[MOD] Fall from Heaven II

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 once killed off 4 AI opponents in quick succession after releasing azers from a dungeon on turn 10 or so. It was all fun and games until they finally wandered over to my relatively undefended capital (now that I was "alone" on the continent") and took me out too. :blush:
 
I once killed off 4 AI opponents in quick succession after releasing azers from a dungeon on turn 10 or so. It was all fun and games until they finally wandered over to my relatively undefended capital (now that I was "alone" on the continent") and took me out too. :blush:

Now that's funny. :lol:
 
[to_xp]Gekko;8278982 said:
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
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Where do I see the version (when you first start FfH)? So far as exploring lairs, it can be a royal pain in the *ss!! I sent a gargoyle in to explore one of those fire pyres (with sufficient backup in case the bad dudes showed up). He had to explore it FOUR times before it was finally finished. Needing to explore multiple times can lead to some interesting results... ;)
 
In Civ 3 I was able to set up units for a "true" ranged attack (i.e. the "bombard" setting) so that they could injure a foe without actually engaging them in hand-to-hand combat. Is there a way to do this in FfH (or Civ 4 for that matter) so that arqebusiers, longbowmen, and archers could inflict damage without fully engaging the enemy? That's PROBABLY a part of the intent of "first strike", but when you can give regular melee units (i.e. warriors, axemen/swordsmen, and champions) first strike also it kind of defeats the purpose.

It would probably be some variation of the spells such as "fireball" and "meteor" that certain spellcasters and dragons can summon up.

The answer is likely "no", but I thought that I would ask anyway. Thanks.
 
BtS added it back in (for the purposes of some scenarios). Set iAirCombat to what you want the ranged strength to be (typically the combat strength of the unit), iAirCombatLimit to what you want it to be (100 if you want to be able to kill units; it's the maximum percent of damage that can be done by that unit in ranged attack), and iAirRange to the tile range you want to be able to used ranged attack with. This is assuming that FFH didn't change anything in this area.
 
you would have to play Fall Further or Orbis to have ranged attacks.

how to find out what version you have.. umh, not sure. my guess is that you're playing an outdated version, since patches come out pretty often and you don't sound like one of the guys that hang around in the FFH forums constantly waiting for a new patch to come out :p

btw, Kael, the first post is outdated. it says you need a lvl6 maceman to upgrade him to an immortal, but macemen have not been in the mod for a looooong time :p
 
The version number is located in the readme file of pathway C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2.
 
This has never happened to me before; so figured I'd let you know..

I have no idea what causes this - but it's consistent with this game only (see attached save game file).

I'm running Windows XP and the game is .41 patch D.

I have python messages set to show up; but there is no python error. The game just crashes.

PS. The crash is within 1 or 2 turns of restoring the saved game.
 

Attachments

This has never happened to me before; so figured I'd let you know..

I have no idea what causes this - but it's consistent with this game only (see attached save game file).

I'm running Windows XP and the game is .41 patch D.

I have python messages set to show up; but there is no python error. The game just crashes.

PS. The crash is within 1 or 2 turns of restoring the saved game.

Post bug reports here:

http://forums.civfanatics.com/showthread.php?t=308020

They might escape the attention of the team if you put them in this thread.
 
[to_xp]Gekko;8287801 said:
you would have to play Fall Further or Orbis to have ranged attacks.
What the heck are these -- new "mods" to BTS? "Fall Further", I assume, is based upon FfH2?

[to_xp]Gekko;8287801 said:
my guess is that you're playing an outdated version, since patches come out pretty often and you don't sound like one of the guys that hang around in the FFH forums constantly waiting for a new patch to come out :p.
My problem is NOT that I don't pay attention to the posts, but that it takes freakin' forever to update my own version of FfH2 for all the changes I've made since I need to update virtually everything in the "Xml" folder (I'm only to suggestions on how to improve my retrofit capability so I can stay more current!!). My wife would freakin' kill me if I did away with any of her new wonders, buildings, resources, or units (she LOVES being able to train cheetahs, griffons, krakens, and sand lions -- never should have let her know that I could allow this...).
 
Orbis and Fall Further ( generally referred to as FF :D ) are modmods, i.e. mods of a mod :lol:

here is Fall Further http://forums.civfanatics.com/showthread.php?t=292120

here is Orbis http://forums.civfanatics.com/showthread.php?t=315887

they are both simply awesome, it's hard to choose between the two. actually, there are even modmodmods based on these, and even modmodmodmods :lol:

here is the Fall from Heaven forums ( http://forums.civfanatics.com/forumdisplay.php?f=190 ) , which have subsections for FF, Orbis... actually there are a lot of modmods based on FFH, these 2 are just the bigger ones. if for example you don't wanna stray too far from the regular FFH experience, you just HAVE TO play Wild Mana, available in the modmods, scenarios and maps section of the FFH forum. it's basically FFH with a better interface, WAY BETTER AI (!!!) , more leaders and more, very cool, gameoptions.

aside from this, there's a nice tool out there called WinMerge ( http://winmerge.org/ ) that allows you to easily compare 2 XML files and merge them together. it should allow you to quickly and easily merge your changes into newer versions of FFH, or modmods based on it. and if you're feeling generous, you can then post your changed files in the FFH forums, so that others may benefit from them ;) ( I'm sure lots of people would love your changes, especially the additional animals I guess. never enough of those! :D )

if you have any other questions, please feel free to ask. :)
 
You forgot about Tweakmod which has some AI improvements and balance changes as well.

What I'd want is the new content of Orbis, but not the ranged combat, which is irritating- at least when barbarians do it.
 
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.
Pursuing this just a bit further... I checked out tigers and they APPEAR (based upon the terrain type) to have the same parameters as gorillas (and my custom panthers). HOWEVER.. My scouts are frequently being killed by tigers and I keep encountering them fairly often. So why the difference between gorillas and tigers so far as frequency? (and, yes, I've played enough to see the difference over multiple games)

Thanks.
 
BtS added it back in (for the purposes of some scenarios). Set iAirCombat to what you want the ranged strength to be (typically the combat strength of the unit), iAirCombatLimit to what you want it to be (100 if you want to be able to kill units; it's the maximum percent of damage that can be done by that unit in ranged attack), and iAirRange to the tile range you want to be able to used ranged attack with. This is assuming that FFH didn't change anything in this area.
Works like a champ!!! I might consider cutting back on the iAirCombat strength given my first few combats... Hit a monster with one or two archers and wrap up with a warrior (still early in the game) and the monster is pretty much toast considering that the archer is still undamaged to defend the stack if it decides to attack them.;) This change really makes archers and longbowmen an effective offensive weapon.
 
Hey has anyone ever thought of adding more info to the civlopedia in FFH 2?
 
i have a question to ask concerning modmods
(cause i love playin FF2 so much i wanted to try something different but still in the FF2 category)

i have read into a modmod or 2... (fall further was the main 1 i read into) but im not that sure of how installation would go... as i read its instalation notes on this forum i got the impression that it would overright (and therefore in 1 way rid of the current FFH2.41D) that i have installed... so my question is, is there a way to install more than 1 of these modmods (example both Fall Further and Orbis) without overrighting my version or erasing it, as well as when new patches become available for FFH will Fall Further and Orbis still work or do the makers of them release another patch to allow it to work with FFH

(sorry if this dont make sense but im a little stupid when it comes to programming and moding) :)

ty
 
Fall Further has its own installation now, you don't even need FFH for it. Orbis will install in a different folder and leave your FFH alone, although you do need FFH 0.41d in order to install it.
 
ok thanks, what about patches to FFH to orbis will that stop orbis from working

really apreciate the help too ty :)
 
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