[MOD] Fall from Heaven II

First of all, this is the best fantasy strategy ever, beating even such competitors as Disciples II and Dominions III. Very well done. My wrists and back might disagree, though, but my body isn't a democracy. It does have its moments, though, as frustrating as they're hilarious. Here follows a slightly dramatized account of one of them.

*

The young archer stumbled into the forest clearing, desperately wheezing and missing half of his face. Tears of panic mixed in with freely flowing blood from the horrendous clawmarks. For a moment it seemed as if his strength was failing him, as he fell down on the muddy ground, but drawing on his terror, he rose up and ran the last hundred yards to the army camp.

Bannor army was a proud sight. Though technologically primitive, it had a definite air of professionalism and strength. The cream of their armed forces were all there, valiant heroes from Battle of Galveholm who had squashed the serpent in its egg, before it had time to grow into world-threatening proportions. The first detachment of archers trained by their people had also been there, intended to garrison the new city, and sent ahead to fortify the hilltop site. Something, however, had gone dreadfully wrong.

A sergeant stopped the wounded man near the edge of encampment.

"What the hell happened, soldier? Where is the rest of your group?"
"Dead... They're all dead. They came from the woods... Too fast... We just couldn't hit them."
"Who came? The scouts haven't reported anything except some goddamned bears around here!"

The archer grinned, desperation and mirth dancing in his one intact eye. He opened his mouth to respond, but was silenced by a horrible chorus of growls and roars from the forest.

"They're here..."

Alarm was sounded in the camp, and the warriors ran out from their tents to form up, but it was already too late. The first bear ran into the first company with eye-dazzling speed, somersaulting above it while tearing off limbs and cracking skulls like eggshells. The second one followed, ripping weapons from warriors and laying into them like some insane dervish, rending flesh with five axes and monstrous jaws. In less than ten seconds, the men were turned into a mishmash of flying body parts, intestines and torrents of blood. As the rest of the army watched in terror, they were followed by the rest of horde, leaping straight into their midst from the treeline. It was a complete slaughter. What the witch Os-Gabella couldn't achieve in years, the bears did in five minutes.

That night, the few survivors huddled with the settlers near the hillsite. All was not yet lost. Their sacrifice had bought the settlers the precious few minutes they needed to run away, and if they could just erect few huts tomorrow, the beasts would surely stay away. Then, a little girl saw some movement in the undergrowth.

"Oh, look! It's a little baby bear!"
"What? NO!!"

Their screams seemed to echo across the forbodding forests and grim hilltops for a long time. Far away, Archangel Sabathiel banged his head against the wall and cursed profanely.

Fall From Heaven II. The final battle between man... and the bear... begins tonight!

*

I've had some games where the unsettled territories between empires come to be full of ravenous hordes of bears. This is propably because all the other animals are perfectly killable with your warriors and scouts (except non-hostile elephants and stationary spiders), but the Strength 5 bear is just too much. So, if enough of their lairs survive the very beginning, their numbers start to build up, and by killing the unwary scouts, they can gain decent amounts of experience too, making them hideously dangerous. Usually, settler escorted by 4-5 warriors can run the gauntlet, but sometimes even that isn't enough. It is really a bit silly to be honest - though I admit it is quite amusing to gain my revenge upon those freaks by building some hunters and turning them into an unstoppable legion of bears.

Possible solutions would include turning some of the bear lairs into wolf lairs, and maybe changing bear Str to 4 (with +25% against melee units perhaps). I also had a related idea of these lairs having a chance equal to AC of spawning a Dire version of the animal, with +2 Unholy Str & Mutated. Now the lairs become soon irrelevant, but this would make them add some flavour... And what Balseraph player doesn't cherish the thought of employing tentacled, seven-eyed bears and pink wolves in their army?
 
Welcome to Civfanatics Daath! Thats quite a first post :D

It really depends on the map you are playing on. Bears like maps full of tundra and forests. You see a ton of them on highlands maps. Switch map types and you will see a completly different selection of animals ropaming around.

Ive been playing with Cephalo's creation script lately, so I see tons of griffons because of all of the peaks it generates. You think bears are tough, try delaing with griffons swooping in from the peaks, grabbing a scout or two and then escaping back to the mountains where you cant follow. Desert giants are equally difficult.
 
i have installed this in the correct mod foulder but i cant load the mod in game why???

I'll need a little more information on why you cant load the game. Do you now see it as an available mod from the Advanced -> Load a Mod screen on the main menu (its not installed in the right place)? Does it crash when trying to start a game (you need to install the FfH2 "l" patch and BtS patch 3.17, or disable movies) or is something else occuring?
 
I figured out that I didn't install the patch, just the main download. It's working fine now. Thanks for the help, and great job on the mod.
 
I figured out that I didn't install the patch, just the main download. It's working fine now. Thanks for the help, and great job on the mod.

No problem, there is more than the normal about of version incompatibilities with this version because we changed patches in the middle of a version (0.32g). So the early versions need 3.13 and the late versions need 3.17.

But from here on out things will be easier.
 
It does spawn BRIGIT_HELD (which also has 0 affinity and movement, doesn't have Hero, and can't get weapons promotions) the same way the Broken Sepulcher spawns Barbatos. The reason it for two Brigits is so you can capture Brigit and not lose control of her every time she loses a battle.
My wife finally figured out why it was working sometimes and other times not. She was populating the Ring of Carcer with Brigit when it wasn't working; when it did work she simply placed the Ring of Carcer and let Brigit spawn by herself. This appears to work MOST of the time with Barbatos also though it didn't work in the last game.

However, it looks like I shot my foot off so far as her making interesting maps goes... I kind of told what I thought was a "white lie" about NOT playing the game when I actually did. She not only told me she wouldn't make any more maps, but she HID the BTS disk from me.:cry:
 
My wife finally figured out why it was working sometimes and other times not. She was populating the Ring of Carcer with Brigit when it wasn't working; when it did work she simply placed the Ring of Carcer and let Brigit spawn by herself. This appears to work MOST of the time with Barbatos also though it didn't work in the last game.

However, it looks like I shot my foot off so far as her making interesting maps goes... I kind of told what I thought was a "white lie" about NOT playing the game when I actually did. She not only told me she wouldn't make any more maps, but she HID the BTS disk from me.:cry:

You have a weird marriage.
 
Improvements that spawn units will not continue to spawn more once they have reached the unit's world limit (lest you have to kill dozens of Barbatoi). (I'm not sure, but I think that they will also stop spawning once they reach national limit, but will start again once once or more of the barbarians units of that unitclass are killed.) If Barbatos/Brigit_held doesn't spawn when you place the Broken Sepulcher/Ring of Carcer, then that means the unique feature had already been placed and the unit generated when the map was generated.


Also, units spawned by improvements have a random chance to spawn each turn, so you may have to wait a few turns for the unit to spawn. The game forces unique improvements to spawn their unit immediately, but this only applies at the start of the game. If you place an unique feature in worldbuilder later on then it will still take a few turns to spawn.
 
National Limit won't stop improvements from spawning units, only World Limits.

Had tried to use National Limits back when I was doing Modules and wanted every Unique Feature to spawn stuff. Utterly failed to stop them from swarming the map with Sailor's Dirges.
 
However, it looks like I shot my foot off so far as her making interesting maps goes... I kind of told what I thought was a "white lie" about NOT playing the game when I actually did. She not only told me she wouldn't make any more maps, but she HID the BTS disk from me.:cry:

You have a weird marriage.

:lol:

you should never lie to your girlfriend/fiance/wife it will almost ever backfire :p

:D
 
I had a friend who borrowed my SMAC/SMACX disks. He ticked off his wife and she destroyed my games. Lesson learned, never loan out things you value.

On another note, is the Sailor's Dirge still in the game? xienwolf's comment reminded me of that.
 
I had a friend who borrowed my SMAC/SMACX disks. He ticked off his wife and she destroyed my games. Lesson learned, never loan out things you value.

On another note, is the Sailor's Dirge still in the game? xienwolf's comment reminded me of that.


Hopefully he intend on giving you some new ones then?

And on the Sailors Dirge, it is still supposed to be in the game as far as I'm aware... just isn't at this moment.

Welcome to Civfanatics Daath! Thats quite a first post

Jep, I am as amased as Kael... give me more stories like that, it sure makes my almost 150 posts fade away in comparisson.
 
I downloaded the newest version of FFH after being away for a while and found this scenario button while in game. It looks interesting but everything has a lock icon next to it and it doesn't seem to be accessible from the scenarios section of the main menu. How do I access them?
 
Ah, thanks for the info. Is there somewhere I can go to read about such stuff so I don't come here and ask dumb questions like that? This thread is obviously too huge to read in its entirety.
 
Back
Top Bottom