[MOD] Fall from Heaven II

Me again.

Just had a python exception.
It's about the 'split commander'.
I'm not able to split it from my Mage.

I'll append the Python exception popup screenshot.

EDIT: This really sucks. This popup now comes every time i move, select or deselect the unit it's connected to.
 

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Me again.

Just had a python exception.
It's about the 'split commander'.
I'm not able to split it from my Mage.

I'll append the Python exception popup screenshot.

EDIT: This really sucks. This popup now comes every time i move, select or deselect the unit it's connected to.

It will be fixed in the next patch.
 
Is there a bug with the Birthright Regained ritual? Twice now I have completed Birthright Regained and each time an empty brown form (except for the title) was produced with no command buttons. The only way I could get out of the form was going into Task Manager (I probably could have closed it via the task bar) and terminating the process.

Is this a known problem or am I just lucky? As a note, my system didn't appear to be frozen (since I was able to quickly bring up the Task Manager) and it showed Civ 4 BTS as still running.

Thanks.

Oh, by the way, my compliments on the Sheiam -- they are freakin' awesome with their black dragon and plano (whatever you call it!) gate. I REALLY liked the succubus -- know how I can get a date with her (as long as my wife doesn't find out). The wings really make her...
 
1) Only civs with the Organized trait can build Command Posts. So I guess you switched out of organized since you are adaptive.


Thanks, Grey Fox!!! So far as the Birthright Regained problem, I think I was being dense. I'm willing to bet that another civ beat me to it...
 
Why does it say adepts requires none when they require mage guild?
 
If that was using patch c or d, post a save.

# 2 (birthright regained) might very well be broken, possibly most people haven't played all the way to omniscience yet.

Nikis,

The exact same happenend to me, I'm using d. Now, I get the 'Send error report' every time I hit 'next turn', I can't proceed. Before, i was getting the world turning for a long time. I already posted the file in the bug report, but I can post it again if you need it. My machine is pretty powerful so I don't think it is a specific performance issue.

Best wishes,

Breunor
 
Nikis,

The exact same happenend to me, I'm using d. Now, I get the 'Send error report' every time I hit 'next turn', I can't proceed. Before, i was getting the world turning for a long time. I already posted the file in the bug report, but I can post it again if you need it. My machine is pretty powerful so I don't think it is a specific performance issue.

Best wishes,

Breunor


same issue here
 
Are there any plans to make armagedon (counter at 100?)a victory condition for the evil civs?

I wouldn't do that, it would be way to easy to win.

I wouldn't do it just like that, but I'd definitely be in favor of some kind of Armageddon related victory condition. After all, as has been repeatedly noted, raising the Armageddon counter is not really much 'good' for anyone save a very few civ's, and even they ultimately can't "win" doing their "thing" (Sheaim comes to mind). So as has been suggested previously, perhaps something to the effect of getting the AC to 100 and then opening up some kind of builder victory, could work.

Just raising it to 100 would be way too easy, and also, how exactly would you determine who won?
 
And on a wholly unrelated side note, I'm back from taking a break from FFH (heresy, I know!) and itching to get busy with the Shadow'y goodness. :D

So, onwards, to new adventures!

.. or more like, onwards to infernal bouts of indecisiveness when it comes to deciding which Civ I want to try first in Shadow.. :crazyeye:
 
I wouldn't do it just like that, but I'd definitely be in favor of some kind of Armageddon related victory condition. After all, as has been repeatedly noted, raising the Armageddon counter is not really much 'good' for anyone save a very few civ's, and even they ultimately can't "win" doing their "thing" (Sheaim comes to mind). So as has been suggested previously, perhaps something to the effect of getting the AC to 100 and then opening up some kind of builder victory, could work.

Just raising it to 100 would be way too easy, and also, how exactly would you determine who won?

Sheaim get more creatures through the planar gates the higher the counter is... so raising it is gold to them... the higher the counter the more manticores and minotaurs they can send out to wreak havoc on the world.

Ps. Merry x-mas y'all! :)
 
Hi everyone, and Merry Christmas to all. I don't post much, but read much of what is said instead, but I haven't found an answer to what I was looking for, so here goes.

I love the combat system in the vanilla game, ie my big guys pound your big guys resulting in your guys or mine gone. With the BTS version, I can't do this, much of the time only inflicting 33% damage, and only one unit can attack a particular unit at a turn. Question is, is there something I can tweak or adjust so I can enjoy the new versions of FFH, but using the old combat system in the vanilla.
 
Any hope of getting a mac version of the mod? I play it on my PC, but my girlfriend has a macbook. We play multiplayer vanilla via a LAN or internet, but we want to play FFH too.

Any ideas for us?
 
Me and a friend just tried a game of ffh over direct ip. Every time either of us founded a city we got oos error. Any idea what causes this and/or how we can get rid of it?
 
I added the "e" patch to the first post. It won't break save games (as long as those games are version "c" or later). It fixes the following issues:

1. Fixed a python error with the Commander Split function.
2. Fixed broken graphics on the Infernal Grimoire.
3. Fixed an error on the Birthright Regained ritual.
4. Lots of Pedia updates.
5. Removed the summoner trait from the barb leader (mostly to limit Barbados's range).
6. Reduced the chance of Brotherhood of Wardens spawning a free unit from 100 to 50%.
7. Raging Seas now requires Optics.
8. Fixed a CtD caused by AI equipment trying to perform actions while in delayed death.
 
I wouldn't do it just like that, but I'd definitely be in favor of some kind of Armageddon related victory condition. After all, as has been repeatedly noted, raising the Armageddon counter is not really much 'good' for anyone save a very few civ's, and even they ultimately can't "win" doing their "thing" (Sheaim comes to mind). So as has been suggested previously, perhaps something to the effect of getting the AC to 100 and then opening up some kind of builder victory, could work.

That could be interesting. That would make your only goal to keep your empire stable long enough to build, something. I'm sure something could be found in FFH2 lore to explain it.
 
If that was using patch c or d, post a save.

# 2 (birthright regained) might very well be broken, possibly most people haven't played all the way to omniscience yet.
Nikis, well hopefully my save will come up with this message since it is the first time that I've attempted to add something to my posts. Hopefully the save will help you diagnose the problem since I really enjoy FfH and thought the Kuriotates were fairly cool (though I think the number of cities they can have is a pretty significant disadvantage!).

Thanks.
 

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I added the "e" patch to the first post. It won't break save games (as long as those games are version "c" or later). It fixes the following issues:

1. Fixed a python error with the Commander Split function.
2. Fixed broken graphics on the Infernal Grimoire.
3. Fixed an error on the Birthright Regained ritual.
4. Lots of Pedia updates.
5. Removed the summoner trait from the barb leader (mostly to limit Barbados's range).
6. Reduced the chance of Brotherhood of Wardens spawning a free unit from 100 to 50%.
7. Raging Seas now requires Optics.
8. Fixed a CtD caused by AI equipment trying to perform actions while in delayed death.

I was on patch D and I installed the patch and my glorious crusade as Bannor vs 6 civs at the same time has now crashed due to "an run time error". I tried to load various saves from the game but it all resulted in a crash of the game.

I even tried to reinstall D and still me game wouldn't work again. I'll add my save game here:

Another peculiar thing: my autosaves cannot be found in the according maps.
 

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I was on patch D and I installed the patch and my glorious crusade as Bannor vs 6 civs at the same time has now crashed due to "an run time error". I tried to load various saves from the game but it all resulted in a crash of the game.

I even tried to reinstall D and still me game wouldn't work again. I'll add my save game here:

Another peculiar thing: my autosaves cannot be found in the according maps.

That is odd. I just retested and it doesn't break save games from version "d" (I have a bunch of "d" saves people postd to report various issues and they still load with "e").
 
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