[MOD] Fall from Heaven II

That looks like the error i got when i tried to rejoin a direct ip game after getting oos..

On another note unhappy citizen don't give +1 hammer with governors manor playing as alexis.¨That was in patch D btw. Dunno is patch E fixed it.
 
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).

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! :)

Note the parts in bold. I'm well aware how the Sheaim work, but they are also one of very, very few civilizations who have anything to gain by raising it, and even they can't win by doing it, even though their whole civilization is -about- doing that. So as someone pointed out, they can't actually destroy the world, only turn it into a really horsehockey place. :crazyeye:
 
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 memory serves, Tebryn Arbandi has been mentioned by Kael to have been involved in trying to cast 'the Spells of Armageddon' or somesuch, might have been quoted from the actual D&D campaign FFH sprung from originally, I forget exactly. But I know I heard it somewhere. Something like that could totally be used, I think. Might require the AC to stay at 100 for example, if it ever dips below then construction on the Bad Victory Wonder freezes until the AC is back up to 100. Something like that maybe? I dunno.

I'm not so good at coming up with idea specifics, but I know I'd be happy to see a victory condition to do with destroying the world, just to give an outlet for my latent Sheaim/Infernal villainy. >.>
 
Been gone since July (computer down) so what do I need to DL to get back up to speed? No BtS yet.

Thanks
Fader
 
Without BTS just make sure you have the latest version of .23 and its media pack. (downloads in first post).
 
So is this great mod now already playable in german or are you guys still at the translation?

There is a German team that translates each version. They do a great job. PM Kontroller and he can give you all the details (and hook you up with FfH's german site if you'd rather post in German).
 
How do you recruit mercenarys? I got the guild and 300 gold but i can´t find out how to recruit them.

Every unit in the city gets the recruit spell.
So select a unit and "cast" the spell to recruit one for 120 gold.
somewhat reladed note: Slave trade (undercouncil resolution) works the same way
 
Found another bug. If i cast contagion and accidentially hit a vassals unit i'll decleare war on that civ.. Pretty sure that civ doesn't want it, nor do i of course.. This might be intentional but i doubt it...

Vassals in general should be fixed though. Or i supose they are at least waaaay better than in normal civ since they give at least +3 mana just from existing in adition to the +1 happiness.

Another very minor bug/exploit is that if you move a 1 move unit into a forest then cast haste you get an extra movement... That way you can actually move 2 moves through forests with haste and 1 move units.

Another thing that is highly anoying is that if a border pops onto a unit it normaly can't enter it isn't bumped out(most relevant with barbs but also somewhat relevant with elohim worldspell. Just though i would say as this should probably be fixed too.
 
Oh yeah... forgot to post this last night... version "d". Playing as the neutral guys with the final fantasy 7 city names. Grigori or something like that. Anyhow... I make one of thier adventurers into a scout, and send him off exploring. Eventually I train a second one, and do the same thing. Several turns later, I'm going around the map, checking where they went off to, I click on one, then mouse over the other, and the game freezes. It seems my 2nd adventurer has picked up just about EVERY trait in the game, a huge amount of strength and stuff... and all kinds of other odd things. The exp is some ridiculous number. I tried to take a screenshot, but the computer was too frozen.
 
It does make at lest a little sense, adventurers have the hero promotion and so get 1 XP a turn until they get to 100, they can also get heroic strengh and defense and twincast.
 
I was playing a game with unrestricted leaders so I'm not quite sure whether or not this is a bug, but it kind of surprised me. I had frigates out exploring a "Medium and Small" world when suddenly up pops Hyborem. Oh great, I say to myself, some civ brought him into this world (I instinctly kill the sucker as soon as possible -- even when I'm evil; I simply hate the #$%^). I didn't bother to check his civilization...

Later in the game up pops Hyborem again -- much to my surprise. So now I have to Hyborems staring me in the face and both obviously EVIL!! So I'm the only "good" civ in the world (kind of funny playing unrestricted leaders with Sabathiel leading the Celebrims).

So I checked the civilization on both and found the first Hyborem belonged to the "Hippus" civ while the second was the true "Infernal".

So my question is whether or not this is a bug or the game should permit the same leader to be on the board multiple times (especially since it's Hyborem who normally enters the world only via a wonder). Does this mean that playing unrestricted leaders someone could select Hyborem as a leader? Or, alternatively, Basrium?

Thanks.
 
Yes, unrestricted leaders allows AI players to end up with Basium or Hyborem leading their civs. The latter is a particularly bad choice though, as his Fallow trait means that any civilisation he leads is unable to raise the population of its cities above 1. Players are still unable to start as either leader without editing the Excel file.
 
Hello,

I'm playing .3e but having a hell of a time getting the map & initial game to load. I set up my custom game
Large Map
Tectonic - Mediterranean
Grigori
6 Opponents
aggressive AI
permanent alliances
random seed
no vassals
wildlands
blessings of amaltheon (?)
living world
compact enforced
no lairs
end of winter

game never loads - it just shows progress screen fill up, but never switches to game. Any ideas on a fix?

Thanks,
Seamus
 
So, out of idle curiosity, what was the reasoning from a design standpoint to only give the Council of Esus and Empyrean one religious hero each? Are they supposed to be that much better than the existing religions by default so as to not need access to two heroes?
 
Maybe this is a balance issue, maybe just my fault, but I think it is worth mentioning:

I was playing continents tiny map, Clan with warlord difficulty, Bts version, patch e. I ended on a continent with Grigori (while Bannor were on the other one) and decided to unify my continent by eradicating Grigori early to be ready for later decisive battle with the Bannor.

However, I was killed (maybe overkilled) by overexpansion - I always keep captured cities even in Bts and my monetary balance was slowly sliding to negative vallues. I expected this, fed my war machine by pillaging and rampaged on. However, as I eradicated the Grigori, i had yearly income cca -30gp, about 12 cities and no research. My units went on strike.
This was still expected, I thought, that while I have my continent for myself, I can afford having no army for a while until my economics rejuvenates. I minimzed all civic upkeeps, transferred Palace to more beneficial location, hordes of workers quickly upgraded all available terrain.

But I still can not get from red numbers, my Axemen and Work Boats are disbanded immediatelly - heroes and workers never. Inflation kills me, is around -40 (with Bronze working being my best tech, I have no chance to get money making specialists or GP etc.). This is a dead end.

I was in simillar situations before in BtS, but I was always able to reach some balance and rebuild exhausted empire (even at cost of losing my army) - but keeping positive bank balance is somehow harder in FfH (even in other games, in BtS I usually end with 70 percent research, 20 culture and 10 espionage, but in FfH, usual stats are 30 percent research, 10 percent culture and rest goes to keep money in green numbers).

Of course,from an other point of view, I went bankrupt and it is my problem, but I still think there is something wrong about early expansion killing the Clan. Damn, these are orcs, not accountants. Going bankrupt due to my policy is OK for me, but staying in red numbers for hundreds of years with no research is unrealistic because in real life, there is always some low-energy-level balance, even if it means return to foraging and great societal changes. Having a permanent -50 income and no research is simply unnatural.

(I even tried to adopt the Order, turn good and beg Bannor for help so I can bulid at least a Marketplace. But these bastards gave me only Cartography :-)
 
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