[MOD] Fall from Heaven

naf4ever said:
The new forest chopping appears to be not in sync with version 1.61 . Because of the formula they use now chop rushing in FfH 1.0 only gives back 13 hammers. I noticed through some testing on my own mod though that on normal speed you only get back 2/3 of the xml value back for chopping now in the new version. I had to increase all my values to 30 in order so that chopping gives back 20 hammers when in your own territory.

I believe (correct me if im wrong because im just trusting firaxis's system on this) that you will only get 13 until you discover mathemadics, then you get the whole 20.

Nevermind, I didn't have the boost on mathemadics like they do. I'll add it on in the next patch.
 
Kael said:
Okay, this was a hard one. Its fixed in patch B (linked in the first post) but you HAVE TO delete all of the files in 'Fall from Heaven 100\Assets\xml\text\' before you install the patch. If you don't then it won't fix the problem.

It works. Thanks :)
 
Agifem said:
It works. Thanks :)

Good to hear, sorry for the mess up.
 
Kael said:
Okay, this was a hard one. Its fixed in patch B (linked in the first post) but you HAVE TO delete all of the files in 'Fall from Heaven 100\Assets\xml\text\' before you install the patch. If you don't then it won't fix the problem.


You only have to delete the files if its not working for you (ie you have a foreign language c4), or is it recommended that you delete these anyway before patching?
 
Kael... i love ur mod.... just some problems with it:

1. too easy to win.
2. civ leaders are not diversified... some have the same exact traits.
3. the AI doesn't attempt to build any of the hero units... trust me... I played like 10 times and none of them even started makin them.
3. The AI do nothing based on their religion...
4. Needs more sea-based units... it has a whole 3...
5. could use more religions... doesnt need it.... but could use it.
6. civs need a special unit... here's my advise on that:
ancients - protector of the forest (ent-like)
centaur - a centaur unit (duh)
clans of chaos - clansman (a swordsman)
dark dwarves - maurader (axemen)
dark elves - viper mage (disease spreading adept)
dwarves - kinsmen (combat worker)
elves - true-shot (hunter)
frostling - dogsled (chariot)
goblins - swarmer (warroir)
halflings - dogrider (horsemen)
humans - musketmen (archer)
merfolk - merman (warrior able to enter water squares and land squares)
minotaur - minotaur (large axeman)
orcs - orc tribesmen (large spearmen)
overlords - craken (sea unit able to attack sea units and land units on shorelines)
sshrathi - slaad (large warrior)
tigran - tiger master (upright tiger unit with a regular tiger and acts as a hunter)
undead - necromancer (adept and raises dead units it kills ie. has command)
woad elves - elf woadsmen (hunter with larger carrying capasity)
7. new in-game music
8. add the "sid-tips:" text to the in-game.... real annoying to have to read "placeholder" for every single thing while playing.

~thats about it... i really see something great comming out of this... just needs more... keep it up... im pulling for you.
-Paul Rose
 
azzacanth said:
You only have to delete the files if its not working for you (ie you have a foreign language c4), or is it recommended that you delete these anyway before patching?

I would delete them anyway. I removed them from the full game install and if you delete them now you match everyone else and wont have to worry about some quirky problem a month from now when we have all forgotten about this issue.
 
darkonion said:
Kael... i love ur mod.... just some problems with it:

1. too easy to win.
2. civ leaders are not diversified... some have the same exatct traits.

We have a while new set of civs and leaders in phase 2, the ones you are playign with now were made by Haarbal and although they are TONS better than the vanilla ones I had in before they dont have a lot of the functions I want in the next version.

3. the AI doesn't attempt to build any of the hero units... trust me... I played like 10 times and none of them even started makin them.

You played 10 times since it came out yesterday?

3. The AI do nothing based on their religion...

They arent building ai specific units (drown, elven archer, etc)? They dont use the religion specific civics? They dont build temples?

4. Needs more sea-based units... it has a whole 3...

What version are you running? There are 6 naval units in version 1.0 and a few untis that can travel on land and water.

5. could use more religions... doesnt need it.... but could use it.

Yeah one of the design team members (Loki) champions that cause as well. There will be more coming, but probably late in phase 2. Right now Im more concerned with adding detail to what we have rather than adding new options.

6. civs need a special unit... here's my advise on that:
ancients - protector of the forest (ent-like)
centaur - a centaur unit (duh)
clans of chaos - clansman (a swordsman)
dark dwarves - maurader (axemen)
dark elves - viper mage (disease spreading adept)
dwarves - kinsmen (combat worker)
elves - true-shot (hunter)
frostling - dogsled (chariot)
goblins - swarmer (warroir)
halflings - dogrider (horsemen)
humans - musketmen (archer)
merfolk - merman (warrior able to enter water squares and land squares)
minotaur - minotaur (large axeman)
orcs - orc tribesmen (large spearmen)
overlords - craken (sea unit able to attack sea units and land units on shorelines)
sshrathi - slaad (large warrior)
tigran - tiger master (upright tiger unit with a regular tiger and acts as a hunter)
undead - necromancer (adept and raises dead units it kills ie. has command)
woad elves - elf woadsmen (hunter with larger carrying capasity)

All fo the phase 2 civs have UU's. Some have a handful, some have entirely different unit lines.

7. new in-game music

Do you dislike the new music that is already in, think there should be more of it, or are you not hearing it?

8. add the "sid-tips:" text to the in-game.... real annoying to have to read "placeholder" for every single thing while playing.

This also makes me wonder what version you are playing. If you don't have 1.0 check out the first post in this thread.

~thats about it... i really see something great comming out of this... just needs more... keep it up... im pulling for you.
-Paul Rose

Keep the feedback coming, I love to hear it.
 
sorry... that was for .95... dlin 1.0 now... lol...

and to answer ur question... no... the musics fine... just need more of it... and see if you can have the music change to match what religion ur usin... and also make sure to have a well rounded # of religions... like 7... firaxis has tested that # and its the best one to uphold... and ill probably play it 10 times by the end of today... =]
 
i dled .95 2 days ago.... been lovin it..... played it over and over again... never had a chance to see if the new one came out... was playin the other one too much... those were my comments on that one...

i feal real stupid right now... =[
 
i just dled it... wheres the installer?

nvm... ill just re-dl it

i edited text that ive said before... make sure u read it...
 
Hey all, like everyone else im glad 1.0 is finally here, not very far through my 1st game and have came across a problem though. I cant seem to build the Baron!? i have the pre req tech feral bond but he doesnt appear in any of my cities build lists, im currently building a grove in hope that is what is needed but it ifso then it doesnt mention it in the the pedia. My religion is currently The Order, so maybe they are restricted from training him? Anyone else got this prob or have I done something wrong myself?
 
AljayBoy said:
Hey all, like everyone else im glad 1.0 is finally here, not very far through my 1st game and have came across a problem though. I cant seem to build the Baron!? i have the pre req tech feral bond but he doesnt appear in any of my cities build lists, im currently building a grove in hope that is what is needed but it ifso then it doesnt mention it in the the pedia. My religion is currently The Order, so maybe they are restricted from training him? Anyone else got this prob or have I done something wrong myself?

There is no requirement other than the tech. One of the computers AI's must have beat you to him.
 
I thought that but im pretty sure there was no announcement telling me, im pretty sure I would have noticed as I rushed to get him, ach well ill have to go into worldbuilder and see which scumbag civ built him so I can destroy them first :D
 
yah... kaels right man... a comp beet u too him... lol... how does that happen... u never get outgunned by an ai... unless u stink at the game... jk

dont cheet man

how do u add an avatar?
 
can u please have ur installer have it go to C:\...\mods\Fall from Heaven so i dont have to delete the older version everytime i dl a new one?
 
Rabbit said:
Now I have to try out this mod! :D

All of this, spells, heroes, demons, YOUR UNIT MODELS!!! And what you want it for is the dancing bears?!? You're a bizarre man Mr Rabbit.
 
ah, the patch is finally released, i looking forward of new music, the ability to disable religions before the start of the game, and a not-so-crowded Unit Selection.
 
darkedone02 said:
ah, the patch is finally released, i looking forward of new music, the ability to disable religions before the start of the game, and a not-so-crowded Unit Selection.

None of those things are in 1.0. To see what has changed in 1.0 click on the spoiler button in the first post in this thread.
 
Kael said:
All of this, spells, heroes, demons, YOUR UNIT MODELS!!! And what you want it for is the dancing bears?!? You're a bizarre man Mr Rabbit.

That's funny. :)
 
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