[MOD] Fall from Heaven II

Welcome to CivFanatics!

It hard for me to talk about balance right before a release because so much has changed that its not really applicable anymore. I will say that FfH covers a huge range of game and game options. Not all of the options are going to be valuable in all situations.

Id you are playing multiplayer and all the humans have agreed to not attack each other for a while then civs that favor the late game (like the ljosalfar) are going to seem stronger than civs that favor the early game (the doviello and the clan). That doesnt mean that the ljosalfar are better than the doviello, but your house rules may favor them.

Likewise different maps types, map sizes, starting eras and game options favor different civs. That comes with making each civ so dramatically different from each other.

Im glad the reduced xp is working well for you, I think thats a really good option for multiplayer. Some civs should be really good against rushes like the doviello and the bannor. Others will start going down less military paths and be more vulnerable to rushes, thats intentional design.

If you are playing games with lots of humans that are out keeping the barb populations low then the clan world spell isnt going to get you much. Likewise the lanun world spell isnt good on maps without much water and the mercurian one isnt that useful if no one brings the infernals into the game. But in some cases those spells are awesome.

We have to figure something out with the lunatics, we havent touched them yet in 0.34 and you guys raise some good points. Im still scratching my head on them.
 
No! :P thx 4 reply

Exodys,

Clearly building the Mercurian gate and bringing Basium into the game is rarely going to be a good idea for the Kuriotates who have only 3 cities and they are powerful; you have to give up a lot.

However, for a more normal good empire it can be well worth it. If Hyborem is given a lot of time to expand he can be an absolute monster and having Basium on your side is very nice. Basium can be very powerful, especially in a game where the Armageddon Counter gets very high and having immortal units is improtant.

Best wishes,

Bbreunor
 
is there some counter to terror? The Hyborem appeared in my game and I killed all their units except the big guy and he ended up (or started with?) terror and none of my units will attack him. I've tried everything I can (currently) build many, many times. Are there some units specifically to counter it? I have him literally surrounded in his home city right now. I'm playing the Ljosalfar if that makes a difference and it's fairly early still in the game.

I did start building the mercurian gate in a nearby city but I'd rather not wait.
 
is there some counter to terror? The Hyborem appeared in my game and I killed all their units except the big guy and he ended up (or started with?) terror and none of my units will attack him. I've tried everything I can (currently) build many, many times. Are there some units specifically to counter it? I have him literally surrounded in his home city right now. I'm playing the Ljosalfar if that makes a difference and it's fairly early still in the game.
I did start building the mercurian gate in a nearby city but I'd rather not wait.

You can try some of the following:
- non-living units (elemental and undead summons, golems...)
- units with courage (either enchanted or paladins)
 
Overall, this is a great mod. Unfortunately, the AI When using advanced start decides that founding every single religion in your empire is a good thing. Now, when I play advanced start, hotseat mode, I want to bang out alot of empires quickly, and founding all of the religions in one is general a way to cause massive downfall early on.

Now, there's also a problem I found when I play as the Grigori.For some odd reason, it always spawns me some Great Sage when I should have gotten an Adventurer. Has anybody else had this happen to them?
 
Hi

First of all, i apologize for every grammar/language mistake i may do, as im from germany, and what im typing right now is just based on what i've learned in school and by playing english language-games ;)

I'm playing civIV since some time now - or to be more precise - im playing FFH2 since some time now. And let me say - as i'm waiting for my semester at university to begin i have A LOT OF TIME to spent playing this game :-)
There were phase i've stopped playing this game - thanks to this mod! - only to eat and sleep :crazyeye:

I want to give to you, my personal review of FFH2 - criticism and suggestions that have gained shape in my head while playing, about the magic aspect of the game. I'm sorry once again, as im giving comments to FFH2 and FF in the same post, but as kael wrote, he's going to merge some things anyway i hope that can be excused.

This mod can no longer be seen or judged as a simple mod. Whenever i buy a new game, i usually search in the net for mods for it, so i did for civ, so i have seen a lot of mods, for many games - i think im able to compare.
So, because of this, let me say: This is no longer a simple mod.
This is a completly new game. Or at least an addon for CivIV (which, counting the new mechanisms and possibilities this mod offers, may be even nicer than Warlords or BtS was - of course seen from the position of a gamer, not from that of a software enginer or hobby programmer).
I think that does demonstrate the best, what big respect i hold for the responsable people.

But - enough of the nice words ;-)
what i want to critize is the magic aspect of the game.

I was really disappointed, when the summoners were deleated from the game. Not that only a complete unit line was deletet, so were also many spells, some returned under other circumstances. Even if some of the changes were absoluty acceptable, observing the balance, like the meteor spell which was replaced, i think since that time, the arcance unit line/magic aspect of the game has lost much of its content and most of its attractivity.
And, that has brought many problems/balance problems into the version of today:
Summoner - due to the loss of the summoners, the trait was nerfed alot of course, as the name says, and at the moment i think its nearly (in the way it works at the moment!) useless. Nearly all summoned creatures are tier3 spells, what means, that until having researched the needed tech, hatched the needed adepts and waited a long boring tech time which have been ten times more effective if spended for iron working/melee unit line or something alike you can make use of your leaders attributes. While other attributes, even the weaker ones as, only as an example, financial (i dont want to blame financial, i just dont think its as good as others, for example aggressive or charismatic) have brought much more usefulness to your flourishing empire.
And what is your benefit of it? most of your summons will be seriously hurt at the end of the combat there were called for anyway (so the only thing you can do is hoping the 2rd round heals it enough that it can attack the last one another time. And if not - you still have cannon fodder for the advancing hostile asssins. HURRAY!
The other possible benefit would be, that your summons could march longer to the front line, much means your (arch)mages can stay at a safe spot, far away from danger... but wait. Spell extension does the same!
So - summoner is leader trait, which does nothing but improving/substitute a promotion, that could be otherwise be archieved by your units theirselves.
I will not mention the balseraph puppet thing, as it is somehow out-of-discussion anyway. It blows the frame (i dont know if that adage exists in the english language... ).
Maybe delete that perk completly and introducing 3 new promotions that give +summon duration per level? If that is possible. Btw. i have always wondered why the amurites don't have the summoner trait, insteat they have organized (good for command post, which means more experienced mages, or philosophical - what is completly misplaced i think).

Arcane
I think the arcane leader attribute is not really a "advantage" in the classic sense like the other traits - instead it is the only thing that makes magic units sustainable for "military" use. Without, adepts need so much time levelling up, that it rarely makes sense trying to build up a horde of warmongering battle mages (of course, the game coherence never claimed to do so - or in other words: if you are trying to force the brute orc people to become that, its your fault if they don't, orcs were made for stabbin', punchin', and smashing! and not for wearing sissy magic rods).

What i want to say - i think its really a pity, that magic has been degraded from an important aspect of the game, to a maybe-possibility on the brink of the battlefield, made for people that would bore otherwise.

Have you ever tried to launch a fireball into a pack of 6-9 mithril- or iron-, would be enough, weapons wearing units? You'll need about twice as much as there are units, which means twice as much mages, to kill only the half of them.
Or, compare the high-tier summons with the high-tier units from the melee or the ranged/assassin aspect.
Maybe im wrong, but i think they should be more alike.
By the way, i don't like the fireball spell anyway, but to that topic later on more.

All in all - i think at the moment the arcane aspect of the game is very boring, both, assassins and melee units own mages of all kind.
Of course, you may counter that if mages would own other units so easily, that would not weigh off the costs they have, and maybe thats right. But vice-versa the costs on time and money a lonely archmage does to you, means maybe 3-4 champions with iron or mithril weapons.

And because of that - amurites suck, magic gets owned by weapons, and so does the amure civilization by all others. At the end, all civilizations have to rely on cannon-fodder footman, which means champions or the according national units, and some siege and assassin units to pick up the city-defenses/weakened units.
That would not be so hard, if they would be better at beginning or end of the game, but the other tech lines beat magic at all stages.

Ok, i think you got my point :crazyeye: :crazyeye: :crazyeye:

When i think of a magic using civilzation, a high skilled one, i think of mighty people. Single persons of which a single word is enough to make and end to even the fiercest of the warriors of the world. People whos arcane rituals can bring down entire cities. Where only a hand of people is enough to cover an entire battlefield with raining fire.
At the moment - mages are much time spend for nothing.

ok, time for the suggestions
Maybe you disagree with me, maybe you think magic is absolutly okay at the moment. Maybe you think that magic in FHH2/FF should be off the road-thing. If not, read further and torture yourselfes with my pityful tries of writing an english comment :>

Suggestions:
1.) How to enhance the amurites:
a.)I like the khadi thing from FF. Their magic units can be archieved sooner, that brings it to the point - a civilization were even normal men are so skilled with magic, should have a "magic career ladder" that can be climbed on faster - as most of the students will know the basic stuff of their studies anyway ;)
But i think this still brings no help to the magic thing of the whole game.
b.)Govannon. Change his abilities. As far as i can read from the describtions of the amurites, their folk is already skilled with magic anyway - that skill should not come to game at such an late stage, nor should it rely on a single hero unit. My suggestions: Bring in mechanic, that gives a magic skill or more to the basic units. For balancing maybe still on different stages on the came, but not depending on a single unit. My proposal would be different wonders that give further promotions - for example a warrior-mage academy that gives +whatever to melee units. This could be
- haste-ability for everyone (they get it anyway with govannon)
- enchanted weapons (maybe only with acess to enchantment mana)
- fire/ice/poison-whatever-elemental-like weapons for everyone - substracting physical damage from their units and adding magic one. (i think that would really fit) - or maybe even a (national) wonder that will give +random elemental damage-promotion to all your melee units each round. if this can be done.
i think theres a variety of possibilities.
Thinkable would be also a wonder/spell/whatever-mechanic that enhances amurite workers (as they represent the non-military aspect of a civilization).
Maybe terraforming at a late time of the game? Symbolizing that the amurite use of magic has grown so strong with magic, that they bend the world itself to their will? Does that sound megalomanic? Well, as i said i'm german, maybe it's normal for us sound that way...*cough* :>

Govannon can be given other special abilities. The describtions says he trying to spread use of magic to the normal people. Maybe that could be represented by a build-as-long-as-govannon-stays-in-the-city that gives a "whatever-i-don't-know-bonus" to emerging units or the city itself. So - as long as govannon is visiting cities himself, he inspires the people to do get the bonus.

2.)enhancing magic, make it more "magic".
In most of the fantasy settings that exist (im thinking of pen&paper, books, films, etc.) magic is always shown as an art that is difficult to archieve, and an art at which only the fewest can master. But an art that offers great power.
I really like the adept-mage-archmage-system that FFH2 has, it does reflect this ascension very good. But the "maximum" in FFH does not reflect the maximum of power.
Suggestions:
a.)Change their role. FFH and civilization already have siege mechanics, and they already directly attacking units. They dont need another way to do that.
I think the one possibilty to bring magic back as a core aspect of the game is changing it's role. fireballs are if you have no catapults, summons are if you have no champions, enchant weapons is if you have no metal (well, thats only half the truth, it is to make your units even more stronger...)
That makes mages the handymans for everything. They should be more than that.
Even if that hurls a dagger deep into my heart, one possibility would be, reducing mages to PURE buff/debuff bots. They are already on the way to become that. that would not improve mages in the classical sense, but it would grant them a new role in the game, giving them a new right to exist.
However, i would not like to see the diversity of the magic spheres beeing reduced.

2.)Slow down the process. Decrease the variables that define an adepts advance. Why? That would rebalance the game for bringing back the really bad spells. And it would match my imaginations of a big badass archmage smiting cities on his own ;-) So mages would become the Massive damage mechanic of the game.
That would mean - bring in maximum-20%-left-on-the-enemy damage spells, double the strength of the tier3 summons like the elementals (damn it, look at the time i've spend to get that archmage!). They will exist only for one round anyway - time in which a damn level1 assassin could make short process of him.
If the current weakness mages have is not enough, they may be nerfed once again with the "stun" that some other units have.
What do you think about a Tier3 Spell summon that has 20 Str but stuns the caster for 1-2 rounds? That would implicate, the archmage has to use all of his powers to that spell, and be weakened for casting it.
The same for the very strong direct damage spells.
The more i think about the idea, the more i like it.

3.)The ranged attack mechanism is currently not part of FFH2, but it is in FF. Why not making a compromise and giving it only to mages. In FF the force promotion1 does so. So the fireball would be no longer a summon (i never liked that solution, it just misses the point i think) but a ranged attack with a range of 3 and damage of 6 up to a maximum damage of whatever.
Give that ability the icon of a fireball, and voila.
Of course - this could be even a special ability for the amurite mages.

I think, the problem about the fireball is, it is very difficult to balance. Too strong means, at it is tier2, it can be spammed and result in uber-mages. Too weak means it makes battle mages useless - as it is together with the tier2 air spell (i dont remember the name) the only damage spell mages have.
Well, i know that i'm limiting mages to the damage aspect, but im always thinking of "battle mages" or "combat-used-mages" in this topic.

Some other stuff:
- Sheut Stone+Nightmare: Why the units don't get this upgrade in the cities with access to it? would'nt it make sense that an experienced horseman returning from battlefield would like to saddle on his new "horse"-friend?
- a question: is there anyway to get the "heavy" promotion without mutation? i've never seen it yet. in FF at least light is used by the austrid warriors, but what about that one?

Thank you for reading - and thanks for that wonderful mod. I hope you will accept my criticism. Even if it looks like im a bit frustrated of an aspect of the game, im still really happy that this mod exists. You have a really great job.

Thank you
azzedar
 
Nice post Azzedar!

The issue about taking the summoner/mage distinction out was discussed quite a lot. Not surprisingly, there were a lot of different opinions about it. I, like you, was originally against it, I liked the distinction. However, I do think that the game is somewhat cleaner now. That is, I've really grown to like the trade-off of simplifying the game.

There are also a lot of other changes. I guess where I disagree with you the most is that I still think Arcane and even Summoner are still quite playable as traits. I don't think they are the best traits, but I do think they are solid, and if played well, can be devastating.

Perhaps where we may have some point of disagreement is that I find that mages can be QUITE powerful still. Perhaps it is timing. If you have the Adept or the Summoner trait, you can beeline for the key techs for them. Then, you can turn out a lot of mages and they can dominate the game.

Summoners I still think work well. One idea for summoners is to go 'deep' instead of 'wide'. That is, say you get 6 or 7 mana nodes. make 6 of them sun nodes. The level 3 sun spell summons a unit (sorry, forgot the name) will then have a strength of 18, 6 base + 12 affinity. If your mages work toward summoning, or especially if you have the summoning trait, you can take a few levels of combat and spell extension and you are an absolute killer. You have 18 raw strength, upgraded with 3 or 4 combat, mobility to move fast, and can stay a few turns is you have the summoner trait. Little can stand up to you.

There are some powerful combos here. If you are playing the Sheam with Os Gabella, she is spiritual and summoner. You can get Profanes that summon Balors and you can just plain kill everything is sight! She has trouble taking cities this way, but she will have the Ashen Veil religion and burn everything getting the AC up.

Even if you go 'wide', building a lot of different types of mana, you also have a new option. You can get meta magic and summon Djinns. This allows you kind of to have your cake and eat it too. You have lots of different types of mana and a unit that increases power with the each different type.

As usual, Kael and team have thought this out quite well. The key is that you can basically turn the 'new' mage into either an 'old summoner' through the use on mana nodes and upgrades (combat, spell extension, etc.) or into the traditional mages.

Anyway, try it and have fun!

Best wishes,

Breunor
 
Now, there's also a problem I found when I play as the Grigori.For some odd reason, it always spawns me some Great Sage when I should have gotten an Adventurer. Has anybody else had this happen to them?
Do you have the city governor on, maybe he is assigning sages when you aren't looking? Adventurers aren't garunteed, they function as any other Great Person type, so if you use specialists their chances are reduced (but they may come sooner).
 
Do you have the city governor on, maybe he is assigning sages when you aren't looking? Adventurers aren't garunteed, they function as any other Great Person type, so if you use specialists their chances are reduced (but they may come sooner).

Nope. City Governer was off, and the percentages said 82% Adventurer, 18% Sage. I maintained this by using the city as a Dragon Slayer factory, but it still gave me three great sages in a row.
 
Nope. City Governer was off, and the percentages said 82% Adventurer, 18% Sage. I maintained this by using the city as a Dragon Slayer factory, but it still gave me three great sages in a row.

Well, that's just the probability thing. You see, God doesn't play dice, but Sid, actually, plays.
 
where can i find multiplayer fall from heaven 2 games to join? i think fall from heaven 2 should have its own forum for mp and pbem games
 
And because of that - amurites suck,
You probably didn't survive long enough to use Govannon if you think so.
Govannon teaching Death I is very strong. When your army of 10 catapults/chariots/champions arrive near Dis and you have them summon skeletons every turn, taking out Hyborem with 30 skeletons for which you paid little upkeep (since they weren't there until 3 turns ago) is both easy and efficient. That and all of your living units having haste.
 
Hey Kael and team!

After some time playing some other stuff, I returned to FFH2 (again).
And what did I see? Again loads of fine changes and improvements.

I wonder if firaxis are kind of angry or something, 'cos your mod is way better then the vanilla game. Ok, It's quite hard to compare, but I always return to FFH2 and not to vanilla civ.

I wanted to ask if the one big horror from .31 is solved by now - the Multiplayer OOS problem. Have you found the cause and eliminated it? Or did the latest CIV patch even help this?

Thanks again for this great MOD.
And another big thanks to the art team - you guys do a incredible job!
 
I wanted to ask if the one big horror from .31 is solved by now - the Multiplayer OOS problem. Have you found the cause and eliminated it? Or did the latest CIV patch even help this?

A lot of OOS issues have been resolved. There is still an issue if some of the players are using WindowsXP and some are running Vista. I'd highly recommend multiplayer with the same OD.
 
Hello all!

Civ IV version: 1.7.4.0
BtS version: 3.1.3.1
Fall from Heaven 2 version: 0.33

I'm new to Civ Fanatics and wish to thank you all in advance for any support you can give me. I've been having a problem with the Beyond the Sword - Fall from Heaven 2 mod. My first 4 cities can be managed just fine because I can recruit units and build structures. However, sometime during the course of the game, I've become unable to manage new cities whether they be started by settlers or gained through conquest. The cities themselves are present, but when I bring up the city management screen, there are no options to build/recruit :confused:. The cities on the world map screen display this: "city name":(set) and next to it they have that red circle with a line through it. I'm kinda bummed out about this since the Mod is otherwise superb. Is there an option to change this (doubtful) or is this a glitch (probably)? All my base are belong to... nobody apparently.

Adios Civvies,
The Duke

PS: Again, the problem itself looks like this:
"city name":(set)
 
Hello all!

Civ IV version: 1.7.4.0
BtS version: 3.1.3.1
Fall from Heaven 2 version: 0.33

I'm new to Civ Fanatics and wish to thank you all in advance for any support you can give me. I've been having a problem with the Beyond the Sword - Fall from Heaven 2 mod. My first 4 cities can be managed just fine because I can recruit units and build structures. However, sometime during the course of the game, I've become unable to manage new cities whether they be started by settlers or gained through conquest. The cities themselves are present, but when I bring up the city management screen, there are no options to build/recruit :confused:. The cities on the world map screen display this: "city name":(set) and next to it they have that red circle with a line through it. I'm kinda bummed out about this since the Mod is otherwise superb. Is there an option to change this (doubtful) or is this a glitch (probably)? All my base are belong to... nobody apparently.

Adios Civvies,
The Duke

PS: Again, the problem itself looks like this:
"city name":(set)

Hello Duke.

You've chosen the Kuriotates civilization. This Civ has only a limited number of cities (depends on map size how many - 3 on a standard map) But their cities are bigger - they use 3 plots around the city instead only 2.
When you have built your cities, you can only build settlements (hence the (set) suffix), wich are useful to aquire resources that aren't in the area of one of your cities. But you can't build anything in those.

If you want to play a civilization that plays "normal" try any other one :)


@ Kael: Thanks a lot for the info. Maybe my buddy will join in in another game this week then.
 
Back
Top Bottom