[MOD] Fall from Heaven

O.O. Howard said:
I havent played civ much for the last few months. Saw the 1.6 patch and then the FfH 1.0 up yesterday morning and decided to try it. All setup smooth and easy. i noticed there is a FfH patch but I decided to play 1.0 for a bit and if i liked it i would grab the patch. Right away. if i didnt much like it why bother downloading more stuff?
So i tried FfH 1.0... for a little while, like a test run. Kinda nice so i played a few more turns. i notice the civics are somehow, giving excellent flavor without imbalance. Subtle changes but critical to gameplay. cool units as before and nice progression through the tiers.
Then its lunchtime and i am loving the mod and waiting to see what else is gonna happen. So i dont download the patch yet, cause the test run is enjoyable as is, and i dont wanna stop. I dont eat lunch either. I keep playing the game as the minotaurs, who are ruled (in my game) by Bog Oxblood. Mind you i am gonna play this game for a few more minutes to see if i like it and then download the patch.
Then its dinnertime. i am very hungry, so i get drinks of ice water and I am still playing this mod. My wife knows i am captive to the Heavenly visions so she cooks something quite aromatous and delicious to break the spell.
If that was a test drive it was like taking the car off the lot and driving all the way across a continent with it.
I havent been that hooked on any game this deeply in a long time.
This mod is approaching the 'Final Inch'. The 'Final Inch" is that place where a great job has been done on a project, and most people would stop and say 'done'. But for love of precision, or truth, or pride, or whatever, the worker continues the finishing touches. Its rare in the industrial age. i salute the hard work that people have done on Fall from Heaven!

I LOVE YOU MAN!!! :goodjob:
 
MiDEvIL said:
I have the same problem. Furthermore I can not start/join any MP game (Direct IP, LAN, anything). About 10-15 seconds after the MP game is launched civ4 always crashes.
I enabled logging to attempt to figure out why, but to no avail.
I like this mod, but being restricted to single player is quite a hassle :(

And yes I have 1.61 installed and everything with MP is fine for other mods. Strangely, I know at least one other person does not have this problem. Please let me know if you find a way to fix this.

my MP games go great... and my hotseat works just as smoothly as SP games... dont no whats wrong with urs...
 
Sisonpyh said:
I noticed that the mod lacks music. How do I add the original gameplay music back in?

you dont.. i think...
 
Sisonpyh said:
I noticed that the mod lacks music. How do I add the original gameplay music back in?

Weird, there is tons of music in the mod. Is anyone else having this problem?

What religion are you playing Sisonpyh?
 
Sisonpyh said:
I noticed that the mod lacks music. How do I add the original gameplay music back in?

My guess would be that you have not adopted a religion yet. Before that point there generally is no music. Do you have music at the main menu?

Also, Kael, the problem with the Drowned moving on ocean apparently isnt limited to them, or the ocean. I watched the drowned move across a mountain peak I my land, so I clicked on the world builder to take a look around and see what else might be odd. There was a hunter and a warrior on coast spaces in one opponents land.

I'll try to zero in on the problem, and post a saved game if I can find a good example.
 
love this mod but the barbarian situation in the latest version seems a bit much.
playing warlord and was getting hammered from 3 directions amounting to 3-4 barb units a turn. tore up my land improverments can't build anything fast enough to interdick em, + 6power barb giants in the first 50 years seem a bit much. I went from 1st to 3rd in short order so aperantly they leave the AI civ nabors alone.
 
moonrunner said:
love this mod but the barbarian situation in the latest version seems a bit much.
playing warlord and was getting hammered from 3 directions amounting to 3-4 barb units a turn. tore up my land improverments can't build anything fast enough to interdick em, + 6power barb giants in the first 50 years seem a bit much. I went from 1st to 3rd in short order so aperantly they leave the AI civ nabors alone.

They definitly dont leave the ai alone and I have seen the barbarians wipe ai civilizations. it does sound like you are getting a ton of barbarians. what difficulty were you playing on and do you have raging barbarians selected?

The giants should never enter your lands, they are "wild" only creatures.
 
Dear Kael, dear FFH team,

At the moment I am mostly playing Oblivion thus I do not have a lot of feedback for 1.0 yet. *nevermind was my bad, so i dont have anything to report yet...*

Thanks for the great work with 1.0 (self extracting goodness with autostart link included, most impressive!)

One more suggestion, the pre religion aera is a bit quiet, perhaps you could add some tunes there? The ones in Saevomod are quite nicely done, perhaps you can borrow them?

Best of all vibes from Vienna
Furin
 
MiDEvIL said:
I have the same problem. Furthermore I can not start/join any MP game (Direct IP, LAN, anything). About 10-15 seconds after the MP game is launched civ4 always crashes.
I enabled logging to attempt to figure out why, but to no avail.
I like this mod, but being restricted to single player is quite a hassle :(

And yes I have 1.61 installed and everything with MP is fine for other mods. Strangely, I know at least one other person does not have this problem. Please let me know if you find a way to fix this.

I also still have this problem. It's quite a quandry really. I even did a clean install of the game (wiped everything) and also FoH.

All I know I've done different from the standard is that my game is installed on my G drive partition. But I doubt that is the cause.

Something maybe Firaxis can look into!
 
keal... u need to get religions in the game faster... im in there (the game) for quite a lot of in-game years before me or sum1 else founds a religion... any way you can change this... cause if religion is one of the top priorities in the game, why are they found later on... kinda seems dumb to me...
 
felwar said:
Didn't notice version C was out until this morning, so this may only apply to B... didnt notice it fixed though.

The Drowned seem to be able to move into ocean spaces as long as they're within cultural borders. I had several other civs with open border treaties exploring with their drowned units in my land, and they went right down my cultural edge in the ocean. I thought I had seen someone else mention them moving across peaks as well, but I didn't test one yet.
Maybe this happens because they can travel through coastal tiles?:confused:
If you look at the galleys which can't travel though the ocean, then you can see that they are able to travel through ocean tiles if they are within cultural borders.
 
Black Whole said:
Maybe this happens because they can travel through coastal tiles?:confused:
If you look at the galleys which can't travel though the ocean, then you can see that they are able to travel through ocean tiles if they are within cultural borders.

Yeah this is actually easy enough to fix. The question is, do I want to fix it or not? Basically, should the terrain impassables be applied if they are within the cultural boundries? i think Im going to leave it at the default of allowing it.

What do you guys think?
 
darkonion said:
keal... u need to get religions in the game faster... im in there (the game) for quite a lot of in-game years before me or sum1 else founds a religion... any way you can change this... cause if religion is one of the top priorities in the game, why are they found later on... kinda seems dumb to me...

It creates a strategic choice for religion rushing. Any earlier and you would be able to grab them without any scarifice, as is if you want to rush them you are going to have to give up the early growth opportunities provided by the growth or military techs.
 
black whole said:
Maybe this happens because they can travel through coastal tiles?
If you look at the galleys which can't travel though the ocean, then you can see that they are able to travel through ocean tiles if they are within cultural borders.

The same is true for work boats.

darkonion said:
keal... u need to get religions in the game faster... im in there (the game) for quite a lot of in-game years before me or sum1 else founds a religion... any way you can change this... cause if religion is one of the top priorities in the game, why are they found later on... kinda seems dumb to me...

Actually you can get the first religions very fast if you rush for them.
However you are right in one thing: The KI has a low priority for religions in the beginning and researches always other techs like wheel,etc first (Or has someone already seen the KI rushing to a certain religion?).
 
Kael said:
Yeah this is actually easy enough to fix. The question is, do I want to fix it or not? Basically, should the terrain impassables be applied if they are within the cultural boundries? i think Im going to leave it at the default of allowing it.

Is it possible to change this only for the drown?
For working boats its reasonable to move in ocean tiles because you might get whales in that terrain.
 
Chip56 said:
Actually you can get the first religions very fast if you rush for them.
However you are right in one thing: The KI has a low priority for religions in the beginning and researches always other techs like wheel,etc first (Or has someone already seen the KI rushing to a certain religion?).

i agree... i've never seen an AI get a religion before... well... only once... thats casue i forgot about and was already workin on omnisence before i relised i had forgotton it... lol
 
I know I have certainly seen the AI get religions before. When I play I normally shoot for dwarven studies then elvish studies. At that point I go and back fill for earlier techs that I missed. Often the Ai ends up getting OO and the Order, I am about 50/50 on getting Ashen Veil

~p

(Edited for spelling)
 
Chip56 said:
Is it possible to change this only for the drown?
For working boats its reasonable to move in ocean tiles because you might get whales in that terrain.

Sure, i could hard code an exception for the drown. But I try to keep exceptions to a min (since there is a chance they could cause issues later on). So i will probably leave it like it is as it seems to be a pretty minor issue.
 
puck11b said:
I know I have certainly seen the AI get relegions before. When I play I normally shoot for dwarven studies then elvish studies, at that point I go and back fill for earlier techs that I missed. Often the Ai ends up getting OO and the Order, I am about 50/50 on getting Ashen Veil

~p

Sounds about right, and it depends on what level of difficulty you are playing on. I can usually rush to a religion on prince but any higher and i typically never get a religion.
 
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