[MOD] Fall from Heaven II

That would be great. There is a team that does the German translation so we do pretty good there but we are missing the other languages.

But an updated CIV4GameText_FFH2.xml doesn't do me any good. I use the editor to make text changes and the editor creates the xml file. So an updated xml file will just get overwritten the next time a change is made in the editor.

If you could get me an updated version of the text worksheet in the editor I will make sure it is included. The editor is the /Fall from Heaven 2 025/FfH Editor.xlsm file. If you are unable to open that file I can get you an OpenOffice version of the text worksheet that you can work from.

OK, I'm on it but I need OpenOffice.

Anyway, are the previous scenarii of FFH2 compatible with v.2025?
 
I noticed the verb "to effect" is used consistently in the place of what the correct verb should be, that is "to affect". They sound alike, but they really don't mean the same thing. OK, it's a detail... but hey, maybe someday it'll get fixed.

To effect means: to cause to happen, to bring about (to effect a spell is to cast a spell).
To affect means: to have an effect on something (you are affected by a spell).

The noun, `effect`, was used correctly in my post. The verb would have been to `affect`, bringing about an `effect`. Affect as a noun is used in a different context. I have a degree in English, check the dictionary next time! :rolleyes:

ps apologies for the off topic rant, but he started it!
 
The noun, `effect`, was used correctly in my post. The verb would have been to `affect`, bringing about an `effect`. Affect as a noun is used in a different context. I have a degree in English, check the dictionary next time! :rolleyes:

ps apologies for the off topic rant, but he started it!

First, my post wasn't meant as a rant or some annoying jab. Second, this concerned the use of the verb in the mod (and not anyone's posts). Third, I did go by the Webster's definition of the two verbs in question. I never intended to start a nasty discussion here.
 
First, my post wasn't meant as a rant or some annoying jab. Second, this concerned the use of the verb in the mod (and not anyone's posts). Third, I did go by the Webster's definition of the two verbs in question. I never intended to start a nasty discussion here.

Sorry, crossed lines. Because your post was straight after mine I guess. :crazyeye:

I do believe the Nilhorn giants (and any HN units) should have to declare nationality before taking cities though. By turn 600 I have taken almost 20 AI cities, without once being at war. AI`s are really bad at building on mana nodes too.
 
Yeah, its for technical reasons. I wrote the HN system for FfH on vanilla but for the BtS Im using Firaxis's system. The AI in particular is hard for this specific function. The AI doesn't understand attacking a town without being able to take it.

Not that it isn't possible to code something to deal with it, just in the scope of the issues its very minor. But I listed it as a permanent change because I dont have any plans to change it (at this time) but to let people know that we are aware of it.

Just wanted you to know that Kael is on the case... if he ever figures a figures out how to fix it :goodjob:
 
Just to mention another problem with HN units:

Using my HN Giant Spider I can capture workers - in previous versions of FFH this wasn't possible, they were destroyed.

Combined with the fact that the AI really sucks at hunting those invisible Giant Spiders down, I've been capturing literally dozens of workers with Spiders... it's actually unbalancing my games, since the AI builds worker after worker and feeding them to my Spiders :D , while I never have to build workers after the first one or two.

Seems to me the AI 'forgets' from turn to turn that a Giant Spider is on their territory and makes no effort to send Hunters after it.
 
Oh, and another issue with animals:

There are way too many Elephants running around in my games. It seems the AI never attacks them because of their strong defense... the weaker animals get killed, but when an Elephant spawns, it stays around till I finally get around to capturing them with Hunters or Rangers.

Since 0.25 I am having trouble finding more than a couple of Lions and Wolves to capture (even using Wildlands option), sometimes a Bear or two, if I'm lucky a Tiger or Gorilla once in a blue moon... but Elephants I can capture in herds, though I find them of little use. BTW, why can't I build an Elephant Pen or something, like with the other animals? It would make them more useful..
 
I just had a crazy idea about workers and elephants. It would be interesting to combine the two and create a new unit that can defend itself better and would have a greater production value. Like I said it was just a crazy idea I had.:D
 
I am pretty sure war elephants are in the game, although I can't recall where on the tech tree. Hehe, I havent made it far yet, every time I get a game going a couple patches have came out and, well lets just say I always want the newest version. But I also havent been able to get much game time in recently.

Anyways about these elephants, Aren't they just early power units if you capture them? I have yet to capture one myself. :sad: But I agree with Dragon, I see alot of them just roaming around but don't see too much else at all really. I also always use wildlands and huge maps. I guess I see an average amount of bears. Everything else (lions and wolves included) seem kinda sparse. (Except lions and wolves in the real early stage)

Would it help at all to post a couple game 'logs' to list the frequency of spawns at all? I don't even know if the code can make less elephants spawn compared to bears, or whatnot. Or if it just "picks a random card from the deck" or something. I may keep track anyways from now on for my own good. That way I know what "rare" and what isn't. As for gorillas and tigers, I always thought they were suppose to be rare. I have yet to capture either, although I do see them every once in a while.
 
Animals all have a terrain preferences, ofr many of the animals that spawn depends on how much of that terrain you have on your maps.

Elephants: Grasslands and Plains
Wolf: Forested Tundra and Snow
Bear: Any Forest
Lion: Grasslands, Plains and Desert
Gorilla: Any Jungle
Tiger: And Jungle

So if you play on a map without many jungles you won't fund many Gorillas or Tiger. If you play on a map with a ton of forests you will see lots of bears. A heavily forested cold climate continent is a good place to hunt for bears and wolves, a warm clear continenent is a good place to hunt for elephants and lions, etc.
 
I've never been able to build the Menagerie wonder. By the time I get the required tech and hunters with appropriate skills, unsettled lands are usually no longer available. I think the best shot for this would be to play the Terra setup or use a huge map (??) The only time I ever saw "a" gorilla was once, and this was with the plain Vanilla version of the mod. I do see the other animals fairly regularly, although tigers tend to be rarer, even with lots of jungle.

Hmmm... maybe there is an opportunity to introduce a "Lost Valley" feature to the mod somewhere on the map. It would require some difficulty to enter that valley (climbing a mountain range, finding a hidden entrance, ??) Then again, this might entail a GIANT gorilla and some prehistoric critters! ;)
 
Hello,

I agree that Elephants really do seem unnecessary except as foils to a auto-explore scout. Perhaps requiring a captured elephant (and subsequent elephant pen) to create units that require elephants.

I am pretty sure war elephants are in the game

This would make them worth while & perhaps intrique the AI enough to help clear them out.

There are way too many Elephants running around in my games. It seems the AI never attacks them because of their strong defense... the weaker animals get killed, but when an Elephant spawns, it stays around till I finally get around to capturing them with Hunters or Rangers.

Thanks,
Seamus
 
Kael, are you finished with patching 0.25? Already working on Shadow now, or is there just a little break?

Looking forward to any and all new things FfH-related. ;)
 
Kael, are you finished with patching 0.25? Already working on Shadow now, or is there just a little break?

Looking forward to any and all new things FfH-related. ;)

I've started checking the teams ideas into the first version of "Shadow". But Ive held off making any SDK changes because Im still noodling on these OOS issues and hoping that more isolation will let us get it worked out.
 
What map script (if any) allows for the added terrain?

I also noticed that it seems impossible to play this in marathon; waaaay too slow

other than that, it's an amazing mod; thanks for the BtS conversion
 
What map script (if any) allows for the added terrain?

I also noticed that it seems impossible to play this in marathon; waaaay too slow

other than that, it's an amazing mod; thanks for the BtS conversion
The Hellterrain will spread as soon the Infernals enter the world. It's not placed by mapgenerators.
Yeah Gamespeed is different here. I'd say a quick game feels roughly like a normal vanilla game concerning techadvancemenent. I suggest you try a normal game first;)
 
What map script (if any) allows for the added terrain?

I also noticed that it seems impossible to play this in marathon; waaaay too slow

other than that, it's an amazing mod; thanks for the BtS conversion

Is the 100+ turns to get a settler bothering you?

IMOH it is only the startup that is a wee bit slow... once you get started playing on marathon is a lovely experience, but I must agree that it seems to take even longer to build that initial settler unit now so loosing it is almost a certain restart.
 
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