[MOD] Fall from Heaven II

I guess I don't understand the point of the limitation. If having the ability of using a 3-square radius for cities is an advantage specific to Kuriotates, it seems that such a limitation on remaining cities goes way too far as a counterbalance. I don't understand what the benefit is to creating "settlements" that apparently don't do much of anything -- you can't build anything with them. I'm confused as to the overall strategy of Kuriotates at this point.

I mean the settlements are strategic. They grab land and resources for you while denying them to your enemies.
 
Just finished the svartafar with a Domination victory. Just as I was about to take some tree huggin elven cities I cast their world spell. I had a whole heap of units in the lands of my vassels the Clan and Hippus (their nations borded the other elves), and lo and behold the next turn I almost got my leafy butt handed to me because I forgot that Hidden nationality also ment my allies would attack me...
Units in my city also began to be attacked by my allies that were passing by. Appearently they though my cities were taken over by barbarians.... ARGGGG!!!!
OOPS the next turn ALL my units declared their loyalty to the alliance.......
 
Hidden nationality is great but I do not think I will use that spell again. Too big of a risk for little gain. All the world attacks you and you will loose over half your units and you do not have the ability to take cities...
 
Hmmm... good for leveling heroes and getting those tough imortals (due to the ability to attack without a decleration of war)... hidden nationality is...

Just make sure to keep all your city defenders declared etc. or you will be attacked, as you noticed...
 
only if you installed Civilization in the custom path otherwise you have to direct the Installer to the correct location

If you have Civ IV 'complete edition', like I do, with both Beyond the Sword and Warlords, it will be also a different path. Or if you have a non English Windows version...

Anyway... the idea is to direct it to the mods directory of Beyond the Sword.
 
Hmmm... good for leveling heroes and getting those tough imortals (due to the ability to attack without a decleration of war)... hidden nationality is...

Just make sure to keep all your city defenders declared etc. or you will be attacked, as you noticed...

Alright Yoda I got your point =)
 
Alright Yoda I got your point =)

Hehe.... actually noticed that my message was kinda Yoda'ish after submitting it... but I never thought anyone else would notice...

The force is strong with you young padawan :lol:

Btw. is it intentional that svartalfar can't chop down forrest or jungle (only burn it with fire I spell)?
 
I too would like to know whats up with the wiki.

Now that the council of esus is a religeon, how do I get a lot of hidden nationality units? It annoys me now that unless im svartalfar I can't reliably get that promotion on various troops. Whats the best way to get such a thing now?
 
:confused: When I install the media pack and patch a into the fall from heaven directory I just get a folder with the same name as the mod. Will the patch and media pack work properly like that????:confused:

you have to install the files into the BtS-moddirectory or copy the Folder you got into the BtS-moddirectory, then it should work proberly
 
Now that the council of esus is a religeon, how do I get a lot of hidden nationality units? It annoys me now that unless im svartalfar I can't reliably get that promotion on various troops. Whats the best way to get such a thing now?
Build recon units in cities that have the Council of Esus Religion. Some will be followers of the religion and be able to take and drop hidden nationality at will.
 
Patch "b" is linked in the first post. It won't break save games. It fixes the following issues:

1. Revelation will now effect neutral units.
2. Warcry no longer grants water walking.
3. Cult of the Dragon won't found until the Sheaim/Kuriotates have Philosophy.
4. Fixed the text string on the Enchanter event.
5. Temple of the Empyrean correctly gives +1 happy with the religion civic.
6. The Carnival Star event can no longer found the Fellowship early (thanks Snarko!).
7. Limited Crossbowmen to 3 per player.
8. The Brotherhood of Wardens is now removed from captured cities.
9. Corrected the options on the Jackpot event.
10. Fixed a python error when Raging Seas puts out fires.
11. Fixed an issue with Privateers still being able to be attacked as HN after declaring nationality.
12. Fixed a python error in the steal spell (isEquipment call on buildings).
13. Fixed the Slave Trade vote (thanks Mindlar!).
14. Fix for the OOS issues caused by Settlements in multiplayer games (needs to be verified).
15. Council elections only allow you to meet other players who are on that council.
16. Halved the duration of the Impersonate leader ability (now 5-15 turns instead of 10-30).
17. Readded the move requirement to missions (units aren't able to pillage multiple times each turn).
18. Added an ability for golden hammers to be sacked to add a free engineer (since adding the move requirement to missions broke the old way of doing it).
19. Fixed a python exception in the SlaveEscape event.
20. The Ratcatchers Guild will wait 20 turns before founding.
21. Immune to Disease will keep units from being diseased through combat.
22. Fixed the specialist commerce modifiers.
23. New terrain textures from seZereth.
24. Boosted XP for killing the Leviathan.
25. The Moroi can now be upgraded to Vampires.
26. Grigori can't build the Temple of the Empyrean anymore.
 
Patch "b" is linked in the first post. It won't break save games. It fixes the following issues:

Thx for that kael!
But anyway is it possible to fix the Sidar´s specialist-bug soon?
(as I asked before, does anybody else noticed that the specialists of the Sidar dont get thier extra :culture:, :food:, :commerce: ,:hammers:, and:science: that they supposed to get? )
I saved my first Sidar game to finish it when the bug is fixed. ...hope that one wan´t break saves :crazyeye:
Hope U guys can read my funny english, i continue playing Svartalfar now.
 
Does anyone else but me miss pikemen? I just finished a game playing as the Sidar and moved on to Faery Viconia (about to adopt the Council of Esus as my state "religion"). To my understanding the champion was supposed to be a combination of the maceman and pikeman so the pikeman was removed from the game. HOWEVER... While you can eventually upgrade the champion to be better against mounted units, he initially starts out (so far as I can determine) pretty much the same as the old maceman with no special ability against mounted units (just melee).

In past battles, as war chariots tried hammering my cities, pikeman saved my bacon and I would like to see them brought back. As I said, I'm probably in the small minority but I thought that I would at least bring the subject up...
 
Thx for that kael!
But anyway is it possible to fix the Sidar´s specialist-bug soon?
(as I asked before, does anybody else noticed that the specialists of the Sidar dont get thier extra :culture:, :food:, :commerce: ,:hammers:, and:science: that they supposed to get? )
I saved my first Sidar game to finish it when the bug is fixed. ...hope that one wan´t break saves :crazyeye:
Hope U guys can read my funny english, i continue playing Svartalfar now.

Its cosmetic (the bonus is actually being applied even if it doesnt seem to from the displays) and its fix number 22 in the patch b list.
 
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