[MOD] Fall from Heaven II

Animals spawn based on the Terrain and Feature Natives that you list. If the listed terrains/features are very common on the map, then that animal will be very common as well.
Sure seems like it has to be more than this since the terrains I listed for panthers aren't that uncommon and they hardly ever appear... Is there anything else?
 
[to_xp]Gekko;8268231 said:
also, you should post those modified files you have. having more animals in the game would be pretty awesome! :D
If you are anything like me, you'd probably enjoy the additional wonders, buildings, and units that I have added. I also re-enabled the old war elephants, spearmen, and pikemen (even though the designers must have thought these weren't terribly desired in the "standard" mod).
 
[to_xp]Gekko;8268756 said:
beastmaster are t4 units, they'll eat spiders for breakfast. I guess you are thinking about hunters?
Hunters don't do terribly badly against spiders either and, every once in a great while, I even have a scout who can take them. It's a shame though that spiders, when converted to a... (heck!!! with my memory I cannot even remember what the freakin' building is called!!) don't do more than add silk (maybe like add happiness to a city). By the time all the civlizations have giant spiders, silk becomes pretty much an untradeable commodity since there are a LOT of it around and virtually all civilizations have it -- at least those ran by humans (the computer doesn't seem to have enough since to turn their spiders into silk ;)).
 
I have a question regarding mods...

When I discovered that version 2 of FfH had removed the machinist shop, bowyer, and other features in earlier versions, I was a little upset since I was probably one of the few individuals who liked them (machinist shop for the production and bowyers for the additional experience). So... I proceeded to restore them to the game in my own "little" mod.

One problem I had, as you can well imagine, was getting the images back since they are/were stored in the Pak0.FPK file and I don't have a clue how this can be unzipped and then put back together. So...

I took the old Pak0.FPK file and renamed it to "Pak1.FPK" with really no expectation that this would work and provide the desired images. Either it wouldn't work or it would like replace the newest images added to 2.0 which I REALLY like (in which case I would have given up the project as a lost cause!!!).

HOWEVER, much to my surprise this actually WORKED. This brings up the following questions:

1. Have I shot my own foot off? While it works and does not APPEAR to cause any issues, am I taking a big performance hit having FfH parse through two "FPK" files? Or are there other issues of which I'm unaware?

2. How does Civ 4 (or FfH) determine the order of images to use? Chalid, for example, has images in BOTH the "Pak0" and "Pak1" files and yet it IS using the newer images IN ALL CASES of which I'm aware.

3. Is there a tool that I could use to "burst" (or unzip) "PFK" files and then put them back together. There are some images in earlier versions that I would like to add to the "Pak0.PFK" file in those cases where the designers have elected to remove either buildings (bowers, for example) or units (spearmen, pikemen). While I have added many of these back, in some cases I did so by referencing back to the main Civ 4 game.

Thanks to anyone with the technical knowledge in these areas.
 
about hidden options: Civ4 saves your last used options in the .ini file as a line of zeroes and ones. which means that when you start a game with a different mod, it's going to apply that exact same line. problem is that not all mods have the same options, so what would be "wildlands" in ffh could be "raze all cities on capture" in BTS for example. people constantly think they are having weird bugs just because of that. the solution is simple though, whenever you play a different mod you just start a game with play now! , and that restores options to the mod's default. you don't have to actually play that play now! game of course, just start it, quit and start one with the options you want.
 
beastmaster are t4 units, they'll eat spiders for breakfast. I guess you are thinking about hunters?

ya, but by the time you get to that, your empire shouldn't have to worry about that. Anyway, i'm not that good with names anyway.
 
The way I capture spiders is that I put my Hunter on a forested hill tile next to the spider. The spider attacks most of the time, so I get a massive defensive advantage. Along with the Capture Animal and Combat I promotion (the latter is required for the former, just in case someone didn't know), it all adds up to massive pwnage.

...wow. I'm not sure whether to shoot myself because of that last sentence or not.
 
As for the animals, that is REALLY all there is to it. A random tile is chosen on the map, then the game looks for any animal who is allowed to spawn there. It has to be UNITAI_ANIMAL, and if the plot selected has a feature AT ALL, then the feature must be listed for the animal to spawn. Otherwise it goes with the terrain (so if you ONLY list a terrain, and the map has a LOT of forests, that animal probably won't spawn). If more than 1 animal can spawn on that feature (or terrain if no feature), then one is selected randomly from those who are able to spawn there.

I have a question regarding mods...

When I discovered that version 2 of FfH had removed the machinist shop, bowyer, and other features in earlier versions, I was a little upset since I was probably one of the few individuals who liked them (machinist shop for the production and bowyers for the additional experience). So... I proceeded to restore them to the game in my own "little" mod.

One problem I had, as you can well imagine, was getting the images back since they are/were stored in the Pak0.FPK file and I don't have a clue how this can be unzipped and then put back together. So...

I took the old Pak0.FPK file and renamed it to "Pak1.FPK" with really no expectation that this would work and provide the desired images. Either it wouldn't work or it would like replace the newest images added to 2.0 which I REALLY like (in which case I would have given up the project as a lost cause!!!).

HOWEVER, much to my surprise this actually WORKED. This brings up the following questions:

1. Have I shot my own foot off? While it works and does not APPEAR to cause any issues, am I taking a big performance hit having FfH parse through two "FPK" files? Or are there other issues of which I'm unaware?

2. How does Civ 4 (or FfH) determine the order of images to use? Chalid, for example, has images in BOTH the "Pak0" and "Pak1" files and yet it IS using the newer images IN ALL CASES of which I'm aware.

3. Is there a tool that I could use to "burst" (or unzip) "PFK" files and then put them back together. There are some images in earlier versions that I would like to add to the "Pak0.PFK" file in those cases where the designers have elected to remove either buildings (bowers, for example) or units (spearmen, pikemen). While I have added many of these back, in some cases I did so by referencing back to the main Civ 4 game.

Thanks to anyone with the technical knowledge in these areas.


In the specific case you mentioned, it works because the new model was saved in a different location, so the pathname is different and it doesn't HAVE to choose. The path required for the art is in the XML, and the FPK is just a compressed set of files which have the same folder structure as the non packed art. To unpack it there is an unpacker utility in the Utilities section of the downloads database on this site. But basically anything which DOES have the same path and filename will be taken from the folders loaded last, which should be your old Pak (should load alphabetically) in this case. PAKs make the game load faster than if the art is left uncompressed, so I figure 2 PAKs is better than 1 PAK and a bunch of uncompressed data from the old PAK, so unless you repack, it is better how you have it now (though I would change the order of the numbering sequence just in case there IS a conflict of names somewhere)
 
Why are gorillas impossible to find? I've never seen one in epic FfH. I primarily use the Erebus mapscript. Is it related to fact there is little jungle on those type of maps?
 
yeah, that's why. they're rare cuz jungle is kinda rare, same for tigers. so the amount of animals of a certain kind you get on a certain map is ultimately decided by 1. the terrains and features most prominent on the map and of course 2. how easily those animals are killed. you see lots of bears cuz they are not easy to kill, while lions and wolves tend to last for a short while only.
 
Is it my imagination or has Orthus been made significantly weaker in the newer version of FfH? He used to give me all kinds of fits in trying to kill him, usually taking 5-6 warriors before I could finally beat him. Now... 2-3 warriors and he's toast.

Thanks.

P.S: What's the story behind Barbatos no longer being in the game? Did he wipe out too many civilizations so that the designers felt he was too strong?
 
Orthus depends on how much experience he managed to get till somebody puts together a stack to actually kill him. if he comes at you with 0 xp, it's easy. if he can get a couple combat promotions, he'll be a lot tougher. Barbatos got axed because his role is now done via multiple smaller lairs, and Kael likes that a lot better ( i.e. having the experience vary from game to game depending on how lair exploration goes, instead than always - this is barbatos, he does this and that and that's never gonna change - ) . exploring the broken sepulcher can still set free a lich named barbatos if you're unlucky of course, but he's definitely not held and I don't think he summons earth elementals.
 
[to_xp]Gekko;8277594 said:
exploring the broken sepulcher can still set free a lich named barbatos if you're unlucky of course, but he's definitely not held and I don't think he summons earth elementals.
Cool!!! Can you also explore the fire pyre -- or other mana shrines for that matter?
 
In the version of FfH2 that I'm playing the Lanun warriors and adepts are IDENTICAL so far as I can determine, making it difficult to tell the two apart. Is this problem corrected in some version to which I haven't yet upgraded or does this remain a problem?

Thanks.
 
what version are you playing? 0.41D is the latest and it kinda works like a charm, I highly suggest you download it if you don't have it. and yes, you can explore the pyre, bradeline's well, the aifon isle, and some others. they are epic lairs, which means you can only get very good OR very bad results from them. beware! :D
 
lol i only ever explore the epic lairs when they are near my foe... its rare that i get anything but barbarians from the pyre, broken sepulchers just the same (though i like it a bit more coz i get adventurers from it :) ), bradine's well gives like a 50% good outcome and a 50% bad (i like the risk with that) and Aifon isle doesnt matter, i always explore it coz the worst thing to come outta that (to my knowledge) would be a azer... and by the time im exploring the sea i have sufficient sea and land units to hold em off.
 
I had a couple of angry griffons and a sea serpent come out of Aifon Isle one time. Lost two ships and their crews. The sea serpent did agree to join me. Nice trade off. :lol:
 
OK... I KNOW that I'm way behind the times, but... I did a "search" through the Civ 4 database on the words "Pirate Cove" and didn't see anything that APPEARED to have done the job. However, I don't seem to be able to build pirate coves anymore. I used to always build coves as early as possible so that they could promote up to harbors and ports (?), but my workers don't seem to have this ability anymore...

Were these improvements removed at some time in the past or is there now some other way of doing them?

Thanks!
 
OK... I KNOW that I'm way behind the times, but... I did a "search" through the Civ 4 database on the words "Pirate Cove" and didn't see anything that APPEARED to have done the job. However, I don't seem to be able to build pirate coves anymore. I used to always build coves as early as possible so that they could promote up to harbors and ports (?), but my workers don't seem to have this ability anymore...

Were these improvements removed at some time in the past or is there now some other way of doing them?

Thanks!

You build them with work boats now. The 'pedia entry hasn't been updated yet.
 
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