[MOD] Fall from Heaven II

Thanks for the response Kael.

I understand that it must be a lot easier using the new software and that's certainly fair enough.

I can still edit FFH using an XML editor, so can you suggest one that will allow me to edit the Civ4UnitInfos without causing the exception crash when the Mod gets to the FFH splash screen?
 
Just in case anyone else like me is unable to use the editor, I have found a free XML editor that seems to work with FFH. I have just used it to adjust the elements of the MOD to my likeing without any crashes at start up. If I experiance any problems while playing I'll let you know.

The editor I used is this one: http://www.xmlmind.com/xmleditor/download.shtml

It is free for personal use and does not have a trial time limit.
 
I was very excited in seeing the new building for the Lanun civ with the Lanun harbor and immediately tried a game with them. However, I seem to have found a slight problem...

While never liking the fact that I could only build boarding parties in coastal cities (for instance, in this game my best city -- and capital -- happens to be inland), at least you could build them and send them to the inland cities. Now, it appears as if I am lacking a requirement for the boarding party -- a normal HARBOR. Although I have constructed a Lanun harbor in most of my coastal cities (along with training grounds!), I still cannot build boarding parties. When hovering over the icon with my mouse, it tells me that I need a harbor.

OK... I go to the "buildings" section thinking there is a separate building called simply a "Harbor" different than the "Lanun harbor". Much to my surprise I see no plain harbor.

What gives? Is this a bug or am I missing some technology that I need?

Thanks.

P.S. I DO have iron if that is a requirement.
 
I was very excited in seeing the new building for the Lanun civ with the Lanun harbor and immediately tried a game with them. However, I seem to have found a slight problem...

While never liking the fact that I could only build boarding parties in coastal cities (for instance, in this game my best city -- and capital -- happens to be inland), at least you could build them and send them to the inland cities. Now, it appears as if I am lacking a requirement for the boarding party -- a normal HARBOR. Although I have constructed a Lanun harbor in most of my coastal cities (along with training grounds!), I still cannot build boarding parties. When hovering over the icon with my mouse, it tells me that I need a harbor.

OK... I go to the "buildings" section thinking there is a separate building called simply a "Harbor" different than the "Lanun harbor". Much to my surprise I see no plain harbor.

What gives? Is this a bug or am I missing some technology that I need?

Thanks.

P.S. I DO have iron if that is a requirement.

Yep, that's a bug. You can easily fix it though, by updating the PrereqBuilding attribute on the unit from BUILDING_HARBOR to BUILDING_HARBOR_LANUN. You'll have to do it by hand (update CIV4UnitInfos.xml) as the editor seems to fall over with a bug in one of the scripts when trying to make this update.
 
So I'm guessing that leaves only the dragonslayer option? Since I haven't had a Luonnotar, how does one compare to an Immortal so far as abilities? I have to work like h*ll to get three units up to Immortal status and, unless they are as awesome as an Immortal, I would hate to waste a level-6 dragonslayer creating one...

Thanks!

I remember a time when almost any Grigori unit could upgrade to Luonnotar, but that changed when UUs were replaced by civ/promotion specific graphics. I preferred it before.

I think I make it so that in my modmod no unit upgrades to a Luonnotar, but anyone can become one; I plan to copy the Sidar wane spell, but change CIVILIZATION_SIDAR to CIVILIZATION_GRIGORI and UNIT_SHADE to UNIT_INQUISITOR_GRIGORI.
 
Yep, that's a bug. You can easily fix it though, by updating the PrereqBuilding attribute on the unit from BUILDING_HARBOR to BUILDING_HARBOR_LANUN. You'll have to do it by hand (update CIV4UnitInfos.xml) as the editor seems to fall over with a bug in one of the scripts when trying to make this update.
Will this impact an existing game since I'm fairly well along in a game with the Lanuns or, as with Civ 3, it is only effective on new games?

Thanks.
 
I was very happy to see that Archeron was added back to the game and very excited when I found his city and actually had Beastmasters available... I had seen my wife (playing an older release of Ffh) claim the dragon with a Beastmaster and I thought, Hot D*mn, I got myself a dragon!!!!

Well... It only kind of worked. While Archeron did become my unit after the Beastmaster beat him, unfortunately there appears to be a slight problem. He has a speed of "0" that basically means he cannot move from his current tile. I've been trying to move him one square the last five turns (initially thinking that, for whatever reason, he couldn't move if he were injured) before coming to the conclusion that he wasn't going to move. When I checked his statistics, I saw his speed was "0" -- pretty much explaining why he wasn't going anywhere.

Anyway, I'm glad to see him back in the game. However, it would be nice if a Beastmaster could claim him as one of my units and actually see him available for battle.
 
Yep, that's a bug. You can easily fix it though, by updating the PrereqBuilding attribute on the unit from BUILDING_HARBOR to BUILDING_HARBOR_LANUN. You'll have to do it by hand (update CIV4UnitInfos.xml) as the editor seems to fall over with a bug in one of the scripts when trying to make this update.
Kinjiru, forget my earlier question -- I went ahead and made the change and, By George!, I can now build boarding parties. This "xml" base is FANTASTIC!!! I even fixed the problem that I reported with Acheron (set an "iMoves' value of "3" and it actually worked!!). Now I'll just have to remember what I did the next time Kael puts out a release...
 
Given how often I seem to be complaining about something, I felt compelled to write a note saying how absolutely AWESOME looking the new Sphener is!!! While I did like the old one, the new one is even more impressive.

Congratulations to the developers on creating an amazing character!!!
 
I was very happy to see that Archeron was added back to the game and very excited when I found his city and actually had Beastmasters available... I had seen my wife (playing an older release of Ffh) claim the dragon with a Beastmaster and I thought, Hot D*mn, I got myself a dragon!!!!

Well... It only kind of worked. While Archeron did become my unit after the Beastmaster beat him, unfortunately there appears to be a slight problem. He has a speed of "0" that basically means he cannot move from his current tile. I've been trying to move him one square the last five turns (initially thinking that, for whatever reason, he couldn't move if he were injured) before coming to the conclusion that he wasn't going to move. When I checked his statistics, I saw his speed was "0" -- pretty much explaining why he wasn't going anywhere.

Anyway, I'm glad to see him back in the game. However, it would be nice if a Beastmaster could claim him as one of my units and actually see him available for battle.

I'm pretty sure the 0 movement was on purpose. Otherwise, the tactic you used was considered too easy.

Best wishes,

Breunor
 
I believe patch "F" stated he had been duct taped to the city where he spawns, because of the unprotected horde issue... this would explain the movement of 0.
 
I'm pretty sure the 0 movement was on purpose. Otherwise, the tactic you used was considered too easy.

Best wishes,

Breunor
Probably, but I thought it was pretty neat when my wife got the dragon and started using it on barbarian cities. She had quite the unit. Of course it was kind of strange just having the dragon sitting in that one square. If you weren't supposed to get the dragon, it would almost be better just to have it die rather than just unmovable.

zanzibar196 said:
I believe patch "F" stated he had been duct taped to the city where he spawns, because of the unprotected horde issue... this would explain the movement of 0.
This sounds like a logical reason. Kael (or whomever) probably didn't want the dragon running all over creation leaving the horde unprotected. Perhaps I'll change the "xml" back to "0" (only changing it back to "3" if claim the dragon again!!;)
 
That's the beauty of Python and XML. There are so many options for modding the behavior and capabilities of Archeron.

For example, you could make Archeron an air unit, like hawks. Then your Beastmaster could transport him after capture, even though Archeron has zero movement. Well, technically "escort" would be the term, since it is hard to imagine a 20 ton dragon perched daintily on a man's shoulder, but you know what I mean. Move him, and then plop him down somewhere with the assumed command to "stay!"

Another option would be to generate a new unit upon the death of Archeron called "Archeron subdued" or something. Somewhat lesser strength, but able to move. This would be especially interesting if the subdued dragon had a small percent chance per turn of going rogue (like a chaos marauder) and reverting back to Barbarian. I can see it now... "Oops, maybe bringing the tame dragon into our heartland wasn't such a good idea after all!"

Or even a pop up that gives you a choice after beating Archeron -- either kill him and take the horde, or forgo the hoard and take a newly mobile Archeron into service.

Eh. Just my two cents.
 
I'm sure this has been asked already but, I only have Vanilla Civ4 (w/ patch 1.74), am I only able to play v.23 of FFH2? Are there any plans to update it or do I have to go out and buy Warlords and BtS to play the latest version of FFH2 (v.30)? Sorry, but I have been away for some time now.

Any info would be appreciated. Thanks for your time!

- manooly
 
I'm sure this has been asked already but, I only have Vanilla Civ4 (w/ patch 1.74), am I only able to play v.23 of FFH2? Are there any plans to update it or do I have to go out and buy Warlords and BtS to play the latest version of FFH2 (v.30)? Sorry, but I have been away for some time now.

Any info would be appreciated. Thanks for your time!

- manooly

As far as we know, .23 is the end of the road for vanilla-based FFH. You'll need to upgrade to get anything new. Though, you only need BtS, not Warlords.

BtS brings with it many additional capabilities that Kael and team use to make that wonderful stuff we enjoy so much.
 
Another option would be to generate a new unit upon the death of Archeron called "Archeron subdued" or something. Somewhat lesser strength, but able to move. This would be especially interesting if the subdued dragon had a small percent chance per turn of going rogue (like a chaos marauder) and reverting back to Barbarian. I can see it now... "Oops, maybe bringing the tame dragon into our heartland wasn't such a good idea after all!"

that would be really nice.
 
Yep, that's a bug. You can easily fix it though, by updating the PrereqBuilding attribute on the unit from BUILDING_HARBOR to BUILDING_HARBOR_LANUN. You'll have to do it by hand (update CIV4UnitInfos.xml) as the editor seems to fall over with a bug in one of the scripts when trying to make this update.

Kinjiru,

How do you edit this file? I can open the file but I don't seem to be able to change anything. I can select the text but I can't change it.

Thanks,

Breunor
 
Just in case anyone else like me is unable to use the editor, I have found a free XML editor that seems to work with FFH. I have just used it to adjust the elements of the MOD to my likeing without any crashes at start up. If I experiance any problems while playing I'll let you know.

The editor I used is this one: http://www.xmlmind.com/xmleditor/download.shtml

It is free for personal use and does not have a trial time limit.

You can edit xml in notepad.
 
Dragons are more then just animals, they are sentient beings in most myth and the fantasy genre and in FFH lore they are worshipped as gods. If Archeron is enslaved he should hold a great hatred for his captors with a high rate of escaping and a single mindedness for wreaking havoc on his captors and retaking the horde, forcing you to keep a tight reign on him. Perhaps requiring a unit of a certain level of exp in the same tile as him or perhaps an attached unit or some such to make sure he is kept in line? That way you could get an extremely powerful unit but there is a "cost" attached. Or perhaps it would be better to have Archeron simply die?
Maybe he could be a building that produces dragon eggs which your mages can transform with magic in to Draconic warriors or provide health or...? heh...
 
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