[MOD] Fall from Heaven II

It is a card game you can play against the AI leaders in your game. If you win you get a small relations bonus. Not much has been said about it yet, except these two screen shots, and this:
Kael said:
I wont go into the rules, you can read those on Friday. But a few facts:

1. Somnium is a mini-game included with FfH. It is never required to play.
2. A human can challenge any AI player to a game that he has contact with and isnt at war with.
3. Winning a game gains you a minor attitude bonus with that leader, losing gives you a minor penalty. But these are very minor, Somnium isnt intended to be a strategic element of FfH. Its just a bit of extra polish to make FfH stand out and add some depth to the game.
4. Somnium can be played against the AI in multiplayer games (if your waiting for other players to finish their turn) and without OOS's issues.
5. In multiplayer games you can challenge other human players to a game of Somnium for gold.
6. Different AI leaders will play differently, some are more aggresive than others.
7. My wife has spent more time playing Somnium than she has playing FfH and is bugging me for a stand-alone version.
8. Most of the art used is from Stephanie Law, I really wanted a distinct artistic style to Somnium that stepped away from the deep colors of FfH. We used a few pictures from Jason Engle that matched as well.
 
Pity ... ((:

When (time - hh[:mm]; am/pm/24; timezone) the .33 will be released? (:

A day is as specific as I can get. It has a lot to do with my personal schedule, last minute issues and any upload difficulty I run into. Sometime between midnight today and midnight tomorrow EST is all I can offer.
 
Fall from Heaven 2 0.33 is linked in the first post. It makes the following changes:

Bugs:
1. Fixed an error with Tsunami that could allow it to wipe out permanent improvements.
2. Fixed a CtD caused by Hellfire improvement trying to spawn Sect of Flies.
3. Fixed an issue with the Amurite Trial and Malakim Pilgrimage events and hidden nationality units (fixed by Sto!).
4. Illusions cant be upgraded to golems/elementals/etc anymore.
5. Fixed an issue that kept a defenders resistances from being calculated correctly.
6. Fixed an issue that allowed Hidden Nationality units to load in non-Hidden Nationality transports.
7. Unhappy production is now calculated correctly from Governors Manors and the Pillar of Chains (fixed by Sto!).
8. Fixed an issue that would cause Immortals to spawn indefinitly.
9. You cant summon in enemy stacks anymore.
10. Immunity to promotions always works now.
11. Fixed an issue that can cause unique events to trigger more than once if new players are added to the game (most commonly seen with a 2nd hit of Blight after Basium or Hyborem enters the game).
12. Fixed an issue with Gift Vampirism that could have it applied to non-living units.
13. Fixed an issue that was making Agnostic civs less likely to spread religions than accept them.
14. Fixed an issue that if a barb unit attacked an AI player the handicap difficulty penalty was being assigned to the AI unit instead of the Barb unit (native BtS problem).
15. Fixed an issue that caused some units to be able to rebuy their starting equipment if they lost it and leveled up.
16. Added a new Flames feature graphic (to hopefully take care of the problems some people were having with the old graphic).
17. Fixed a WoC caused by Nox Noctis (fixed by Sto!).
18. The Guardian can now appear on peaks (fixed by Sto!).


Additions/Removals:
1. Added the Jungle Altar, Necrototem and Warning Post improvements (for scenarios).
2. Added the Tolerant trait (captured cities maintain their ethnicity for build orders).
3. Improvements and Features can trigger a python script when a unit moves onto the tile.
4. Improvements can trigger a python script when a unit is one tile away.
5. Added a Letum Frigus event (triggers when the first unit enters Letum Frigus).
6. Added the Guardian of Pristinus effect (3 gargoyles spawn when the first unit moves within 1 tile).
7. Added the Rosier Oathtaker unit (for scenarios, art by C.Roland).
8. Added the Necrototem effect (fear to any unit that comes within 1 tile).
9. Added the Gallows building (Bannor UB, replaces the Bear Totem, reduces crime and costs half the normal amount).
10. Removed the Serfdom civic.
11. Added the TumTum unit (barbarian hero).
12. Added the Desert Shrine building (Malakim UB, replaces the Pagan Temple, loki).
13. Added Cephalo's "Creation" mapscript as an "Erebus" mapscript.
14. Added the Sailors Dirge event.
15. Removed the Puppet promotion.
16. Removed the Puppeteer promotion.
17. Removed the Puppeteer unit, the only thing that differentiated it form the mage was the puppeteer promotion.
18. Added the Create Puppet spell (available to all Balseraph adepts/mages/archmages).
19. Added the Puppet unit (puppets have the casting ability of their caster, model by seZereth, idea by loki).
20. Removed the Gypsy Wagon unit.
21. Removed the Gypsy Camp building.
22. Added the Entertain spell (Loki only, boosts happiness and steals gold from the city).
23. Added the Disrupt spell (Loki only, causes unhappiness and reduces culture of the city, can convert 0 culture cities).
24. Added the Lunatic event (by JustinianVII).
25. Added the Wilderness Man event (by JustinianVII).
26. Added the Farmer event (by JustinianVII).
27. Added the Pig Giant event (by Orlanth).
28. Added python callback blocks for the Combat Result, Plot Revealed and Unit Move python functions (for performance).
29. All spells are now pre-qualified in the SDK to minimize python calls and improve performance.
30. Removed the Dragonship unit.
31. Added the Psychopath event (Nikis-Knight).
32. Added the Sundered promotion (all summons start with Stigmata).
33. Added the Sundered Sanctum (Sheaim specific Mage Guild, grants the Sundered promotion to all adepts, idea by KillerClowns).
34. Added the Black Mirror equipment (Alazkan starts with it, allows the Mirror ability).
35. Challenge your opponents to a game of Somnium (programmed by Sto!).
36. Promotions can now modify work rate (dwarves are +25%, elves -20%, orcs -10%).
37. Removed the dwarven, elven and orc slaves and the dwarven, elven and orc worker units. They are now graphical changes from the base worker/slave with modified work rates from thier race promotions. (this is just to simplify, the only functional change from all this is that elven workers/slaves can now remove forests if they are captured by another civ).


AI Changes:
1. AI will pick starting locations based on 2 ring cities instead of 3 ring cities.
2. The AI is more likely to tech toward its favorite wonder.
3. The AI is more likely to build their favorite wonder.
4. Good AI's prefer to research Orders from Heaven, Righteousness, Honor and Way of the Wise.
5. Evil's AI's prefer to research Corruption of Spirit, Malevolent Designs, Decption, Necromany and Way of the Wicked.
6. Units strength makes up a larger part of players power/score (it will help the AI make more reasonable attack decisions).
7. Lots of minor AIWeight changes made after watching the AI perform in long autoplay games.


Balance Changes:
1. Renamed the Arcane promotion to Potency.
2. The Spiritual trait now grants the Potency promotion to all disciple units.
3. Ethne gains the Tolerant trait.
4. Einion gains the Tolerant trait.
5. Moved the Pool of Tears and Maelstrom code into the improvement effect code (instead of being in onMove) for performance.
6. Hyborem loses the Expansive trait and gains the Spiritual trait.
7. Os-Gabella loses the Spiritual trait and gains the Industrious trait.
8. Magic Resistance now requires Combat III instead of Combat IV.
9. Blight health penalthy changed from (rnd(11) + population) to (rnd(15) + population - building health bonuses. Because of this life mana, hebalists, aquaducts, etc will decrease the impact of blight to that city.
10. Pestilence health penalty changed from (rnd(5) + population/4) to (rnd(9) + population/4 - building health bonuses).
11. The Crusade civic grants 50% free military units from population.
12. Bowers are now required to train Crossbowmen instead of Machinists shops.
13. Machinists shop is now a Luchuirp UB (replaces the bear totem).
14. The Aristocracy civic now reduces Distance Maintenance by 40%.
15. The Caste System civic gains +50% worker speed modifer.
16. Ressurection no longer returns the heroes starting equipment and it now takes 7 turns to cast.
17. Battering ram reduced from a spell delay of 4 turns to 3 turns.
18. Units that are Immune to Magic cannot be added to Flesh Golems.
19. If Barnaxus is ressurected all Pieces of Barnaxus are lost.
20. Ogres, Stoneskin Ogres and Ogre Warchiefs reduced from 3 to 2 movement.
21. Temple of the Empyrean loses its -10% military production and gains +10% research (loki).
22. Beast of Agares doesnt cause rioting or population loss in Infernal cities (loki).
23. Water bonuses won't spawn 3 tiles away from the coast.
24. Sacrifice the Weak no longer gives a +10% research bonus.
25. Alchemy Lab gives a +10% research bonus.
26. Barbatos won't spawn until a non-barbarian unit enters the Broken Sepulcher.
27. Loki gets a special Create Puppet spell that creates a puppet with 100% defensive withdrawl, 2 movement and the ability to enter rival territory.
28. Loki loses the ability to cast Mutate.
29. Governors Manor cost increased from 120 to 180.
30. Domination is slightly easier to resist and dominated units start immobile (they can't cast, move or attack on the turn they are dominated).
31. Blinding Light is slightly harder to resist.
32. Agriculture civic renamed to Agrarianism and moved from Agriculture to Calendar tech.
33. City States civic moved from Education to Cartography.
34. Trade tech is available with Writing and (Horseback Riding OR Sailing), instead of just Writing and Horseback Riding.
35. Constellation events aren't global (so you will only be hit by yours).
36. Added effects to the Amathaon, Camulos, Dagda, Mammon, Oghma and Tali constellation events.
37. Freaks don't have a building requirement anymore.
38. Freak Shows can only be created by sacrificing a freak in a city, they now grant +1 happiness, +1 Great Bard GPP and +2 culture instead of their prior benifits (aka: freaks make freak shows, freak shows dont make freaks).
39. Taskmasters require a hunting lodge instead of a freak show.
40. The "Add to Freak Show" ability doesn't require a Freak show in the city.
41. Basium gets +300 Culture in his starting city (to expand the borders out).
42. Angels, Angels of Death and Heralds can all use weapons now.
43. Valkyrie minimum level reduced from 9 to 6.
44. Angel of Death, Seraph, Herald and Ophanim's minimum level reduced from 6 to 4.
45. Maelstrom spell can now injure neutral and friendly units (and will cause war).
46. Galley's can't explore rival territory anymore and can be upgraded to Frigates.
47. Moved the Ancient Forest treant protector code form OnMove into the Feature check for performance.
48. Units that can see invisible can see units hidden by Nox Noctis.
49. Pirate Coves are built by Lanun workboats instead of workers (and don't terraform the tile).
50. Pirate Coves yields improved from 0/0/0 to 0/0/2 (food/hammer/trade).
51. Pirate Harbors yields improved from 0/0/2 to 1/1/4 (food/hammer/trade).
52. Pirate Ports yields improved from 1/1/2 to 2/2/6 (food/hammer/trade).


Cosmetic changes:
1. Unique Features will start with Landmark tags.
2. Added Lutefish Mafia's rotating camera (Ctrl-Left spins the camera to the left, Ctrl-Right spins it to the right).
3. New Rosier model by C.Roland.
4. New Yvain model (and Yvain is now a treant instead of an elf).
5. New Yersinia model.
6. New Chalid model.
7. New Great Commander model art by Chuggi.
8. New Malakim Adept model.
9. Fixed the Airlift, Rebase and Recon buttons.
10. New Fyrdwell model.
11. New building model art for the Dies Diei.
12. New building model art for the Machinists Shop.
13. New building model art for the Necronomicon.
14. New building model art for the Nox Noctis.
15. New building model art for the Amurite Palace.
16. New building model art for the Clan of Embers Palace.
17. New building model art for the Ljosalfar Palace.
18. New building model art for the Sculptors Stuido.
19. New building model art for the Temple of Leaves.
20. New building model art for the Demonic Citizens.
21. New building model art for the Mage Guild.
22. New building model art for the Grigori Tavern.
23. New building model art for the Temple of the Empyrean.
24. New building model art for the Malakim Palace.
25. New building model art for the Blasting Workshop.
26. New building model art for the Warrens.
27. New Malakim Hunter model.
28. New Ars Morendi model by seZereth.
29. New War Elephant models for the Amurites, Balseraphs, Bannor, Clan of Embers, Elohim, Khazad/Luchuirp, Kuriotates, Lanun, Ljosalfar, Malakim, Sheaim, Sidar and the Svartalfar (replaced the existing war elephant driver with a more civ specific version).
30. Straightened out the research icons on all resolutions.
31. New "Action" interface (more room for action icons).
32. Druid, disciples, priests and high priests gain attack animations.
33. High Priests all get new staves to help differentiate them from priests.
34. Buildings with bonus prereqs are now correctly listed as AND reqs instead of OR reqs.
35. New Stepahnos model art by seZereth.
36. New Pit Beast model art by C.Roland, animations by Refar.
37. New building model art for the Balseraph Palace.
38. New Mud Golem model by seZereth.
39. Old Fire Elemental graphic brought back, new fire elemental graphic is an infernal unit now.
40. Promotion prereqs are listed completly in the pedia (even for promotions with an And prereq but no Or prereq).
41. Obelisk renamed to Monument.
42. New Orcish Slave model by seZereth.
43. New Svartalfar Worker model by seZereth.
44. New Ancient Forest graphics by Xienwolf.
 
The file you are trying to view (Fall from Heaven II 0.33 - FallfromHeaven3033.exe) uploaded by KaelFfH is currently awaiting authorisation. Authorisation can take a couple of days

sigh.......
 
And another one, hoped to start the dentist prior to going to the dentist ... would have been to nice to come back and being able to play.
 
This waiting makes me sad. What happened to the other site we used in the past? They worked straight away didn't they?
 
The wait is over. It has been authenticated, and I have already downloaded and installed it. My first 0.33 game is loading now.

I'll probably just glance through the pedia, play a game of Somnium, and go to bed. I probably won't play 0.33 to much until after the first few patches, as I'll be working on getting my 0.32 modmod out.
 
Damn new ver. and i'm on reggae fest to sunday, and i got no CD :/
changes sounds so nice ; ]
 
I have downloaded the file but the computer promts me on what program to use to open the file?

Wait . . .

I downloaded the file from a different mirror and it appears to be working fine.
 
Anybody know why the shortcut does not work when placed in the Vista Games menu? It works fine when launched from somewhere else.
 
I have the same problem....

Damn, another hour of downloading...

Add .exe to the file name and it should work.
 
:mad:
i don't know why, but the game crashes every few turn !
i'm playing with the Malakim, on Creation map, but the game dies...

i'm adding a save file for you to see

I cant use Creation mapscript saves. You should try using the Erebus mapscript that comes with the mod. Erebus is a version of Creation made by Cephalo.
 
Hello, I started playing this mod a few days ago- It's great.

The reason I post this (besides to complement you on your hard work) is to question the adapts. (Sorry if it's a little long)
Regarding upgrading them to mages and get exp: As much as I could see, adapts do not receive XP over time (if they do I guess it's more than 5 turns per point of XP) which is said they are supposed to when created. This means that the only way for an adapt to actually become a mage (And in time an archmage) is to go head-on versus enemies, and if possible sometimes using his spells to turn the fight to his favor. The most effective I found for this was to summon a skeleton, suicide with it and then finish the unit with my adapt. The problems with that tactic is, you gotta have barbarians in your vicinity (which means you won't be able to use this tactics in endgame) and that sometimes the target dies.
The second course of action is to run the adapt through the arena (I think it's possible) but only one race is able to build the arena, in the first place.

I agree that adapts are supposed have high mortality rates before they earn their mage rank, but I assume there is a better way than sending 50 adapts as cannon-food in war.
In the FFH: Age of Ice mod that comes with Beyond the Sword expansion, I noticed that killing units with the mage-hero's fireball yields XP to the mage himself. I am not entirely sure if the fireball yields XP, but as far as I noticed the rest of the summons did not yield any XP. Correction- the summons themselves receive it, but cannot receive promotions.

So I reread the adapts description and it says that they may be summoners or esoteric and scholarly, which led me to read all the spells in the civilopedia.
All of the spells are, indeed, summons, tile/group buff and misc magic. Which leads me to a problem I encountered with my archmage(Yeah, I managed to get one.) with strength of 6 (5+weapon) and around the +80% from promotions. Even with these promotions and item, he was still rather weak compared to most of the other national units. I personally doubt he could defeat a full-health champion without spells. And what of his spells you ask? After he got over 100 XP it becomes rather hard to level, since either you picked strong summons which kill the enemy, or the summons aren't strong enough to seriously wound the enemy, and the archmage cannot get any stronger, and might be dogpiled at war. by the time he got that strong, the enemy had units the could probebly defeat a couple of adapts at ease.

What I personally miss is more damaging spells, such as the pillar of flame that one of the heroes can cast.

If I am wrong on any part of this post, I'll be glad to be corrected. Also, if you can show me the golden road to creating an archmage, I'll try to find a way to name him after you ^^.
 
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