[MOD] Fall from Heaven II

Is it possible to have the leaderheads have different diplomacy text based on the player's civilization?
 
Is it possible to have the leaderheads have different diplomacy text based on the player's civilization?

I dont know. Thats on the design list but I dont know how to do it. I would really like to have specific diplomacy tags when you are Hyborem and people are talking to you, so you get more personal feedback.

But I havent found a way to do it yet.
 
So.. Curiosity. I am playing a game as the Sheaim right now, and just to sate my desire to be an Evil Overlord(tm) I decided to go with the Slavery civic. So, at one point I conquer the Kuriotate capitol and acquire three slaves.
All well and good, I send them back towards a city that needs to rush production some. They move in a group, through safe territory. And then.. The onset of mystery. Over the next couple of turns, I notice that each turn one Slave disappears in transit.. :crazyeye:

So.. What is up with that? ^.~

They weren't attacked, obviously, or the whole unguarded cluster would've died. I got no message saying anything. They just.. petered out and disappeared. I only managed to get one slave to his destination, and I strongly suspect had I ended the third turn with him around (as opposed to using him up for a small production boost) he would've disappeared too. Sneaky slaves much?
 
So.. Curiosity. I am playing a game as the Sheaim right now, and just to sate my desire to be an Evil Overlord(tm) I decided to go with the Slavery civic. So, at one point I conquer the Kuriotate capitol and acquire three slaves.
All well and good, I send them back towards a city that needs to rush production some. They move in a group, through safe territory. And then.. The onset of mystery. Over the next couple of turns, I notice that each turn one Slave disappears in transit.. :crazyeye:

So.. What is up with that? ^.~

They weren't attacked, obviously, or the whole unguarded cluster would've died. I got no message saying anything. They just.. petered out and disappeared. I only managed to get one slave to his destination, and I strongly suspect had I ended the third turn with him around (as opposed to using him up for a small production boost) he would've disappeared too. Sneaky slaves much?

For some unexplained reason (well, I know what code causes it, but not the logic behind it), whenever a unit is captured by a unit with limited duration it gets the same limited duration as the unit that captured it. Thus, if you are capturing slaves with your summons they won't lest long. It is even worse to capture equipment like this.
 
I generally play Terra/Huge/Marathon ... sometimes Noble sometimes Prince ... and lately later in the game when things start to slow down ... I get a CTD (crash to desktop) with this:​
66084140fb8.jpg
I don't know could be my video settings ... but I have my doubts ... I'm running 2 512Mb SLI cards linked ... I don't think it's my System ...

I just played as a random civilization and the wheel of fortune landed on the Sidar ... I dig the Sidar ... but everyone attacks my Shadows when I upgrade from a ghost or after I cast the 'into the mist' world spell ... they ignored them before I cast the spell when I created them as brand new shadows ... and how can I insure that my allies are docile if I can't thin out their forces with a little good natured subterfuge/sabotage

oh yeah, and it doesn't matter what Civilization I play if I place my City too close to a node my automated workers keep building workshops on top of my improved nodes ... this is a major nuisance ...

and I've posted this concern before and despite it's placement in the middle of this particular rant ( and I am ranting, there's just no other way to look at it) but, The Circle of Gaelan, I mean please, please, please ... the Idea of this Guild suits every aspect of my style of play ... I create large magical battle groups ... I keep mages/wizards in every city ... and no matter how many times I appoint the unruly apprentice as head of the guild in that specific event ... I have yet to see this guild ever created ... by any civilization in any game I've played ... let alone by me ... is it coming in ice ? ... or is it a problem with the event trigger ? ...

those are the issues ... now for some ideas ... come on I'll tell you all about them ...

Giants ... I love to capture them late game ... I love the Pact of the Nilehorn(sp?) ... but they're slow ... I was thinking that something that big might should have a higher movement rate ... I considered the danger element in a giant rich new seed world ... but I think it would add to the realism of it all ... well, you know what I mean ... also the cannibalize promotion might make some good sense too ... I was also thinking that subdue animal would be a boon ... imagining a giant with a pet bear ...

oh, madness ... that whole AC avatar of wrath madness is a real bummer ... which is the point I know ... I was thinking of maybe the cure disease or heal spell relieving the mentally-infirmed of their ailment ... just a thought ...

which brings me to Archeron ... my personal favorite dragon within the confines of the fall from heaven reality ... because any civilization with the patience and fortune to develop the ability to create beastmasters soon enough can with a little technique subdue the Dragon and use him as a real motivating force ... unfortunately Archeron is a dumb beast compared to his fellow dragons and lacks any movement rate of his own ... I think this is a shame ... and I understand the AI would cause him to lay waste to any nearby civilization if he had the ability to stray from his treasure trove ... I simply ask that maybe beast units be given access to mobility II or even Mobility III (just for Beast Units, because of their beastly size and all) ... as well as the whole: 'can move through impossible terrain' (so I can perch him on mountain tops ), 'ignores terrain movement costs' ( I figured those big wings would be great for getting past all the underbrush, loose sand, and arduous uphill climbs), 'Doesn't receive Defensive bonuses' (all the other dragons are doing it) ...

and a smaller weaker dragon able to be built by the barbarians late game in lieu of Immortals would be cool too ... though playing as the sidar ... and late in the game I have dominated several Barbarian immortals who are gaurding my cities ... an immortal civilization overflowing with immortals ... too cool

and in closing I would like to thank you again for creating this masterpiece Mod ... it's brilliant from dream to finish ... well, almost finish ... I bought CIV IV just to play your Mod ... seriously ... you all rule the world ...
 
I did a land map with raging barbarians on one game. What a disaster! I made 15 CIVs on a large map and all but 6 of them were wiped out by barbarians! O.o
 
Version 0.32 has been released and is linked in the first post. It includes these changes:

Fixes
1. Sanctuary now kicks all units out of the casters borders.
2. Flames won't start in Burning Sands cities.
3. Building Cost Mod is now correctly calculated for Gambling Houses (thanks Vehem!).
4. Penguins can no longer spawn on peak tiles (the mighty flying penguins of Erebus are no more).
5. The Circle of Gaelan events now trigger correctly.
6. Kidnap now works correctly (fixed by Sto!).
7. Event loading moved to the normal xml load process instead of in post globals (for some reason having it in post globals was causing intermittant CtD's reloading save games).
8. Svartalfar can build Machinists Shops.
9. EventTrigger now require all religions listed instead of just one of them (to keep the temple burning events from triggering unless both religions are in the city).
10. Hidden Nationality units in transports are treated as if they don't have hidden nationality (so you cant bump enemy units with a transport with a HN unit in it).
11. Fixed the smugglers guild event.
12. Events that gift units with promotions will now correctly apply the promotion.
13. Fixed an equipment duplication bug in Add to Flesh Golem (fixed by Sto!).

AI Changes:
1. Boosted the power rating of the Infernals and the Mercurians so they are more likely to act aggresivly after being summoned.
2. Adjusted all leaders tolerance for battle odds, some take less risk (Elohim), some take more risk (Doviello), some randomly decide from turn to turn (Balseraphs).
3. AI won't attack with Heroes (world units) if his attack odds are beneath 95%.
4. AI won't attack with true Spell Casters if his attack odds are beneath 95%.
5. AI realizes it wont destroy forests when laying improvements if it is bMaintainFeatures (the Ljosalfar and Svartalfar).
6. AI is more likely to build unit enabling buildings (if no ai building prereqs aren't enabled).
7. AI is more likely to prefer high strength units.
8. Rewrote the AI_getStrategyHash function to base decisions on FfH functions instead of vanilla configuration.
9. AI taught when to vote for and against the new voting mechanics (they will no longer vote positively for everything).
10. AI is less likely to build forts together (added a pPlot::isBuilding check).

Additions/Removals:
1. bCult attribute removed from Religions (depreciated function).
2. Added a No Techs game option (for scenarios).
3. Added a No Buildings game option (for scenarios).
4. Added a No Projects game option (for scenarios).
5. Added a Capture All Buildings game option (for scenarios).
6. Added a No World Spells game option.
7. Added the Summon Tiger spell (available to Fellowship of Leaves priests, loki).
8. Added the Governors Assassination event (Judgement).
9. Added the Mushrooms improvements (art by Psychic Llamas).
10. Added the Mushrooms event.
11. Added the Volcano Creation event.
12. Added the War Games event (judgement).
13. Added the Goblin Wastes event (rewards nature).
14. Added the Slave Ring chain event (crime).
15. Added the Angelic Procession event.
16. Added the Library Fire event (rewards water).
17. Added the Sickness event (rewards body).
18. Added the Scorched Staff (equipment, +1 fire affinity).
19. Added the Meteor event (rewards enchantment).
20. Added a Spell Delay feature (delays make the caster immobile and unable to cast for the delay time period, the spell triggers when the delay time is over).
21. Added the Battering Ram unit (1 strength but 25% bombard rate).
22. Added the Create Battering Ram spell. Allows the Khazad to make siege units in the field. (delay 5, consumes the forest in the tile, only usuable by Khazad melee units, requires engineering).
23. Added the Sobs event (rewards spirit).
24. Added the Guardian of Pristinus Pass unique feature.
25. Added the Crime Increase event (crime).
26. Added the Crime Decrease event (crime).
27. Added the Two-Headed Cow event.
28. Added the Decius leader (Bannor, Calabim and Malakim leader).
29. Added the Pick Alignment event (Decius can select his starting alignment).
30. Added the Centaur Guard unit (model by AA, texture by seZ).
31. Added the Auric Ulvin unit (for scenarios, art by seZ).
32. Added the Drifa unit (for scenarios).
33. Added the Muirin unit (for scenarios).
34. Added the minor leader mechanic (minor leaders don't show up in any menus, and are not playable but can be used in scenarios).
35. Added Minister Koun minor leader (for scenarios).
36. Added 21 Sign (Constellation) events.
37. Added the City Split event (city wants to form its own nation).
38. Added the Soverign City event (city wants to rule itself).
39. Added the Mercenary Gouging event (idea by Philippe).
40. Added the UpgradeCiv unit attribute (so that captured ogres, centaurs, vampires, sect of lies, etc all upgrade to civ specific units instead of the capturing civs units).
41. Added the Ring of Carcer unique feature (imprisons Brigit, can only be entered by units of level 15 or higher).
42. Added the Brigit unit (hero, can only be gained by getting a unit through the ring of carcer).
43. Added the Enclave improvement (Kuriotate only, town upgrade, grants +1 gold and +1 food over towns, art by Woodelf, idea by TheJopa).
44. Added the City Feud event (idea by Xuenay, you thought I forgot didnt you?).
45. Added the City Feud Arson event (idea by Xuenay).
46. Added the City Feud Merc event (idea by Xuenay).
47. Added a Slower Experience game option (halves the amount of xp gained from combat, rounded up).
48. Added the Call of the Grave spell (Ars only, does 40% death damage the enemies, heals all undead, raises 3 wraiths from graveyards, range 2).
49. Added the Ira unit (water walking, +1 strength whenever it defeats a living opponent, max of 4 at once).
50. Added the Ira Unleashed spell (Avatar of Wrath only, summons up to 4 Ira).

Balance Changes:
1. Priests don't have a resource requirement anymore.
2. High Priests have resource requirements (all are Incense except for the RoK High Priest who requires Gems).
3. If a Hidden Nationality unit spawns a unit through combat, that unit will have Hidden Nationality too.
4. All animals spawned through create animals start with Hidden Nationality (and Hidden Nationality removed from the specific unit definition).
5. Dies Diei reveals all invisible units within your borders.
6. Nox Noctis makes all your units within your borders invisible (if they aren't in cities).
7. Shades made into National Units (4 per player).
8. Lions have a 10% chance to upgrade to Lion Prides after each combat.
9. Kidnap has a maximum 95 % chance of success.
10. Immobile units can't cast spells anymore.
11. Bloom has a 2 turn delay.
12. Inquisition has a 3 turn delay.
13. The Tower of Eyes provides a free Dungeon in every city.
14. Ancient Towers can be razed.
15. Warriors can no longer use iron weapons.
16. Gifting units is disabled (to many exploits).
17. Mana no longer reverts to raw mana when the plot converts to a new owner.
18. Freaks never expire.
19. Illusions have a 90% combat limit (they can't actually kill units), and heal completly after each battle.
20. The Doviello start with Lucian instead of their bonus 2 beastmen.
21. Units with Poison strength now pass the poisoned promotion to living units they battle.
22. Event chance increased from 2% to 4%.
23. Stygian Guards strength reduced from 6 to 5, given Water Walking, ability to use Bronze/Iron/Mithril weapons, are now Melee instead of Disciple units and no longer require Bronze/Iron/Mithril to train.
24. Feast is now Calabim only (captured vampires cant feast on city populations).
25. Increased Expansive from +2 to +3 Health.
26. Added +3 Happiness to the Sprawling trait.
27. Reduced the Beast of Agares build cost from 500 to 120 and its movement increased from 1 to 2.
28. Worldbreak has a chance (based on the AC) to start fires in non-Sheaim cities.
29. Humans and the AI don't get bonuses against animals from the handicap level (the barb bonus still applies).
30. Ars, Buboes, Stephanos and Yersinia can fly.
31. Illians switched from Chaos to Law mana.
32. The Spread Council of the Esus ability only requires that the unit have the Council of Esus religion, not that the state religion be the Council of Esus. AI players will never spread the Council of Esus unless it is their state religion.

Cosmetic Changes:
1. New Arena model art by woodelf.
2. New selection sounds for lion's.
3. New selection sounds for succubus's.
4. New Svartalfar Adept model by seZereth.
5. Fixed Pit Beast/Manticore model by seZereth.
6. Buildings now correctly list all units they enable.
7. New Illusionist model by seZereth.
8. Spell descriptions now hotlink to other objects (so for example a spell that adds a promotion inlcudes a clickable link to that promotion).
9. New Svartalfar Immortal model and animations by Ploep.
10. Aerons Bounty and Spread Council of Esus spells will show, but be greyed out, when disabled (instead of not displayed at all).
11. Songs all redone (some moved around, some cut, some added, some base themes songs now play no matter what religion/era you are in).
 
When I try to download, it gets a mere 4kb ... and then says its finished. Maybe the download is defect?
 
The download link is not working at gameflood.
 
I've tried to describe how to upload the FFH II 0.32 file for those of us who can't download from gameflood in this post in here:
http://forums.civfanatics.com/showthread.php?p=6849790&posted=1#post6849790
(In the "Gameflood problems thread"). If somebody could upload the file (It's not difficult and you can still play FFH while uploading, you just have to leave the browser window which you use to upload the file open until the upload is finished, then post a link to the uploaded file here), I'd be very happy :p.
 
Been a while since I've written, but this really torqued me off...

The Dovillo declared war on me and started moving their forces into position to attack one of my cities. Since I had the Nexus, I was quickly able to move forces into the city and quickly VASTLY outnumbered their forces (about a ratio of 2 to 1). HOWEVER... When they started to attack, suddenly ALL my forces abandoned the city and let the Dovillo have it.
While I've had this happen before (i.e. had defenders that COULD have defended the city against the attackers), I've never had it happen when I outnumbered they attackers by so much.

Is there still a problem with defenders abandoning cities?

Thanks.
 
Been a while since I've written, but this really torqued me off...

The Dovillo declared war on me and started moving their forces into position to attack one of my cities. Since I had the Nexus, I was quickly able to move forces into the city and quickly VASTLY outnumbered their forces (about a ratio of 2 to 1). HOWEVER... When they started to attack, suddenly ALL my forces abandoned the city and let the Dovillo have it.
While I've had this happen before (i.e. had defenders that COULD have defended the city against the attackers), I've never had it happen when I outnumbered they attackers by so much.

Is there still a problem with defenders abandoning cities?

Thanks.

did you have any HN-Units in the city?
 
For some unexplained reason (well, I know what code causes it, but not the logic behind it), whenever a unit is captured by a unit with limited duration it gets the same limited duration as the unit that captured it. Thus, if you are capturing slaves with your summons they won't lest long. It is even worse to capture equipment like this.

Oh I see. Yeah, that would be it then since I was playing Sheaim and using lots of Spectres in my wars, heh. :lol:

Well, there ya go. *chuckles* Thanks for the answer.
 
16. Gifting units is disabled (to many exploits).
17. Mana no longer reverts to raw mana when the plot converts to a new owner.

So.. No chance whatsoever to have gifting units turned into an option you can select as you see fit? Not everyone uses it to exploit the game, and there are plenty of legitimate uses for it that we are now bereft of, which saddens me a little.

And as for 17.. Isn't that a little harsh? You'll end up with lots of duplicate mana you don't want and no way whatsoever except Arcane Lacuna and Rites of Oghma to ever have a chance of acquiring new raw mana to do with as you see fit.
 
And as for 17.. Isn't that a little harsh? You'll end up with lots of duplicate mana you don't want and no way whatsoever except Arcane Lacuna and Rites of Oghma to ever have a chance of acquiring new raw mana to do with as you see fit.

You are forgetting the Metamagic II spell Dispell Magic which reverts mana nodes into raw mana.
 
Of course it does. Whenever it goes to a new name/number (e.g., .31 -> .32) it is really a different mod. You can never load one mod using a different mod. The old Mod id left intact though, so you can keep playing it if you wish.

I have heard that worldbuilder saves/scenarios from 0.31 are compatible with .32 however (Sureshots's Armageddon scenarios at least)
 
It depends on what the worldbuilder save had it in. If it had anything that was removed it wont load anymore.

The download is fixed now, so no one should have any problems downloading anymore.
 
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