[MOD] Fall from Heaven II

Hi all -
I had an issue while playing Marathon at round 1141 about crashing to desktop, regarding the Kuriotes getting airships. Read that it should be fixed now with latest patch. If so (since it'll be a while before I get that high again) I thank you.

I previously noticed and even now with Patch I that if I am playing FFH2 and use alt+tab to move to a new open program (say firefox) the game crashes upon my return. All I see is the map and my people, any text based items are no longer viewable. This latest round I still had a movement and hit a hut, but no idea of what was inside. When my guys got the red circle, hitting return would not advance the round.
No options such as ctl+L work either. Only thing I can do is open Task Manager and shut down the program and restart. This isn't very useable when I'm supposed to be working (from home).
Be Well. Be Well Civilized.
Theocrat
 
Patch "m" is linked in the first post. It will break save games and could possibly cause herpes. It includes the following fixes:

1. Added 10 new events.
2. Bronze Working, Construction, Horseback Riding, Sailing, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy are all Classical Era techs instead of Ancient Era techs (so they won't be automatically given by Classical starts).
3. Fixed a CtD with the March of the Trees spell.
4. Sphener and Yvain regain the ability to cast Cure Disease and Heal.
5. Removed the Tracking tech (hunting cost increased slightly, Animal Handing and Poisons tech cost increased).
6. Archery can be researched through Hunting or through Mining.
7. River trade moved form Sailing to Fishing.
8. Scrubs will now be cleared with Vitalizing a desert to Plains.
9. Added a game option that places all the Unique Features on the map.
10. Fixed an issue where improvements around cities were deleted.
11. Fixed an issue that kept forts from upgrading if they were inside your borders but not being worked.
12. The Cult- the mountain block will be removed when the player completes the dungeon portion.
13. The Splintered Court- added the Parith event.
14. The Black Tower- Falamar no longer starts with Bronze Working, Construction, Horseback Riding, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy.
15. The Black Tower- reworked the starting island, shrunk it a bit, added some rivers.
16. The Black Tower- the AI gets bonus units depending on the difficulty.
 
since I've been playing the scenarios I hadn't noticed, but I captured Acheron and he had a 3 movement, fantastic, thanks ...

no other issues except that I can't heal Acheron from the withered promotion I gave him while capturing him (wraith) ...

and I was wondering about all of the minor leaders ... are there split events where they might come out during regular (vanilla?) FFH2 play ? ...
 
custom game: disable barbarians, tribal - but horde of Frostlings (barbarians) still apears
 
On Deity level Illian's finish ritual Samhain at 20-30th turn, wiping out civilization.
 
Do a custom game. Select the Civs you want, don't include the Illians. If you want to be surprised, select "Random Good and Neutral Civs", then select specific evil civs with random leaders.
 
Okay, I'm not sure if this is an error, or part of the game. I just loaded up patch M and started a game with the Malakim, (Decius, Marathon, Noble, Small). every 5 turns or so all of my units will take about 25% damage for no apparent reason. If this is a Civ trait for being away from the desert or something, then cool. If not, then kind of a hassle. Thanks.
 
Do a custom game. Select the Civs you want, don't include the Illians. If you want to be surprised, select "Random Good and Neutral Civs", then select specific evil civs with random leaders.

It is a bug, gameplay ends at 20..30-th turn.
 
2. Bronze Working, Construction, Horseback Riding, Sailing, Archery, Warfare, Code of Laws, Writing, Knowledge of the Ether and Philosophy are all Classical Era techs instead of Ancient Era techs (so they won't be automatically given by Classical starts).

That's just fantastic - since I mostly choose classic start just to avoid the need to research every simple plot enhancement I now get exacly that wihout much unwanted "freebie" stuff anymore. So no, this patch won't cause any herpes.
 
Is it possible to add option in custom game "disable Illian's"?

I think a simpler approach here would be to disable the ritual hen disable barbarians is selected.


I really think that Kael should adopt Xienwolf's code that lets you disable any civ (and also set any civ to be human or AI only) in the custom game menu.
 
Okay, I'm not sure if this is an error, or part of the game. I just loaded up patch M and started a game with the Malakim, (Decius, Marathon, Noble, Small). every 5 turns or so all of my units will take about 25% damage for no apparent reason. If this is a Civ trait for being away from the desert or something, then cool. If not, then kind of a hassle. Thanks.

It's a bug, and has been/is being reported by a lot of people in the FfH bug thread. Evidently it has to do with events: there's supposed to be one event that damages your units and holds them in place, but it seems to be happening with every event, or that's what the bug reports seem to indicate.
 
I like to play on Noble because it offers no bonus to myself or AI. It seems that after the midgame, the AI doesn't seem to try any more. I have won a couple of games by time victory and I ended up with a score of around 7,000, while the top AI had under 2,000. There was still unused land but the AI stopped building cities.
 
Patch "n" is linked in the first post. It wont break save games and fixes the following issues:

1. Fixed an issue that caused held/damaged units.
2. Fixed an error in the Iron Orb event.
 
Patch "m" is linked in the first post. It will break save games and could possibly cause herpes. It includes the following fixes:

Egads! Does that mean we have to practice 'safe gameplay' now! :eek:

9. Added a game option that places all the Unique Features on the map.

Thanks for this, one of my favorite FF things.

Do have a question about the AI in FfH/FF. I've posted before how it seems some Civ's seem pretty 'dumb' in regard to what they build, especially like the Shieam (or the Kahdi in FF). Often times many a Civ seem to run around with nothing more than warriors, axemen and a metric buttload of catapults and/or chariots. Late in the game they'll build things like Paladins but rarely do I see champions. I've been told that I could alway's turn off the AI build requirements but that seems to unbalance the game. I mean why doesn't the AI have the Shieam built more Portals and the like? It has gotten to the point I don't like having Civ's like the Shieam or even the Elohim in games because they end up being to weak. (Or the Dural & Kahdi over in FF land)

Plus on the subject of game options. I know this has come up before, but what's the point of selecting a Good race and then selecting another random Good race, and then two other random Neutral and Evil races if they all end up with different alignments due to religion? I just finished a Luirchirp game where I was the only good player; even the Elohim had gone evil due to AV! So maybe there needs to be a "don't change alignment due to religion" flag.
 
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