[MOD] Fall from Heaven II

What would you rate Fall From Heaven II in the ESRB system?
E, T or M?
Any special descriptors to go with it such as, gore, suggestive, occult etc?
 
I've posted some information on whats to come in the next phase of FfH (release date December 16th). Check it out here: http://forums.civfanatics.com/showthread.php?t=249189

As part of our "Shadow" kickoff events we have also started 3 design contests, check them out here:

. .. .. .. .. .Design a Unit 3 contest

. .. .. .. .. .Design an Event contest

. .. .. .. .. .Design a Wonder contest

Do you have to submit them as a working file or just an ide? Like I make up an event called..emm sheep invasion, do I only need to describe the even or do I need to make a real working event of it?
 
Do you have to submit them as a working file or just an ide? Like I make up an event called..emm sheep invasion, do I only need to describe the even or do I need to make a real working event of it?

Well, reading the topics should give you the rough idea ;)
 
I have a stupid question, how do I see what spheres I have? In the older builds, there was a list on the screen on the upper right corner but now it's gone. I tried looking under "game options" and also under FAQ. The only way I can see what spheres I have is to initiate a conversation and look for assets I have available for trade.

Great mod, thank you for the awesome work.
 
I ran into a pretty powerful combo. I had the Falun (sp?) -- the pirates -- with Council of Esus. I built the Death Wind asap, and loaded Threepwood & Hema (all HN of course) when they came around. I got Hema to learn to cast Meteor Strike and Tsunami spells. Wow... Later in the game, I added an extra three Men o' War escort with assault troops, including Saverous (all HN of course) plus a non-HN galleon. The galleon had some arquebus troops giving the option of actually taking cities after they got flooded, bombarded, and savagely assaulted by the HN units. I even packed a Life Spark on the galleon! :lol:

Basically, I just sailed around copiously ravaging coastlines with the Tsunami spells (since I played in an all-archipelago map style, this meant 80% of all land was coastal). Once I got a nation so badly ruined economically and unable to replace its units, then I would declare war, sail in with the one galleon, and take cities without much trouble or risk of suffering a major counter attack. With Threepwood aboard, I ended up capturing a good number of ships along the way. I eventually built the Nexus which made the actual holding of cities captured by the "Naval Fleet of Death" a mere formality!

Toward the end of the game, all the other Civs eventually declared war when I started building the Tower of Mastery. This is the second time I see this -- I take it it's a feature of the game. I wonder if it was meant to include both vassalized civs or civs tied in a defense treaty? At the very least I don't think vassals ought to be allowed to declare war on their liege civ.

Bug? Design goof? Intended design? (Still had a lot of fun either way!)
 
I have looked a little through this thread and have not found the answer to my question. When I use the wildlands option at start-up it seems I get no increase to the small number of animals already normally in play. The only animal increased seems to be the elephant, which is of no use for the grand menegerie wonder. I know this is petty, but ever since I have tried for this wonder unsuccessfully because of the puacity of necessary animals, I has really irritated me. Any solutions or is this how it is.
 
Use a large Terra map setting + plan on building Nature's Revenge. But you're right, it's not easy getting the Gd Menagerie.

Even Nature's Revolt doesn't help much - haven't tried it yet, but if the Civ4Wiki is correct, it gives:

For the Barbarian State:

Each Goblin Worker is replaced by 3 Wolves.
Each Goblin is replaced by 3 Lions.
Each Orc Spearman is replaced by 3 Lions.
Each Lizardman is replaced by 3 Tigers.
Each Orc Axeman is replaced by 3 Bears.
Note that each of these new units gains the Commando promotion

Note that it gives mostly the more common animals: Wolves, Lions and Bears. It also gives Tigers, but: NO GORILLAS.
I've yet to build a Grand Menagerie, though I've often tried. It's always either a Gorilla or a Tiger that's missing.

The one time I actually had all the required animals (on a Huge Terra Map), the game crashed before I could get the lone Tiger I found on a barbarian continent back to my capital :mad:
 
Even Nature's Revolt doesn't help much - haven't tried it yet, but if the Civ4Wiki is correct, it gives:

For the Barbarian State:

Each Goblin Worker is replaced by 3 Wolves.
Each Goblin is replaced by 3 Lions.
Each Orc Spearman is replaced by 3 Lions.
Each Lizardman is replaced by 3 Tigers.
Each Orc Axeman is replaced by 3 Bears.
Note that each of these new units gains the Commando promotion

Note that it gives mostly the more common animals: Wolves, Lions and Bears. It also gives Tigers, but: NO GORILLAS.
I've yet to build a Grand Menagerie, though I've often tried. It's always either a Gorilla or a Tiger that's missing.

The one time I actually had all the required animals (on a Huge Terra Map), the game crashed before I could get the lone Tiger I found on a barbarian continent back to my capital :mad:

I did say it wasn't easy to get that wonder. ;)

You're right about the gorillas -- they tend to go missing if you don't snag one early in the game. I ran into the same problem with tigers and gorillas as you did. The solution I suggested was the one that actually made it possible for me to build the menagerie, so I know it does work. You've got to organize your game from the start to succeed -- unfortunately, this makes it at best difficult to build that wonder.

BTW, did you try reloading your game after it crashed?

I wished that the designers would make it possible to use the elephant as a "wildcard" that could be substituted to any of the other animals required for the menagerie. This would give the elephant a greater value in the game. Maybe this will be fixed in Shadow.
 
Yeah, I think there should be a certain number of animal cages required (instead of all of them) but that every animal could build a cage that than count toward the Menagerie. I also think there should be more animals in the game, with more special abilities. For example, I think that instead of removing panthers just because their stats were the same as wolf packs that the panthers should have gotten the forest stealth promotion (which I hope will be added back in shadow)
 
I am trying my third FFH2 game, on BTS, and I have noticed a disturbing trend with animals and barbs in that on normal there are very few, animals with wildlands very few, and raging barbarians insane levels(year 200 I have 5 cities, leading other 11 civs, next closest having 2, and two civs destroyed). Am playing on huge, looked in worldbuilder and found no other animals but those damned timid overpowered elephants. And 5 billion barbs. I love the idea of this mod, but it has a few game play issues, especially early on huge, but even later with aggressive AI nowar for me at all unless I start it. wish I knew how to fiddle with the game. Am not trying to be a whiny douche, I really appreciate the work, the concepts worked into this mod a fairly brilliant, just giving my two cents. looking forward to dec 16.
 
I am trying my third FFH2 game, on BTS, and I have noticed a disturbing trend with animals and barbs in that on normal there are very few, animals with wildlands very few, and raging barbarians insane levels(year 200 I have 5 cities, leading other 11 civs, next closest having 2, and two civs destroyed). Am playing on huge, looked in worldbuilder and found no other animals but those damned timid overpowered elephants. And 5 billion barbs. I love the idea of this mod, but it has a few game play issues, especially early on huge, but even later with aggressive AI nowar for me at all unless I start it. wish I knew how to fiddle with the game. Am not trying to be a whiny douche, I really appreciate the work, the concepts worked into this mod a fairly brilliant, just giving my two cents. looking forward to dec 16.

Did you start with Labruscum or Advanced Start?
 
"Did you start with Labruscum or Advanced Start?"
I did not notice labruscum, and not interested in advance start. Mostly curious about the paucity of animals. Anything that can be done by somebody who has no idea about what they are doing? If not nbd but appreciate the quick response and the hard work and great results free to me the layabout gamer.

Also having trouble with the sprawling trait. I am not able to access the third plot. With the basic civ version I was able to. Has something changed?
 
The sprawling trait isn't working - it's listed as one of the issues to be fixed in Shadow

Regarding the previous posts re animals:

- I'd love to see the return of the Panther... giving him Forest Stealth sounds good to me!
- Elephants would be OK by me, if they could just build a cage like all the other animals. Either to give happiness/culture, or maybe to give Ivory like the Spiders do Silk. Or make it possible to upgrade them to a strong War Elephant or something late in the game.. As it is now, they have a limited use as defensive units in the early game, but once Rangers are available you might as well disband them..
- I like the idea of changing the requirements for the GM so you need only "5 out of 7" animal cages (this was counting Elephants and Spiders) or so... or 6 out of 8 with Panthers? As it is, it's ridiculously hard... and I don't want to gear my whole game to building this - there's so much else to do! :-)
 

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