[MOD] Fall from Heaven II

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.
You get automatic experience with adepts. However its a %chance per turn.
So if you are lucky you might gain 1exp per turn or if you are unlucky none for 100 turns.
Note that the chnace depends on your current xp (more xp-> less gain), mages have better and archmages have even better chances, and amurites gain a bonus ( thanks to potency).
You and only melee and recon gain use the arena.


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.
No xp gain from casting spells. Age of ice is an exeption because there is only one unit that can cast fireballs and then its easy to track who launched the fireball.
 
I have download the mod using two mirrors. But I can't open it either directly as before (0.32). How can I open it now?
 
Patch "a" is linked in the first post. It fixes the following issues and won't break save games:

1. Fixed the Somnium attitude adjustment and game frequency (fixed by Sto, broken by Kael).
2. Pagan Temples and the Desert Shrine are both +100% production with the Spiritual trait.
3. Removed the redundant option to make a golden hammer into an engineer (though you can still do it through the item ability).
4. You can now correctly take equipment from other units.
5. Crusade 50% unit cost reduction changed from iFreeMilitaryUnitsPopulationPercent to iFreeUnitsPopulationPercent.
6. You cant mirror mirrors with mirror anymore :)
7. Fixed the MoM and Sphener main menu graphics.
8. Fixed the Malakim Berserker graphics.
9. Units don't need to be in a city radius with a magic guild to upgrade to mages and archmages anymore.
10. Fixed the Wilderness Man event so that the Hunting Lodge +1 option cant be selected if you don't have a hunting lodge or den of shadows.
 
thanks for your help, Nikis-Knight. But why would it now had to be renamed? Anyway, this is a great mod and I shouldn't complain too much :)
 
I started playing recently let me first say it's a great mod. One thing kind of bothers me though. Many of the civilizations don't seem that distinct from the others.They lack both a unique mechanic (such as the Kuriotate's special city dealie or the Grigori's agnosticism/adventurer production) and have few unique units. Is there something I'm missing in the civlopedia or are they going to be worked on more at a later date?

Civilizations I'm referring to:
Malakim
Illians
Bannor
Amurites
Svartalfar
Sidar
Sheaim
Ljosalfar

Once again, overall having a great time with the mod just wondering if I'm missing out on something.
 
I started playing recently let me first say it's a great mod. One thing kind of bothers me though. Many of the civilizations don't seem that distinct from the others.They lack both a unique mechanic (such as the Kuriotate's special city dealie or the Grigori's agnosticism/adventurer production) and have few unique units. Is there something I'm missing in the civlopedia or are they going to be worked on more at a later date?

Civilizations I'm referring to:
Malakim
Illians
Bannor
Amurites
Svartalfar
Sidar
Sheaim
Ljosalfar

Once again, overall having a great time with the mod just wondering if I'm missing out on something.

Yes Void, you are missing out on something... Svartalfar and Ljosalfar can both build improvements on forrests AND have double forrest movement speed, Sheaim use planar gates to summon all sorts of monsters to the world, the higher the AC the more monsters are summoned. The others (except maybe for the Illians who are a work in progress) have their special abilities too but as I don't usually play theese civs I can't really remember which ooops...

Ps. Welcome to civfanatics Void...
 
Malakim - Mages can summon a Sand Lion, and units get better defense/offense in deserts, resulting in strength on sections of the map others tend to avoid. Using Sun I spell scorch, you can spread this terrain across the map

Illians - Not yet complete. Shouldn't be Played by a human really.

Bannor - Crusade Civic Grants lots of free units and Basillica allows near zero maintenance. You are meant to become a Juggernaut Military force if you work it right.

Amurites - Govannon. With him every unit you own can cast spells. Also your Firebow units and Caves of Ancestors to further enhance Magical presence.

Ljosalfar & Svartalfar - Can build improvements in the forest. Also Archery & Recon emphasis respectively.

Sidar - Run a specialist economy, and nurture your troops, but mass produce them as well so you can Wane

Sheaim - Planar Gates. Drive up the AC, and settle TONS of cities all closely packed.

I'm being brief because I just caught a soddering Iron barehanded and can't type with both hands yet. I'll encourage you to download the manual or visit the Wikia, both in my Signature.
 
This mod is quantitatively and qualitatively the best i have tried :)

I have a suggestion about something which is boring to me: I would like to know when a town has finished this time of unhappiness due to the slave sacrifice for production accelerating. At now, a special message, or a kind of help pop up, should be really usefull to avoid the boring checking phase all the few turns, and at all each turn when you have 50 towns.
 
If this is Fall From Heaven II, where is Fall From Heaven 1?
 
Guess that answers my question. Doesn't look as 1337 as two, but if there's an actual storyline I think I'll play the first one...
 
Guess that answers my question. Doesn't look as 1337 as two, but if there's an actual storyline I think I'll play the first one...

There's not. FfH1 was made before the SDK was publically released. Any features we wanted in the FfH design docs that needed code access to do were put off to FfH2, which is a more complete vision of the mod.

I would recommend playing the Fall from Heaven: Age of Ice scenario in BtS before you play Fall from Heaven II. It provides the backstory and takes place right before Fall from Heaven begins.
 
Malakim - Mages can summon a Sand Lion, and units get better defense/offense in deserts, resulting in strength on sections of the map others tend to avoid. Using Sun I spell scorch, you can spread this terrain across the map

Illians - Not yet complete. Shouldn't be Played by a human really.

Bannor - Crusade Civic Grants lots of free units and Basillica allows near zero maintenance. You are meant to become a Juggernaut Military force if you work it right.

Amurites - Govannon. With him every unit you own can cast spells. Also your Firebow units and Caves of Ancestors to further enhance Magical presence.

Ljosalfar & Svartalfar - Can build improvements in the forest. Also Archery & Recon emphasis respectively.

Sidar - Run a specialist economy, and nurture your troops, but mass produce them as well so you can Wane

Sheaim - Planar Gates. Drive up the AC, and settle TONS of cities all closely packed.

I'm being brief because I just caught a soddering Iron barehanded and can't type with both hands yet. I'll encourage you to download the manual or visit the Wikia, both in my Signature.

Thanks for the response and for the manual link. It's fantastic! Very in depth and lots of good tips. The other links in your sig were also very informative. I feel I've got a much better grasp of the game now.
 
VISTA 64BIT


Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.1
Application Timestamp: 562b029a
Fault Module Name: kernel32.dll
Fault Module Version: 6.0.6001.18000
Fault Module Timestamp: 4791a81d
Exception Code: c06d007f
Exception Offset: 0002f35f
OS Version: 6.0.6001.2.1.0.256.1
Locale ID: 2057
Additional Information 1: 3164
Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e
Additional Information 3: a347
Additional Information 4: 03930d71e5db62d382c397ff250b1a9a

Beyond sword & Civ 4 Both work fine and fully patched



Loads the mod fine , get to main menu... I can select my character , planet size and when its loading up the map ready to play it crash's with the above
 
Kael said:
Known Issues:
1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.
2. The mod loads okay, but when you go to start a game it crashes. You experience this error if you aren't running BtS patch 3.17.
3. If you are running BtS 3.17 and the game still crashes when starting your computer could be having problems playign the opening movie. Disabling movies resolves the problem.
4. If FfH crashes when starting a game and when you look in the Civilopedia from the main menu and you can't see units, then you have only applied the patch and you need to download and install the main mod (then reapply the patch).
5. While playing if your units look okay when moving but turn back to normal civ4 units when standing still its because you have "Freeze Animations" turned on in your game options.
6. Vista users have reported crashes if they have UAC (User Account Control) enabled.
Hope this helps. ;) Lifted from the Bug Report thread in the FfH forum.
 
Patch "b" is linked in the first post. It fixes the following issues and won't break save games.

1. Fixed a changeculture error when Basium converts a city (fixed by Sto!).
2. Psychopath events subtract gold instead of adding it.
3. Fixed a CtD when you attack orc shamans/witch doctors/amurite wizards/etc with ranged units.
4. Smoke removed from flames.
5. Different AI leaders give different attitude bonuses based on your Somnium games. Perpentach highly values your game skill, Basium... not so much (idea by MC).
6. Fixed an issue that would allow you to always ressurect heroes on graveyards.
7. Fixed the popup message colors back to green for good and red for bad (instead of that faint grey color).
8. Fixed the Sirona's Touch spell.
 
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