[MOD] Fall from Heaven II

Great stuff. I played this over the weekend as Khazad. Awesome. :goodjob:

As a standalone, this beats the socks off of many fantasy-themed games. Terrific. Big kudos to Kael and everyone else involved. I have played a lot of RPGs and strategy games and have to say that the Fall from Heaven 2 is unrivalled. A brilliant masterpiece. :king:

The only issue I would raise is that some work is needed on the civilopedia and general documentation.

For instance, I made a beeline for Mithril Golem and met all of the listed requirements, but couldn't build it. On the forums someone said that the armageddon counter has to be high to build it, but I can't verify this. How high? This kind of thing would be nice to add to the civilopedia to assist in helping with research choices.

Playing the game I found all kind of undocumented features that would be nice to understand better. For instance, mages and priests seemed to gain XP automatically over time up to about 17. How is this calculated? It would be nice if listed in the civilopedia.

Another issue looking through the civilopedia is that may intriguing units and heroes were found that my culture had no access to, and the civilopedia made no mention of the civs that were able to build them. This would be helpful in decision making processes about which civ to play as well as understanding adversaries. There are a lot of really cool looking units but I have no idea which civ would have access to them; there is really a lot of guesswork as the civilopedia is incomplete about requirements.:scan:

Keep in mind, that FfH II is still not finished and we will start real documentation when we implemented and fixed all the features. (no big point in documenting things which are likely to be different in 2 months).

But, the Community was kind enough to create and update a Manual in pdf format, which is high quality and much more usefull than the ingame civilopedia. you will find all kind of information in there.

Cheers.
And keep on enjoying, it will only become better :D
 
This is most likely an unintended effect of the obsolete unit mechanic. I.e. as in normal Civ, there are units in FFH that are no longer available when their better counterparts are available (e.g. you cannot build Warriors in normal BTS when the late game units are available). This makes sense, too, but it doesn't work well when these units are replaced by national units (which are limited in number). In general, units that cannot be properly replaced or have unique abilities/promotions (like Freaks) are set to never be obsolete. Other units expire when you can build all units which a chosen unit can upgrade to, e.g. if you have the techs and buildings for Swordsmen and Archers, Warriors become obsolete in that city and can no longer be built. The tag to set them to never be obsolete seems to be missing for these two Khazad units right now. It's most likely not intentional but an oversight (not a bug per se, though, just something that hadn't been noticed so far).
The big difference is that the newer units are NOT national units (i.e. you can build more than four of them). In the Khazad's case, the "obsolete" units appear to be replaced by national units that, once you have four, you're done... I'm not aware of another civ that has this problem.
 
Patch "d" is linked in the first post. It wont break saves (unless oyu are coming from base 0.32 or patch "a"), and it fixes the following issues:

1. Fixed an error viewing leaders in the pedia.
2. Fix so that the shim random good/neutral/evil leader doesnt showup in the game (fixed by Sto!).
3. Damage icons will now show the correct damage type (instead of fire all the time).
4. Reduced the effect of pestilence a bit (from 0-5 + pop/2 unhealth to 0-5 + pop/4 unhealth).
5. Armageddon Count requirements will now be displayed in the pedia correctly.
 
Man every few months I take a break from Civ and come back and this is my first stop. I am always amazed at how much better the mod has improved since the time I have been gone.

Great work guys!
 
For instance, mages and priests seemed to gain XP automatically over time up to about 17. How is this calculated? It would be nice if listed in the civilopedia.
WoundedKnight, if you go back SEVERAL pages in these posts, you'll see how experience points are calculated and applied. Kael wrote up a pretty detailed note on how it's calcuated. Also, the experience points go FAR beyond 17 (otherwise you'd never get archmages and prior-level units); it's just that the higher the experience goes, the more it requires between "level bumps".
 
Great. Thanks. One more question. Is it possible to convert one type of mana node into another? Sorry if this is a dumb question. I couldn't determine how to do this or whether it could be done in my last game.
 
Great. Thanks. One more question. Is it possible to convert one type of mana node into another? Sorry if this is a dumb question. I couldn't determine how to do this or whether it could be done in my last game.

Not directly, but with the help of spells you can. Mana nodes can only be built on top of mana of their sphere or raw mana, and they turn the mana resource to their sphere's type. Razing a node leaves the mana of that sphere, so only the same kind can be rebuilt there.The Metamagic 2 spell (Dispel Magic) has the effect of reverting any of the differentiated mana sources back to Raw Mana, letting you build any node there. (In earlier versions, mana would revert to raw mana when it crossed though cultural borders, but this was removed in 0.32.)
 
Is something going on with the download of patch "d". I've tried it several times and keep getting the message "Bandwith Limit Exceeded" (also, the picture on the FIRST post doesn't show up for some reason). Is this MY problem or the downloads?

The rest of the message reads:

"The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later."

Thanks!!
 
OK... I've racked my brain and can't come up with an answer...

Does anyone have a strategy for the "Blood of the Phoenix" bug when attacking enemy cities so that your troops don't wind up potentially far, far away from the action? I'm close to building the Tower of Mastery and have my armies in position, but my enemies are all on different continents where they have pretty much taken over the entire land mass. While I have a city on each, I'm concerned about where my forces my wind up in the event that one of them is defeated.

Or, does everyone agree that I simply cannot combine all my troops in one army into a single mass, but need to keep them separated somewhat so that they ALL don't abandon their positions?

Thanks. I'd appreciate any suggestions that might be contributed.
 
Great. Thanks. One more question. Is it possible to convert one type of mana node into another? Sorry if this is a dumb question. I couldn't determine how to do this or whether it could be done in my last game.
WoundedKnight, while this isn't really in response to your question, I do have a suggestion for you (in case you haven't already figured it out!).

In order to get a really effective combination of powers (especially with priors!!), it takes a LONG time to get up to a really serious level. For instance, while I'm sure that everyone has their own favorite spells, I like a combination of earth 2 or 3 (2 -- for protection against assassins and 3 -- summoning earth elementals who are very strong), fire 2 or 3 (for fireballs -- 2 -- and fire elementals (3) -- for weakening opponents), metamagic (strengthens spells and with 3 you can summon djinns that are exceptionally powerful). Also, in order to increase the number of strong magic users, I like to get FOUR mages up to death magic 3 (permits their conversion to liches who are stronger than archmages, but watch out for Basium's world spell which can kill them unless they have, at minimum, earth magic 2 or at least one promotion of strength -- kind of a waste if you have earth magic 2).

Anyway, my point is that you should try to get mage halls and priesthood (!)fairly early to give them time to advance to the prerequisite experience levels. Also, early on, you may not want to actually invest in new spells for your mages -- when they "level up" -- until you have the mana nodes that you want them to use. If you go back many, many posts to the release of .31 you will find a list of the different manas and the spells to which they permit access (extremely valuable!!! I printed it out for reference). My apologies for not providing a link, but I'm not quite sure how to do it.

Take my input for whatever it's worth to you and remember that it's coming from an old, half-senile old fart.
 
Whats the best way to force a civilization to stay evil, preferably before actually starting a game?

For example, I wanted to play a game with Alexis being evil and disabled the technologies for good religions for the CALABIM. That stopped Alexis from becoming good, but she became neutral. The leaderhead info file has ALIGNMENT_EVIL and the only mention of a religion is RELIGION_THE_ASHEN_VEIL but there doesn't seem to be any attempt to adopt it even after editing the game to give the civilization that technology and spreading it to several cities. Do I need to change the weight from 10 to 100 or ?

If I don't do anything many civilizations with what I consider inherently evil leaders become good, which isn't as much fun. I'm using 0.32a.
 
When I try to get ver2032 it sends you to another site that gives you "FallfromHeaven20301.exe " is this the right version?:crazyeye: Then I tried to get patch, I get the same thing as Omegon3 got with "Bandwith Limit Exceeded" & "The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later." What is going on here? :cry:
 
Whats the best way to force a civilization to stay evil, preferably before actually starting a game?

For example, I wanted to play a game with Alexis being evil and disabled the technologies for good religions for the CALABIM. That stopped Alexis from becoming good, but she became neutral. The leaderhead info file has ALIGNMENT_EVIL and the only mention of a religion is RELIGION_THE_ASHEN_VEIL but there doesn't seem to be any attempt to adopt it even after editing the game to give the civilization that technology and spreading it to several cities. Do I need to change the weight from 10 to 100 or ?

If I don't do anything many civilizations with what I consider inherently evil leaders become good, which isn't as much fun. I'm using 0.32a.
As long as you stay away from the Kilmorph, Order, and (possibly!) Empyrean religions, Alexis will remain evil. I'm currently playing with Alexis at the .32 level and am having no problem. If you want her to turn back evil, simply adopt the Veil religion (doesn't matter whether you found it or not so long as the missionary takes, but there ARE advantages to founding it).
 
You can probably tell that I finally got a new keyboard and typing is a lot easier given the number of posts that I have today (my old one was getting pretty burned up and the keys were sticking due to the number of ashes that have fallen into it!!).

However, inquiring minds want to know...

I came across a unit called a "Bright" and quickly went to the Civilopedia to see what the heck its abilities were. A little to my surprise, I couldn't find an entry for it. So... What the heck is a "Bright" (looks a little like Basium's valkyrie).

Thanks.
 
Brigit is found in some games in the 'Ring of Carcer'. This unique feature functions like the Tomb of Sucellus, and others, but only units that are level 15 or higher can enter it. Once you enter it, you are given Brigit, essentially an angelic hero. I also think if there's no Ring of Carcer on the map that Basium can upgrade a level 9 angel into Brigit.

EDIT: The Ring of Carcer tends to be in icy areas.
 
Prolly you are aware of that, but the AI allways makes the 1st turn move as Hyborem. I can never select the best slot for Dis, allways AI builds it in spawn spot :/

And few questions :
How can i get Sheut Stone ?
Why Hyborem is a whimp comparing to Basium :/ ?
 
When I try to get ver2032 it sends you to another site that gives you "FallfromHeaven20301.exe " is this the right version?:crazyeye: Then I tried to get patch, I get the same thing as Omegon3 got with "Bandwith Limit Exceeded" & "The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later." What is going on here? :cry:

Heres a alt dl for patch d, for what its worth.
http://files.filefront.com/FfH2032dexe/;10441031;/fileinfo.html

I too am suffering taht the dl link goes to what seems to be 30... By date, filename, install... I dont recall having this problem when I dled a little before patch a for 32 came out...


Edit: I found my earlier dl. Its very much "FallfromHeaven2032.exe" Im uploading it to filefront too... but it will be ~2hrs due to the horribly nerfed upload rate around here as of january 1st... SOB's cut us from 8mbit/1.5mb down/up, to 8mbit/512kbit down/up. Its rediculous.

Further-Edit: Well. After the upload failed three times... I gave up. Sorry folks. Im sure Kael or someone elce will deal with it soon though.
 
Sorry, we have run 2 different sites out of bandwidth with this version of FfH. Im trying to find a host that can handle the downlaod requirements.
 
I'm sure this is probably a dumb question, but I'll ask it anyway..

Do mages and archmages gain experience at the same rate? The reason I ask is that I always wait to turn my mages into archmages (and, hopefully, four liches!!) until I have some mages with the spells that I want. However, once the mages reach a certain point, it seems to take freakin' forever to get to the next new spell level (yes, I know they need more experience between new spells at the higher levels, but it still seems to take forever).

I'm sure that the answer is probably "yes", but I thought that I'd ask anyway...

Thanks.
 
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