and redownloaded the patch 3.13, and then reinstalled the mod. Amazingly when I ran the mod for the first time after reinstalling I was actually able to start a game! I saw the opening video introduction which was really cool. However, whenever I went back to the main menu and tried to start another game I was back in the same situation as before.

I don't really want to reinstall BTS all over again to see if it will get the mod to work...what am I missing here?

BTW the mod looks great...hope I can get it to work so I can enjoy it.
 
I've been having problems getting the mod work on BTS. I have downloaded the latest patch (3.13), I am using the right version of the mod (0.25 with patch J).

The mod loads without any problems. I select "play now" and set up a game and it starts loading as it normally would. All of a sudden I get a message saying "Civilization IV BTS has encountered a problem and needs to close". No other details.

I reinstalled BTS and redownloaded the patch 3.13, and then reinstalled the mod. Amazingly when I ran the mod for the first time after reinstalling I was actually able to start a game! I saw the opening video introduction which was really cool. However, whenever I went back to the main menu and tried to start another game I was back in the same situation as before.

I don't really want to reinstall BTS all over again to see if it will get the mod to work...what am I missing here?

BTW the mod looks great...hope I can get it to work so I can enjoy it.

i had the same,... and I am almost sure this does not happen with a store-purchased CD version of BtS. where did you get your BtS copy from?
 
No i bought my BtS for BestBuy and I get the same problem. Anyone have any ideas yet?

With FfH2 loaded go into Advanced -> About This Build and see what version it says.
 
I got my BTS from Walmart.

Civ version: 313
Save version: 301
Build version: 3.0.0.1 (81539)
Build date: Fri Sept 21 14:16:18 2007
Build: Final release
Mod name: Mods\Fall from heaven 2 025...
 
Update:

That one time that the mod went through and loaded a game...well I forgot about the autosave. I went back and tried to load it and it works! So I can play the game but only from that one save. Everytime I try to set up a new game, even with the same settings as that one time, it crashes.

Strange...Oh well I guess I will just be the Amurites on a Terra map everytime! hehehe
 
I have figured it out! Although I don't know how to avoid the game crashing while loading, it is still possible to play this mod.

I set up the game I want...choose the map, the players, etc...then I let the game load. As expected it crashes and so I close the game. I then restart Civ and reload the mod and then I go to my autosaves...VIOLA! The game is there to be played! :D

It's annoying that it crashes initially, but atleast I get to play in the end and that is all that matters!
 
How much memory do you have on your machine, do you have warlords installed?
 
I have figured it out! Although I don't know how to avoid the game crashing while loading, it is still possible to play this mod.

I set up the game I want...choose the map, the players, etc...then I let the game load. As expected it crashes and so I close the game. I then restart Civ and reload the mod and then I go to my autosaves...VIOLA! The game is there to be played! :D

It's annoying that it crashes initially, but atleast I get to play in the end and that is all that matters!

It sounds like your computer cant play the intro movie. Thats the only thing that I can think of that you are bypassing by loading the autosave.
 
Patch "k" is linked in the first post. It makes the follwoing changes:

1. Fixed the Feast spell.
2. Fixed the DisableUpgrade function (so you can no longer upgrade warriors to wood golems and such).
3. Fixed the setWeapons issue.
4. Added a miscast mechanic to spells.
5. Subdue Animals wont capture giants anymore (CaptureUnitCombat attribute added, removed the bCaputeAnimal and iCaptureNavalUnitPercent attributes).
6. Units won't betray and turn barbarian is the game option NO_BARBARIANS is set (for OOS testing).
7. Disable FfH Combat debug option now disables all FfH combat modifications (for OOS testing).
 
Patch "k"
4. Added a miscast mechanic to spells.
Does this apply to every time a mage/priest tries to cast now, or is it only a mechanic that you will use later?

I'll cease the opportunity to say "wow!!!" to the speed you push out the fixes, again. :)
 
When will the civilization-specific units be incorporated into the BTS version? Right now, except for the Bannor, I don't see any passed the warrior level. There is no elf swordsman or dwarven soldier, etc. Furthermore, the small animation of the unit that appears in the lower left corner is usually the baseline unit and not the civ-specific unique unit. (ie. The elf warrior looks like the human warrior but on the map looks like the elf.)
 
Ever since I tried the Crazy Resources option on the Fantasy Realm map, I`ve been hooked on having this number of resources - the regular distribution seems barren in comparison. Anyway, would it be possible to add a Crazy Resources option for the other map types? (the Fantasy Realm map isn`t great if you want some sea-faring action.)

Awesome work on the mod btw!
 
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