[MOD] Fall from Heaven II

I have a civ 4 complete pack and i have any beyond the sword files seperately so the computer cant find a route to the mod. What can i do to get it to work?
 
The installer should continue the installation after displaying the warning, you should just wait a bit.
 
We were playing multiplayer 2 player. I had the alters that you build with great prophets completed. I thought you needed another prophet to build the last one so I had one I saved until I completed omnicience (sp) but it would not let me build the Alter VII it said I needed exalted alter. I didn't think it took 6 phrophets.... maybe it did. I thought I only let me sacrifice 4 or 5.

Is this a bug or am I doing something wrong. I'm the Elohim it would take me 40 ish turns to build the alter if it would let me. All I would have to do is survive for 10 ish turns and cast my world spell to win.
 
Do the souls of killed barbs go to the Mercurians? I know barbs are neutral but have no religion. I hope not, those angels can be really annoying if they don't have any demons to keep them busy.
 
The Barbarians have an evil alignment, not neutral.

The Barbarian State can't have a State religion, but Barbarian units can get religions based on what religions are present in their cities, just like anyone else. They cannot found religions and I believe they cannot build disciples, but religions can still spread and they can still conquer cities with religions. Barbarian units with religions spawn angels or manes just like anyone else.

Since the Barbarian state lacks a palace, it cannot use resources like mana (also, the code that gave them access to all the mana anyone in the world had for the purposes of thier heroes' affinity was considered to processor intensive to be ported over to the BtS version), meaning they cannot have arcane units with the death or entropy promotions who would return as manes.
 
The Barbarians have an evil alignment, not neutral.

The Barbarian State can't have a State religion, but Barbarian units can get religions based on what religions are present in their cities, just like anyone else. They cannot found religions and I believe they cannot build disciples, but religions can still spread and they can still conquer cities with religions. Barbarian units with religions spawn angels or manes just like anyone else.

Since the Barbarian state lacks a palace, it cannot use resources like mana (also, the code that gave them access to all the mana anyone in the world had for the purposes of thier heroes' affinity was considered to processor intensive to be ported over to the BtS version), meaning they cannot have arcane units with the death or entropy promotions who would return as manes.

I could have sworn I read they were neutral. Oh well. Thanks for the through explanation.
 
They used to be Neutral, but that was a long time ago. I think they were evil when I started playing, back in Light. I think I saw making the Barbarians Evil listed in the changelog for one of the 0.16 patches, but we are up to 0.41d (soon to be e) now.
 
OK... This IS a mods question, BUT it relates specifically to FfH and its child Fall Further. I've played a couple of FF games and one thing I've really noticed is that their disciple units (priests and missionaries) really gain XP at a LOT slower rate (in the case of missionaries, the XP gain is non-existent!!). This was an improvement I noticed in FfH when #2 was released and I REALLY liked it.

Question: Let's say I wanted to make the same change in your child, FF... What would I need to modify in order to accomplish this?

Thanks.
 
The problem is not the instaler but that the mod wont start.

Place it in the mods folder?
 
Hello.

Fall from heaven is a great pleasure to me.

But there is one thing wich always down size the fun : my computer slow down more and more when i play : when there is too much units in the same place, and other kind of things.

Have you got tricks to avoid this?
 
Hello.

Fall from heaven is a great pleasure to me.

But there is one thing wich always down size the fun : my computer slow down more and more when i play : when there is too much units in the same place, and other kind of things.

Have you got tricks to avoid this?

what are your system specs?
what map size are you normally playing?
 
Pentium 2.00 Ghz Dual Core.
2 Gibabit of RAM.
Ati Radeon HD 3850.

The Big size, juste more bigger than the normal size.
 
Had a thought about unique improvements some ago (things like Odio's Prison, Remnants of Patria, et al).

The idea is whether it would be desirable to have a player's option to make those unique features that didn't get spawned at the beginning of the game buildable (like city wonders). IIRC a lot of these unique improvement are tied to the legends behind FfH, and as such they wouldn't be suitable, but some might lend themselves to this option. If not, then it might be a good idea to offer an additional set of unique improvements for Civs to be able to construct. First one who builds it gets it, as usual.

Such improvements might tie down a good number of workers, perhaps an engineer, or a mage for a long period of time, perhaps cost a certain amount of gold per turn as well. The unfinished feature can be destroyed (???).

This could include a super fortress, Moria underneath a mountain, a city of the dead, a Brigadoon-like city, etc...
 
Had a thought about unique improvements some ago (things like Odio's Prison, Remnants of Patria, et al).

The idea is whether it would be desirable to have a player's option to make those unique features that didn't get spawned at the beginning of the game buildable (like city wonders). IIRC a lot of these unique improvement are tied to the legends behind FfH, and as such they wouldn't be suitable, but some might lend themselves to this option. If not, then it might be a good idea to offer an additional set of unique improvements for Civs to be able to construct. First one who builds it gets it, as usual.

Such improvements might tie down a good number of workers, perhaps an engineer, or a mage for a long period of time, perhaps cost a certain amount of gold per turn as well. The unfinished feature can be destroyed (???).

This could include a super fortress, Moria underneath a mountain, a city of the dead, a Brigadoon-like city, etc...

:) you know, i had a similar idea.

see this thread: link
 
I would be cool if when you built this thing it acted like blight on the city building it.
 
Hello.

Fall from heaven is a great pleasure to me.

But there is one thing wich always down size the fun : my computer slow down more and more when i play : when there is too much units in the same place, and other kind of things.

Have you got tricks to avoid this?

You may want to try advance settings and set it to no settlers. As the game goes on it uses more and more memory for all AI civs, and with out being able to produce settlers it shortens AI turns. In late game the turns take much less time than it would if every one has a lot of cities.
 
You may want to try advance settings and set it to no settlers. As the game goes on it uses more and more memory for all AI civs, and with out being able to produce settlers it shortens AI turns. In late game the turns take much less time than it would if every one has a lot of cities.

I had another look at History of the Three Kingdoms. It used to be largely unplayable on my (low end) computer for the same reasons as FfH, which tends to slow down as a result of the growing number of units and the ballooning Python processing required to run them. The HtK team just released a new version where much of the the past Python coding has been moved to SDK. As a result of this, the game now runs very nicely. Couldn't something like this be achieved for FfH?
 
Back
Top Bottom