[MOD] Fall from Heaven II

I had a crash when somebody, one of the ice guys, cast the freeze all tiles spell (whatever it's called). Big white snowballs in all tiles across the screen. Got a black screen of death.

Restarted, reloaded, dropped down to med resolution and unclicked high detail terrain, reloaded again (to load the new graphics settings), and that did the trick.
 
Modmods are mods based on other mods. Most are fairly minor changes to FfH.

FfH has its own subforum for modmods here.

The largest and best developed modmod is Fall Futher (commonly abbreviated FF), which has its own subforum here There are also modmodmods based on FF.
 
Just a small suggestion for upcoming Patches:

Some time ago, when you started a new game the settings of the previous game were chosen as "default settings". Now this is no longer the case, so you have to scroll down all the list and check your 10 or so favourite boxes. This is somewhat tiresome, mostly on higher difficulties where you usually have to try 3 or so starts to get a good starting position (which I find quite essential to survive on deity for example).

If it is not too controversal, I would prefer the "old" standard of using the last game settings as default to be reintroduced.
 
Just a small suggestion for upcoming Patches:

Some time ago, when you started a new game the settings of the previous game were chosen as "default settings". Now this is no longer the case, so you have to scroll down all the list and check your 10 or so favourite boxes. This is somewhat tiresome, mostly on higher difficulties where you usually have to try 3 or so starts to get a good starting position (which I find quite essential to survive on deity for example).

If it is not too controversal, I would prefer the "old" standard of using the last game settings as default to be reintroduced.

Unfortunately Gul'dan, this was indeed discussed quite a bit a go and it was decided that the current state was the better overall solution although many people have similar concerns as you do. I don't remember the exact issues, but saving the settings caused bad problems if other mods/games were played in between.

Best wishes,

Breunor
 
In fact, now I feel better with it, knowing that it has "some sensible reason". Thx for bothering to tell me.

(But btw: Who would play another mod or even vanilla, if he can have FfH?)
 
Unfortunately Gul'dan, this was indeed discussed quite a bit a go and it was decided that the current state was the better overall solution although many people have similar concerns as you do. I don't remember the exact issues, but saving the settings caused bad problems if other mods/games were played in between.

Best wishes,

Breunor

FfH2 has some invisible options that could get activated
 
Can you put any code into the custom game screen? If so, then it should be fairly easy to simply check if the correct settings exist.
 
Go to C:\Documents and Settings\........\My Documents\My Games\Beyond the Sword and open
the Civ*.ini file. Scroll down to Game Options and tinker with the 0 and 1 string. That may allow to keep your Custom Game settings or maybe not. :) I'm just guessing.
 
After playing this fantastic mod, many times, I have just encountered my first crash. While playing the Kurorites, everytime I try to make or upgrade to an airship, the game crashes within one or two turns to desktop. If I reload the last auto save game, and do NOT use airships, the game progresses without incident
 
Patch "z" is linked in the first post. It won't break save changes and makes the following changes:

1. Fixed an issue where removing invisibility from a treasure chest deleted the chest.
2. Monks can be upgraded to Paladins or Immortals.
3. New Herald model by seZereth.
4. New Repentant Angel model by seZereth.
5. New Chalid model art by seZereth.
6. New Ratha model art by seZereth.
7. New Bannor Champion model art by seZereth.
8. New Donal model by seZereth.
9. New Ophanim model by seZereth.
10. New Luchuirp Archmage model by seZereth.
11. New Clan of Embers Archmage model by seZereth.
12. Fixed an issue with Magnadine hiring units in other cities.
13. New Ljosalfar Mage model by seZereth (old Ljosalfar mage moved to the archmage model).
14. New Ljosalfar Druid model by seZereth.
15. New Sidar Palace model (from Kohan II, compliments of Walter Hawkwood).
16. New Doviello Palace model (from Kohan II, compliments of Walter Hawkwood).
17. New Guild of the Nine model (from Kohan II, compliments of Walter Hawkwood).
18. New Svartalfar Palace model (from Kohan II, compliments of Walter Hawkwood).
19. New Infernal Palace model (from Kohan II, compliments of Walter Hawkwood).
20. New Spider Pen model (from Kohan II, compliments of Walter Hawkwood).
21. Devout can be upgraded to Empyrean priests.
22. Barb units won't pillage lairs in players borders (hellfire, etc).
23. New Svartalfar Marksman model by seZereth.
24. New Corlindale model by seZereth.
25. New Dwarven Smithy model (from Kohan II).
26. New Pallens Engine model (from Kohan II).
27. New Adularia Chamber model (from Kohan II).
28. New Temple of Kilmorph model (from Kohan II).
29. New Tablets of Bambur model (from Kohan II).
30. New Blasting Workshop model (from Kohan II).
31. New Soul Forge model (from Kohan II).
32. New Temple of the Order model (from Kohan II).
33. New Code of Junil model (from Kohan II).
34. New Stigmata on the Unborn model (from Kohan II).
35. New Temple of the Veil model (from Kohan II).
36. New Gibbon Goetia model by seZereth.
37. Return of Winter- Modified to make the AI more aggressive, especially at higher difficulty levels.
38. Hidden Nationality units will now show attack odds correctly (thanks to Xienwolf!).
 
I'm glad your using Kohan II art, no sense letting good art go to waste :) We have played this mod 2 weekends in a row multiplayer up to about turn 500 with almost 100% stability. Not bad. I still have that first crash on multiplayer on the beginning of the first turn before any movement can take place 100% of the time. If one of us gets killed early or a hosed start and we restart the game I do not have another crash first turn or not. Quirk of this maching running Vista 32 with 2 SLI GTX 8800's using a 65" dlp at 1920 x 1080. I am impressed with the stability of this code. I don't rember if we get the occasional OoS on the later world spell.
What is an out of sync. We have had one instance of it recovering itself of an OsS but it usually requires a save and restart. Can they recover themselves given enough time?
 
Kohan is a series that needs to not go to waste. ^_^
 
Kael, when I played as Ljosalfar I checked the civilopedia and noticed that most unit art (e.g. adept, mages) in the civilopedia do not change to Ljosalfar specific unit art; only the common unit art are shown. Is this intentional?
 
The civopedia has a ton of missing info.
 
Lots of the changed art is accomplished through promotions. Kael had a couple patches ago made the buttons for choosing what to build smart enough to detect your default race and apply any artstyle shifts which are appropriate that way. The same should be possible in the pedia, but could be slightly tricky.
 
Been a while since I've posted to this thread, but I have a few questions that hopefully one of you can answer:

1) I was playing either the Khazad or Luchirp (I don't remember which -- the civilization that has Maros has one of its heroes) when a city turned to me via culture. Typically I get some units in that city as defenders; normally some pretty weak warriors or in some cases higher level units. However, in this case -- much to my surprise -- I got Maros (whom I hadn't built yet). This was surprising enough, but... Not only did I get one Maros, but I got TWO!!! :crazyeye: Is this a bug or is there something special about the Maros character? I've never had this happen with any other hero.

2) My wife and I were playing a "hotseat" game with both of us taking two civilizations (don't ask, we manage it). In this particular game we had made Hyborem and Basium (along with the Infernal and Mercurian civilizations) playable. Well, we went to war against each another and, in the course of events, Hyborem and Basium were killed. After that we both discovered that the Infernal and Mercurian civilizations no longer had any traits -- assumably because their leaders were dead and the traits were associated with them. This got me thinking (always a dangerous thing!!!), would other civilizations lose their traits in the event that their leader was actually a unit in the game and they were killed? Or is this something special about Basium and Hyborem? If it isn't I was considering doing a "mod" to introduce the leaders into their civilizations at the start (NOT with the power of Basium and Hyborem) and making one of the subsequent strategies keeping your leader alive and trying to kill the others. Is this doable (for example, I would give the Calabim a "Flauros" unit at the start of the game who was, obviously, one of the vampire units).

3) OK... This has nothing really to do with FfH, but since I'm writing I figured I would as here anyway. My wife loves to make maps and we've been getting into the "hotseat" version of the game. She would like to make a map playing in the "hotseat" mode, but cannot figure out how to do so since the WorldBuilder doesn't appear to be available in "hotseat" mode. Anyone know how to do this?

4) Probably no one but myself and the wife will find this amusing but... In the aforementioned Basium-Hyborem "hotseat" game, my wife insisted that angels be able to fly (easy enough to do in the "Promotions" file). However, to make things fair, I insisted that demons also be allowed to fly. Well... I hadn't figured on ALL Infernal units being demons. Suddenly, I had a worker who could walk on water. Immediately I turned the "flying" promotion off for demons, but the worker was still around. Eventually, God love 'im, he decided to build a road -- over the ocean. At the end of the game I think he was still working on connecting two continents together. Problem was, I discovered that his road was absolutely worthless (i.e. land units still couldn't walk on water :lol:). This isn't a question, simply something I found amusing in the game...

Thanks in advance to any advice that can be provided.
 
4) Probably no one but myself and the wife will find this amusing but... In the aforementioned Basium-Hyborem "hotseat" game, my wife insisted that angels be able to fly (easy enough to do in the "Promotions" file). However, to make things fair, I insisted that demons also be allowed to fly. Well... I hadn't figured on ALL Infernal units being demons. Suddenly, I had a worker who could walk on water. Immediately I turned the "flying" promotion off for demons, but the worker was still around. Eventually, God love 'im, he decided to build a road -- over the ocean. At the end of the game I think he was still working on connecting two continents together. Problem was, I discovered that his road was absolutely worthless (i.e. land units still couldn't walk on water :lol:). This isn't a question, simply something I found amusing in the game...


hahahh;lfasfjdslk... thats hilarious. i think everyone will find that amusing. sorry i don't really have any answers to any of your questions but i just had to comment and say that is funny as hell. i wish i knew how to do mods like that!!!! :) on a side note, do you know anywhere i can find a mod that combines (from FFH2)....the Subdue Animals + the Graveyards, Ruins and Dungeons + unique terrain improvements + really cool events.... but without all the mana and magic and good vs evil? i absolutely LOVE FFH2, but some of my friends don't want to play with all the magic and mana and everything, but they really like the Subdue Animals and the Graveyards and Ruins in addition to the tribal villages. SOOOOO basically I was just wondering if there is a mod that includes some of those features of FFH2 along with some later game gunpowder-type units from Advanced War or even from vanilla?
 
I have had workers get mutated and gain water walk and do the same thing. Very useful if you are playing with a race that has commando and adopt octopus overlord. Units like stygian guard and priests move quickly across these roads. :D
 
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