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.
lol adapts
Rejoice .33 is out woot!





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.
You get automatic experience with adepts. However its a %chance per turn.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.
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 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.
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.
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...
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.
Hope this helps.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.