[MOD] Fall from Heaven II

Is there a way to increase the likelihood of getting Great Prophets? In the standard BTS game, I seem to get them out the wazoo... But in FfH they are few and far between. I try to construct all the wonders and buildings that, according to their description, increase the odds of getting them to no avail. A few releases ago I managed to occassionally win with the Tower of Lumenore, but I haven't come close lately -- I feel lucky if I get a couple in a single game. Do I need to start micromanaging and put more priests in cities? Would this help?

I'd appreciate any feedback that can be provided. Thanks.

well, micromanaging is the best way to increase the odds of getting a Great Priest, just research some of the religions and build some Temples and then employ some priests.
 
@tipwong.

No can do about your gods idea.

According to the (extensive) FFH lore, gods are forbidden from entering the world because of an agreement made. The few gods who have broken the compact have died (mulcarn in the AOI, and, at a stretch, succuleus, who enterd creation to kill mulcarn, but failed.)

However, Hyborem's entrance in creation is a break of the compact, as is Basium. However, Sphener has obtained a special exception. sabathiel is not in creation, though he is leading the bannor. Cassiel has "fallen," and serves no god anymore, despite once being an archangel (the one who designed the compact) he is in creation to lead humantiy away from the gods, because he beleives the compact not restricting enough. he fears the gods are still able to interfeer too much.

Also, odio tried breaking the compact, and he was destroyed by Kilmorph (he's the giant statue you see occasionally around)

Also, Dragons aren't allowed in creation, as they are WMDs for the gods. Eurobatres and Abashi are violations to the compact, as is acheron.
 
well, micromanaging is the best way to increase the odds of getting a Great Priest, just research some of the religions and build some Temples and then employ some priests.
I typically get at least four of the five religions (I'm not counting the Council of Esus) and diligently spread those religions; building temples as quickly as possible. Looking at my cities, the number of priests "hired" by the governor really varies. I am a little curious about the difference between FfH and BTS than in the former the Great Prophets are few and far between while in the latter they are the most common great leader (given that I don't micromanage in either version).

Thanks for the response. I kind of figured that I was going to be forced to micromanage which I really HATE. It's bad enough keeping my workers from building WAY too many forts.;)
 
A couple of questions, one that has really been "bugging" me and the second that came about when looking at the "happiness" in a couple of my cities:

1. First off, it there ANY way to tell my workers NOT to build so many freakin' forts. As I mentioned in the previous post, I really detest micromanaging and my workers kind of force me into it due to the number of forts they build. Peronsally I'd rather see them build workshops, cottages, mines, windmills, watermills, and so forth rather than so many forts -- especially from cities that are a long ways from the closest civilization (i.e. deep in my territory). They also seem to have a mind of their own: Despite the fact that I've flagged the game NOT to remove existing improvements, occassionally I'll see that they snuck in and replaced an improvement with another darn fort.

2. Looking at the "happiness" in a couple of cities I noticed that a group of my citizens were happy with their national parks -- "We love our national parks". I didn't even know I had national parks... Is there a way to increase this bonus (i.e. is there a way to plant trees to increase it)?

Thanks in advance for any feedback I get on this.
 
Also when I get the event when the Armageddon counter reaches 40+ my game freezes. I have tried starting games without the Armageddon counter but it freezes before the game starts.

Are you sure it's actually frozen, not just taking extra time to compute?

At Armageddon Counter 40 Blight takes effect - all farms, pastures and plantations are destroyed, some resources vanish, some tiles turn to desert. Computing this takes quite a bit longer than a normal turn, especially on a large map. I've noticed this looks like a freeze-up, but just wait a couple minutes longer and things move on..

On the other issue: I've only played a couple of games w/o the AC, but it worked fine for me.
 
A couple of questions, one that has really been "bugging" me and the second that came about when looking at the "happiness" in a couple of my cities:

1. First off, it there ANY way to tell my workers NOT to build so many freakin' forts. As I mentioned in the previous post, I really detest micromanaging and my workers kind of force me into it due to the number of forts they build. Peronsally I'd rather see them build workshops, cottages, mines, windmills, watermills, and so forth rather than so many forts -- especially from cities that are a long ways from the closest civilization (i.e. deep in my territory). They also seem to have a mind of their own: Despite the fact that I've flagged the game NOT to remove existing improvements, occassionally I'll see that they snuck in and replaced an improvement with another darn fort.
Use automated workers only on borders, and dont use automation inside your empire, i , for example, using only trade network automation (resource improvements + roads only) and build farms/cottages manually
2. Looking at the "happiness" in a couple of cities I noticed that a group of my citizens were happy with their national parks -- "We love our national parks". I didn't even know I had national parks... Is there a way to increase this bonus (i.e. is there a way to plant trees to increase it)?

Thanks in advance for any feedback I get on this.
This is because you using Guardian of Nature civic of Fellowship of Leaves religion. It add +1 happy per each forest/ancient forest/jungle worked. To increase this you should plant more forests withing city borders with your priests/druids.
 
Use automated workers only on borders, and dont use automation inside your empire, i , for example, using only trade network automation (resource improvements + roads only) and build farms/cottages manually.
That works fine if you enjoy the detail scheduling of workers, but I don't. However, that's probably the only answer...

This is because you using Guardian of Nature civic of Fellowship of Leaves religion. It add +1 happy per each forest/ancient forest/jungle worked. To increase this you should plant more forests withing city borders with your priests/druids.[/QUOTE]
Actually I'm not -- I could have understood the "National Parks" if I was the Leaf. But I am currently the Order which is why I don't get that my people are happy with their national parks...
 
That works fine if you enjoy the detail scheduling of workers, but I don't. However, that's probably the only answer...

Actually I'm not -- I could have understood the "National Parks" if I was the Leaf. But I am currently the Order which is why I don't get that my people are happy with their national parks...

My understanding was that some of the unique features, like the Pool of Tears, can give a "happy" bonus to nearby cities. In my games, IIRC, it shows up as the "national parks" bonus.
 
This is because you using Guardian of Nature civic of Fellowship of Leaves religion. It add +1 happy per each forest/ancient forest/jungle worked. To increase this you should plant more forests withing city borders with your priests/druids.
Actually I'm not -- I could have understood the "National Parks" if I was the Leaf. But I am currently the Order which is why I don't get that my people are happy with their national parks...


This may be an effect of you having so many religions. Some portion of your populace is likely practicing Fellowship of Leaves even if that is not your state religion.

One big difference in FFH, at least the way I play it, is that having a "melting pot" of faiths is generally a bad thing. This is why we have Inquisitors and the wonder that removes all non-state faiths.
 
One big difference in FFH, at least the way I play it, is that having a "melting pot" of faiths is generally a bad thing. This is why we have Inquisitors and the wonder that removes all non-state faiths.
Why is having a mixed bad of religions a bad thing? It seems like the more religions you have, the more temples you can build and the greater the culture impact. Does it make the citizens unhappy or hurt your production?

Thanks.
 
Are you sure it's actually frozen, not just taking extra time to compute?

At Armageddon Counter 40 Blight takes effect - all farms, pastures and plantations are destroyed, some resources vanish, some tiles turn to desert. Computing this takes quite a bit longer than a normal turn, especially on a large map. I've noticed this looks like a freeze-up, but just wait a couple minutes longer and things move on..

On the other issue: I've only played a couple of games w/o the AC, but it worked fine for me.

I am quite sure. I have a pretty fast computer with good video card and RAM and I have waited for about 20 minutes and it is stuck in between turns. I have to go to the windows task manager to close it and is says not responding. I thought it could of been but it seems unlikely.

Also I have only hit the 40 once so far so it may just be a one time thing. But what of when I try to start a game with no Armageddon counter?
 
A couple of questions to ask:
(the forums information are too much for me to read them all, besides I wouldn't not be patient enough to get through hundreds of pages, forgive me if I ask something someone has asked before)

1. do ffh Age of Ice still updated in the forum, or elsewhere should I get the updated one?

2. Kael has said after the mod is complete, they would make 18 scenarios, is this still vaild? If so, what will be the content?( just tooooooo curious to know, don't mean to bother your team's progress)

3. the version 0.30 has been quite long, when the next version (e.g.0.31)release, will it be the start of the codename "Ice"?

4. there are other mods in this forum about fantasy as well, will the team consider to use or even combine these mods?

5.If civ4 release a new verion (imformation package), will the mod require the new package as well?

6 a little off topic, but I love the LOTR, I know someone is working a mod about that, would your team consider to help them a little?( I am not a modder, just a fan, I DO NOT represent anyone of the modder of LOTR)
 
1. Age of Ice has a Sub-forum in the forum, and may theoretically be updated there eventually. However, currently it has only been updated in official BtS patches.

2. After the current phase, Shadow, is complete he will go on to Ice, which will consist mostly of scenarios (don't know how many) but also some tweaks to the game to make the scenarios possible. The fact that it will also include the fleshing out of the Illian civ has lead many to think that in at least one of these scenarios you play as Auric Ulvin trying to regain his godhood, and to plunge creation into another Age of Ice.

3. No, .31 will still be Shadow. There have been many bugs reported in .30, so when Kael gets around to solving them he releases a patch. Of course, on his machine he is working on a later version of the mod, so he goes ahead and includes some of the new content he has recently added too. .31 was supposed to have been released over a moth ago, but Kael figured that most of us would prefer smaller downloads and so has just included all of its additions so far in patches. I'm hoping he will keep doing so until he has finished the Hinterland and Morale mechanics. There will probably be at least 4 versions of Shadow before Ice, which probably won't be released until at lest this summer or fall.

4. There is a sub-forum for maps, scenarios and modmods (I myself am making one of these, but haven;t had time to work on my second version). In the past the team has borrowed some from other modmods (Maniac's and Sureshot's mostly), but not extensively. I'm not sure about the non-FfH fantasy mods. I know FfH has borrowed graphics from some of them, but that is mostly because a team member was working on both projects (several members are part of multiple teams, especially the art guys)

5. If civ released another patch, then FfH would probably need at least another patch too. They are usually designed so that you can still play pre-patch games after the patch, but not vice versa. However, as a BtS Beta tester Kael gets those patches before the rest of us. In the case of the 3.13 patch, Kael made FfH compatible with 3.13 about a month before the official patch was released.

6. I can't speak for the team, and you would probably have to ask each member individually anyway, as some may be too busy. I do know that they wouldn't mind if the Arda mod borrowed code from FfH, or even used FfH as its basis and proceeded like a modmod from there.
 
Omegon3 said:
Do you have any idea of what some of these events are? I'd like to determine if the additional cultures offsets the impact of the events...

The event involves some kind of violence between Order and Veil worshippers in the same city, e.g., "rioting has broken out between Order and Veil worshippers in City X," "Veil fanatics in City Y threaten to burn down the Temple of the Order," "Order fanatics in City Z threaten to burn down the Temple of the Veil."

My recollection is that you're given a choice of how to have your militia handle it. If Order fanatics are threatening to burn down the Veil temple, for example, you can have the militia 1) protect the temple, which will cause unhappiness (I think 5 unhappiness?) in Order cities but (5?) happiness in Veil cities, 2) help the mob burn down the Temple, causing unhappiness in Veil cities but happiness in Order cities, or 3) clamp down on both sides, causing both unhappiness and happiness in both Veil and Order cities. I might not be exactly right, but I think that's roughly what happens.

My experience has been that in the long run the benefits of having both religions and their temples in your cities outweighs the problems of a few turns of disorder, but that may not be as true on higher difficulty levels (I play Noble).
 
Sometimes, your mana nodes will go abit haywire, I have seen this often with Fire nodes.

"Your channelers have lost control of a Fire node. It has flared out of control and burned the surrounding area."

The result being, lots of forest fires in the area around the node. Pretty logical stuff (so far as "magic" can be logical).

Today, I had this happen with a Life node:

"...It has flared out of control and healed the surrounding area."

:D

Can you just imagine the locals? "Aye, ye gotta watch out for the dangerous magic around these parts. Y'all just be walking along and BAM! You get healed out of nowhere!"

:crazyeye:
 
@tipwong.

I am key memeber of the Arda mod team. we are currently at a stand still because we have no time to mod. i intend to mod as soon as i have some time, but...
 
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