[MOD] Fall from Heaven II

hello team; could anyone explain me the goal for the civic "Feed for themselves"? cos it just has a negative bonus of unhealthy in the city... does it has a special effect or something? thx!
 
hello team; could anyone explain me the goal for the civic "Feed for themselves"? cos it just has a negative bonus of unhealthy in the city... does it has a special effect or something? thx!

It has No Upkeep cost. The usefulness of this will vary based on your leader and time period. It makes little difference at the beginning as upkeep costs are pretty much nil, but your populations aren't often big enough for it to matter anyway.

For leaders that are expansive, it's useless, since they pay no upkeep costs for Compassion civics anyway.

In the late or mid game it might be useful since you will have higher upkeep costs, but more ways to boost health in your cities.
 
Patch "j" is linked in the first post. It shouldn't break version "i" save games and makes the following changes:

1. Fixed a CtD that can occur if barbarian cities spawn in the late game.
2. Fixed the Affluent Duke event.
3. Removed the obsolete techs from the Eyes and Ears Network code.
4. Fixed the Murdered Wife event.
5. Fixed a problem with the Smugglers event.
6. Fixed the Elder Conflict event (so it doesn't remove 1 population, man those elders really were mad).
7. Fixed the Dedicate Obelist event (so it doesn't remove 1 population).
8. Fixed the Exotic Mercenary's events (both the text tags and the spawning of the units).
9. Fixed the Paramander model art (was appearing as a red blob).
10. Added a german language update from Kontroller.
11. Fixed prereqleader events so they trigger off the primary player, not the secondary.
12. Fixed the prereqtrait events so they trigger off of the primary player, not the secondary.
13. Smugglers port is now buildable (with the esus resolution), its stats were adjusted to +25% gold, and +1 trade route just in its city.
14. Made the No Events game option visable (for OOS debugging).
15. Specialist Commerce is now recalced when it updates (may have caused some OOS problems).
16. Fixed a bug in the Champion event.
 
Patch "j" is linked in the first post. It shouldn't break version "i" save games and makes the following changes:

1. Fixed a CtD that can occur if barbarian cities spawn in the late game.
2. Fixed the Affluent Duke event.
3. Removed the obsolete techs from the Eyes and Ears Network code.
4. Fixed the Murdered Wife event.
5. Fixed a problem with the Smugglers event.
6. Fixed the Elder Conflict event (so it doesn't remove 1 population, man those elders really were mad).
7. Fixed the Dedicate Obelist event (so it doesn't remove 1 population).
8. Fixed the Exotic Mercenary's events (both the text tags and the spawning of the units).
9. Fixed the Paramander model art (was appearing as a red blob).
10. Added a german language update from Kontroller.
11. Fixed prereqleader events so they trigger off the primary player, not the secondary.
12. Fixed the prereqtrait events so they trigger off of the primary player, not the secondary.
13. Smugglers port is now buildable (with the esus resolution), its stats were adjusted to +25% gold, and +1 trade route just in its city.
14. Made the No Events game option visable (for OOS debugging).
15. Specialist Commerce is now recalced when it updates (may have caused some OOS problems).
16. Fixed a bug in the Champion event.


Hey!

I just noticed that there are some patches to version 0.30. So i have this 030 version, so should this patch work for it? Or do i have to install any other pacthes?

Because, i just intalled that, and i dont know is it installed right, because there wasnt No Events option, Its should be in this version j ?

So is there any installation instructions, or is the right way to just install and overwrite the old version?
 
Hey!

I just noticed that there are some patches to version 0.30. So i have this 030 version, so should this patch work for it? Or do i have to install any other pacthes?

Because, i just intalled that, and i dont know is it installed right, because there wasnt No Events option, Its should be in this version j ?

So is there any installation instructions, or is the right way to just install and overwrite the old version?

Patch j should work with .30, no matter what patch level you are at (including none).

All patches are cumulative (at least they are supposed to be, although Kael has occasionally forgotten something minor like new unit graphics, which makes some units show up hot pink. This was always just a graphical problem, and the game ran fine still), so you only need patch j.

(However I think think I heard that sometimes if you had installed different patches that other players on a multiplayer game that it can cause OOS errors, even if you are currently on the same version)
 
Merlin's Spoon: A large wooden spoon, showing much ware and a fair amount of its last owner perivouse meals. When placed in a pot of water and used to stir it will create a gruel that is both stomach churning in color and and so foul to both nose and tongue that many have stated that they prefer rancid horse dung. Nonetheless the 'food' the Spoon produces will nourish the body even while it makes the mind consider starvation.

Game effect. Any city that has a Merlin's Spoon will not starve. The masses will always have enough foul gruel to feed them. It will also produce -5 unhappiness in the city (text by this unhappiness should read something along the lines of "Oh My God burn off my tongue please" or something of this nature). If possible this should only occur while the Spoons effect if in place (meaning while the city would be starving), but seeing as this is most likely not possible a general unhappiness of -5 just knowing that this Spoon is around is reasonable.

This should be a magic item that could be obtained through hero quests or any other random way that magic items are generated in game.




Events:

A traveling beggar has wander into <city name> and is feeding, *cough* force feeding, the poor out of a limitless pot of gruel.

1. Do nothing and allow the beggar to leave when his wanderings take him else where (removes one unhappiness in city for 10 turns and has a 25% chance to increase city size by one)

2. Grant the beggar a place to stay in the poor section of town for his good work, and to allow him to continue caring for the needy (-25 gold from treasury, +1 food in city)

3. Ask the beggar his secret and acquire it if possible (-100 gold from treasury and receive Merlin's Spoon)

4. Put the beggar in chains, and torture him for unsettling the delicate balance of your city (Evil?? 50% to receive Merlin's Spoon, -5 unhappiness for 20 turns)

The above are just suggestions for the event responses. It would be cool if there was one for right after all the farmer and all are destroyed that said

"A beggar comes into <city name> and offers to sell you a limitless supply of food for half your treasury"

The response could be to say yes and spend it or try and take it and maybe lose it.

OK that is all I can think of for now. Let me know what you think. Think it would be a cool item, epically if you had it when you lost all your improvements.
 
Hi Kael -

I have a question about End of Winter and World Builder saves. If I start a game with End of Winter (when plains and grass become tundra) and then save it as a world builder save then restart - all the tundra becomes ice. As I play, the ice eventually reverts to tundra. Will it revert further back to grass/plains or is it stuck at Tundra? I guess I am curious how the End of Winter mechanic works with the world builder saves. Thanks!
 
I'm surprised that I haven't seen anyone post this one (or it might just be my version...???). Either that or no one has played "J" yet (which is pretty doubtful!),

When I start up FfH I'm getting an XML Error:

Tag: UNIT_CENTAUR_LANCER the info class was incorrect. Current XML file is: xml\Civilizations\CIV4CivilizationInfos.xml

I may not have copied the error exactly right. I joted it done quickly and, upon opening up this message, found I couldn't read the entire freakin' thing!!

Oh... Some great new events in "j" -- my congratulations.
 
Upgraded to Patch J, questions:

- typo? in the gold mine event "cash in our success", should this be "cash is our success" ? I am not a native speaker, maybe it is correct?

- Why does the "code of Junil" add to a great engineer and not a great prophet?

- could anybody please explain to me what the "50% boost in ritual production" associated with the celestial compass mean? 50% more priest gps? half the costs for temples? I looked in the xml file but I don't understand the changes.

- why do events occur more frequently in the beginning of a game and very rarely at the late middle/endgame?

- The event that sends your priest on a pilgrimage.. Before the patch it send him to your capital but in my current game it was i believe the "Bannor" capital or maybe the Malakim, anyway, is it checked that he can come back after the pilgrimage? I am thinking of a non open border country between you and the pilgrimage country. Or do I have to look myself if he can come home safely?

- the new effects of the obelisk are cumulative and additive, I can make an obelisk that adds twice to growth and then to health and so on, I believe the new effect should cancel the existing one, it is one inscription and one god, not a whole graffiti of gods on one poor obelisk :lol:

- Why does burning the witch give you a bonus and not burning this poor innocent woman (THEY dressed me like that) gives you nothing?

- Is it possible to make a chain of events? For example, you decide not to burn the witch with no immidiate bonus, but this triggers a new event later on that this woman is actually a good herbalist and you gain health, or maybe she could really be a witch and she curses your flock/grain/game whatever and a pasture/// in the vicinity looses 1 food (for a time).
 
Hi Kael -

I have a question about End of Winter and World Builder saves. If I start a game with End of Winter (when plains and grass become tundra) and then save it as a world builder save then restart - all the tundra becomes ice. As I play, the ice eventually reverts to tundra. Will it revert further back to grass/plains or is it stuck at Tundra? I guess I am curious how the End of Winter mechanic works with the world builder saves. Thanks!

If the End of Winter option is selected when the game starts the engine will run through all the terrain and apply a temporary terrain for 10-100 turns which is colder than the current terrain. So tundra is turned to snow etc. After that duration expires it reverts to its normal terrain type (whatever that was).

So for worldbuilder saves you should build your map with the intended final terrain. Then if you set the End of Winter game option it will freeze the world for you.

Personally I wouldn't start the game with the End of Winter option when creating a scenario. I would start it nromally, make my map and then edit the save file when Im all doen with the map to add the End of Winter game option.
 
Upgraded to Patch J, questions:

- typo? in the gold mine event "cash in our success", should this be "cash is our success" ? I am not a native speaker, maybe it is correct?

I dont have that in my files, thats probably a bts event.

- Why does the "code of Junil" add to a great engineer and not a great prophet?

Prophecy isnt really a strength of the Order. They are more about organization and efficiency, so we gave them an engineer.

- could anybody please explain to me what the "50% boost in ritual production" associated with the celestial compass mean? 50% more priest gps? half the costs for temples? I looked in the xml file but I don't understand the changes.

It means +50% in production when you are creating a ritual. check the ritual heading in the pedia for a list of rituals in the game.

- why do events occur more frequently in the beginning of a game and very rarely at the late middle/endgame?

Their chance of occuring per turn is the same. I suspect it seems less frequent because the turns take a lot longer later in the game. So in the early game you may pound through 100 turns in 15 minutes and get 2 events, but in the late game you may go through 100 turns in 4 hours and get the same 2 events.

- The event that sends your priest on a pilgrimage.. Before the patch it send him to your capital but in my current game it was i believe the "Bannor" capital or maybe the Malakim, anyway, is it checked that he can come back after the pilgrimage? I am thinking of a non open border country between you and the pilgrimage country. Or do I have to look myself if he can come home safely?

Im not sure, I'll check it out.

- the new effects of the obelisk are cumulative and additive, I can make an obelisk that adds twice to growth and then to health and so on, I believe the new effect should cancel the existing one, it is one inscription and one god, not a whole graffiti of gods on one poor obelisk :lol:

I may need to decrease the frequency of that event, but I doubt I will write a block to keep it from happening more than once (just because thats pretty complex for such a minor thing).

- Why does burning the witch give you a bonus and not burning this poor innocent woman (THEY dressed me like that) gives you nothing?

Sometimes doing the right thing is its own reward. I dont want every event to be just a selection of equal rewards. In that event the player is presented with doing the right thing vs getting a reward for doing the wrong thing. Its an interesting choice (I wonder how many players are influenced by the alignment of their leader when making that choice) which is what I want events to be, but in that case its a sociological one, not a game min/max option.

- Is it possible to make a chain of events? For example, you decide not to burn the witch with no immidiate bonus, but this triggers a new event later on that this woman is actually a good herbalist and you gain health, or maybe she could really be a witch and she curses your flock/grain/game whatever and a pasture/// in the vicinity looses 1 food (for a time).

Yes, though to be honest right now my focus is to get as many events into the game as possible rather than to spend a lot of time on one specific event. I just see it as a better return on the time spent programming. Events take a surprising amount of time to add, more than a unit or leader, and have less impact individually. But I think adding hundreds of interesting events really adds to the immersion of the game and the flavor of the world.
 
Helpful as always, ty Kael! I slap my forehead for not thinking of the rituals.

About the events frequency, I am not sure if your explanation hits the nail on the head 100%. You see I made a small map with only 1 competitor, to check out the new features, and i put the AI on a small island surrounded by mountains so it won't bother me, just made 3 cities and raced up the tech tree and still the event frequency seemed to drop, although the time for a turn was pretty much the same. I even had "living world" enabled for this game. In the first 100 turns there were a lot of events, but once I got into the middle of the tech tree it considerably slowed down. They still happened but noticeably fewer. Ah well its maybe just my imagination. Or maybe there is a limit to the number of events that can happen in one city/area?

Oh, one last thing, when I played the Calabrim (female leader) I got the "Calabrim refugees" event (+1 pop in city, neg diplomatic stance with Calabrim), which does not make sense, but I believe it was before installing the latest patch, sorry if you already fixed that.
 
Furin, just to let you know "Cash in our success" is proper English. "Cashing in" is to recieve money in exchange for something else. Like when you are at a casino you cash in your playing chips in exchange for their monetary value.

Edit: In this particular instance, you are "cashing in" the precious metal of gold for it's equal value in hard currency.
 
Now that you say it...

Do you know the feeling when you speak or read a word and it just does not feel right although you know consciously that it is correct? Same here, because I definitly knew the term "cashing in" but it just did not spring into my mind as i was focused on "... is our success". Tx 4 taking the shroud off my eyes mate :goodjob:
 
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