[MOD] Fall from Heaven II

In a recent multiplayer game of FfH (we're running up to patch 'p'), I was surprised to find the elven player had upgraded Stonewardens to Druids and was having them walk over mountain ranges, earthquake my cities, and retreat. Please tell me that an elven civ under the Leaves religion having access to the Earthquake spell in a unit that can walk over mountains is a bug or a dreadful oversight in the workings of the divine and channeler promotions. If this is an intended feature, I'm never playing a good or evil civ again.

I just realized the implications here are that a neutral player can swap religions around and have simultaneous access to as many 3rd tier divine powers as they can have druids, as things currently stand.
 
I just realized the implications here are that a neutral player can swap religions around and have simultaneous access to as many 3rd tier divine powers as they can have druids, as things currently stand.

this is actually a great feature ... and imagine playing amurites and just giving Govanon as many T1 spells as he can learn ...

and on top of that Druids get command promotions and if you time it right and switch to The Order at just the right moment they can have command IV.

the fact that alignment specific units don't abandon you when you change alignment is probably is an oversight, but flipping religions is a pain and without a little added flavour Druids make great gardeners but become sans useful after you've vitalized all fo your fat crosses ...
 
hi,

newbie. just one question. is it bug or feature, that conquered wonders dont do qhat they should? i conquered a city with the thingy that gives you ...ah...i play the german version... gives you mages guilds (? you know what i mean) in every town. didnt do the trick. do i have to build the stuff?

come to think of: how about conquered palaces? is this possible? and why shouldnt it?

michael
 
come to think of: how about conquered palaces? is this possible? and why shouldnt it?

that would be pretty cool ... access to a conquered civ's palace resources if you destroy that civilization ...

not why I'm posting again today, though ... Kael, I was waondering if I could get my hands on the artwork for the game (the digital images, the ones not copyrighted *that anyone has to know about, wink, wink, nudge, nudge, know what I mean, say no more*) ... make a screensaver or something ...
 
i wouldnt like to have all the ressources given for free. mana seems to much as it is also expression of the civ itself more than the palace.

maybe this town could go on producing the other civs units, and for the adaptives give a money bonus (tourism) or something. the non-mana resources could stay...

but still wondering about the wonders....
 
Thanks for the fix on settlers Kael. Pissed me off when my settle started Enraged and went stomping off on the very first turn ;)
 
i would like to repeat my question about the wonders? everybody should have experience with conquering cities with wonders in it. so do they have an effect? For thats at least in my opinion an important strategic question...

by the way: latest patch... was it q?
 
i would like to repeat my question about the wonders? everybody should have experience with conquering cities with wonders in it. so do they have an effect? For thats at least in my opinion an important strategic question...

by the way: latest patch... was it q?

World Wonders that have an ongoing effect - like Guild of Hammers granting Forges in every city - also work for the civilization that conquers the city. Others, with a onetime effect, like Pact of the Nielhorn (?), work only once, when they are built, so capturing them does nothing.

If this isn't the case its a bug - haven't noticed any problems, though.
 
Just a quick hello,
Downloaded ffh over the week-end, so I am a real newbie for ffh.

I am amazed by the depth on the game and how much work went into ffh.

Kudos to all who worked on that mod.

Still have a lot to learn though, started on Noble (I have been playing civ since the first one ever came out) but had to "withdraw" to warlord level, after loosing soooo badly.

To learn the fastest way all the unique features of the game, do you recommend play the scenarios ? if yes in which order ... (the menagerie was real easy, but I already get stomped on the momus) or play random games ramping up the difficulty level as time goes ...
 
the momus is HARD. Gift of Kylorin is nice to get a hang on the magic system. Fall of Cuantine and Into the Desert are truly enjoyable, not too hard and featuring a nice story. recommended ;)
 
[to_xp]Gekko;7678393 said:
the momus is HARD.

No kidding! After a couple of attempts, I managed to win a Prince level game by popping Bowers from a hut *very* early. Having those bronze and later iron-upgraged Longbows kept the dang Infernals and the Hippus at bay during the first Lanun "gang-bang" while I built up a few offense stacks around Guy Threepwood and Bamber to start knocking off the AIs. It almost felt like cheating to win that way, but I was happy to move on to the Radiant Guard scenario.
 
Scenarios? Are thre scenarios for this mod? . . . Duh? . . . (tries not to dribble on self)

ADDIT: Just answered my own question . . . FFH2 Official Mods
 
How do you turn off that stupid green barbarian king/guy with the big 2h axe? its so dumb.... He has rushed my city 3x right at the start WTH.
 
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