[MOD] Fall from Heaven

Seriously, all I get are errors.
I have the game installed to D:\games\Sid Meier's Civilization 4
I have the 1.61 patch installed.
I have this mod installed into the \Mods folder under the Civ4 folder.

And yet, all I get is an endless wave of XML errors. Please, is anybody familiar with this? What do I need to do to fix this?
 
mundungu said:
Seriously, all I get are errors.
I have the game installed to D:\games\Sid Meier's Civilization 4
I have the 1.61 patch installed.
I have this mod installed into the \Mods folder under the Civ4 folder.

And yet, all I get is an endless wave of XML errors. Please, is anybody familiar with this? What do I need to do to fix this?


Did you check your CustamAssets folder? It sounds like there are some other files that are loaded and overwrite the FfH Files. You might consider renaming your Sid Meier#s Civilization folder within your personal files (I don#t know how it is called for you by me (german) it is c:\Eigene Dateien\Chalid\MyGames\Sid Meier's Civilization.
 
Drogear said:
I played a very exiting game using goodsouce´s small FFH map as the orcs (?). One thing that I missed was a proper religion for my civ, I choice the "drowned"/Neptun(?) religion as it felt the most evil for my civ. But still I don’t think this is a proper religion for the orcs, I don’t get the seafaring vibe playing them, more like massive land armies.

Any plans on expanding the religious options to better correspond with different civs?

The orcs "true" religion in the FfH source is the worship of Bhall. That isn't planned to be added anytime soon. Until them either the Overlords or the Veil are the closest. The orcs in phase 2 are actually a strong civ to consider for a non-religious push.
 
Xereq said:
Could you put dire animals in the mod? Scaled up animals with bone plates and horn-like growths along their backs, maybe with lancer's with spears on thier backs. That would be awsome! Dire Elephants with four tusks would be awsome. Does anybody know how to take models from games like Warcraft 3 and Battle for Middle earth?

I would love to see some models I could use for this. To be honest I probably wouldn't put them on the normal map put I would probably use them as barbarian units in hell.
 
DarthCycle said:
I've been playing FfH 1.0c for the last couple of days and it's been really amazing. I am dead tired however due to severe lack of sleep. And my gf is starting to give me the look ;)

Being a noob with this mod, the unit path (available in jpeg) is really usefull. However, I'm at a loss for spells and promotions path. Is there info somewhere that shows the tech path for spells and promotion? That would be really usefull. The civilopedia entry for promotions are incomplete: they do not show the tech requirements.

There aren't any learnable spelsl in phase 1, there will be in phase 2.

For instance, I've been using adepts but I only have one spell available to use and I have no idea if another tech will unlock new spells?

The hero units are quite something: they are quite powerfull. However, I feel they grow in experience too fast. Maybe tone down the experience gain would help: every 2 or 3 turns perhaps, instead of every turn?

I will add a tunable to phase 2 so you can select what you wan the chance to be that a hero gains an xp each turn (it will default to 100). Ill add one for max xp for heros too.

Great mod. The quality surpasses anything I've seen. The gameplay is amazing and the atmosphere is unique, complex and refreshing. On behalf of all civ players, congrats to the dev team that has contributed their time on this project.

Thanks, it is definitly a team effort.
 
I have to admit, I find it rather strange that Heroes gain XP out of nowhere. It does make them special, but its so something for nothing it feels like cheating.
 
Played a game as the dwarfs (good ones). I miss the real feeling of the dwarf units (Im from the "warhammer camp") I woul like the units small/short but very sturdy, at the moment the dwarf units seems to be just scrinked warriors units.

1 more thing, Is there a way to ID AI units? ATM its hard to know what special promotion makes an impact on surtain units.
 
DarthCycle said:
I've been playing FfH 1.0c for the last couple of days and it's been really amazing. I am dead tired however due to severe lack of sleep. And my gf is starting to give me the look ;)

Being a noob with this mod, the unit path (available in jpeg) is really usefull. However, I'm at a loss for spells and promotions path. Is there info somewhere that shows the tech path for spells and promotion? That would be really usefull. The civilopedia entry for promotions are incomplete: they do not show the tech requirements.

For instance, I've been using adepts but I only have one spell available to use and I have no idea if another tech will unlock new spells?

The hero units are quite something: they are quite powerfull. However, I feel they grow in experience too fast. Maybe tone down the experience gain would help: every 2 or 3 turns perhaps, instead of every turn?

Great mod. The quality surpasses anything I've seen. The gameplay is amazing and the atmosphere is unique, complex and refreshing. On behalf of all civ players, congrats to the dev team that has contributed their time on this project.

each caster unit has only certain spells it has access to, the adept only has access to haste, etc. (in phase 2 casters can learn new spells from new techs though, i think) as for your heross they shouldnt be leveling every turn... maybe you have a bug? i think it works so that they gain one extra XP a turn, maybe if you're fighting with yours alot they could be leveling up much faster.
 
Good Sauce said:
each caster unit has only certain spells it has access to, the adept only has access to haste, etc. (in phase 2 casters can learn new spells from new techs though, i think) as for your heross they shouldnt be leveling every turn... maybe you have a bug? i think it works so that they gain one extra XP a turn, maybe if you're fighting with yours alot they could be leveling up much faster.

Its not from techs. Their starting spells are granted based on what civ they belong to and what mana nodes they control. They can gain additional spells when they level up.
 
mundungu said:
Seriously, all I get are errors.
I have the game installed to D:\games\Sid Meier's Civilization 4
I have the 1.61 patch installed.
I have this mod installed into the \Mods folder under the Civ4 folder.

And yet, all I get is an endless wave of XML errors. Please, is anybody familiar with this? What do I need to do to fix this?

Same problem. Re-install didn't work.
 
TheArsenal said:
Same problem. Re-install didn't work.

Try renaming the 'My Documents\My Games\Sid Meier's Civilization 4\CustomAssets' directory to 'CustomAssets.old'
 
JustAnotherUser said:
I don't know if it count as a bug, but one of my subdued lions is now the proud owner of Orthuss's axe. :D

That's one bad little kitty!
 
Can you give exact details on what will be released in Light? I'm basically hanging on the edge of my seat wondering what will come. I CAN"T TAKE IT ANYMORE!!! The only thing you said was that it would have the new spell system.
 
1.0 is quite excellent and I have a question-

Are you planning on having voiceovers for the techs? That would be interesting. I'd be willing to help, but I'm very poor at modding.:cry:
 
Tycoon101 said:
1.0 is quite excellent and I have a question-

Are you planning on having voiceovers for the techs? That would be interesting. I'd be willing to help, but I'm very poor at modding.:cry:

Not in 1 and we arent sure what techs are remaining in phase 2 so it wouldnt do any good to do voice overs right now.
 
Kael said:
Try renaming the 'My Documents\My Games\Sid Meier's Civilization 4\CustomAssets' directory to 'CustomAssets.old'

Thanks Kael. That was the answer. Now if you'll excuse me, time to play.
 
OK
I have a strange problem anytime I try and play a mod. I think it is true for any mod, but this is the one I most like to play. I had the same problems with the earlier version. I was hoping the 1.00 version would fix it. At first it did work ok, meaning I could save a game then resume. But that only lasted a couple times.


I can play the mod just fine, but then my problems start when I save the game. Then next time I resume the game it loads up ok and starts the game. However as soon as I get to the end of turn and start to cycle through the other civs the game CRASHS. My WHOLE computer crashes and it forces a reboot.

I think this is something to do with Video driver, but I am not sure. I think I have a currect version, but I am not actually sure.

This is rather frustrating, any help or suggestions would be greatly appreciated.

Thanks
 
MiDEvIL said:
Yes! I think I finally found a solution, at least the following works for me:

Go to your /My Documents/My Games/<civ4>/
folder where all your local documents/save games are stored for civ.
(<civ4> being the name of the dir where civ4 is at usually 'Sid Meier's Civilization IV' or something)
Then delete the folder called 'CustomAssets' or rename it to something different.

This fixed my MP/hotseat problems completely, time to play online :D

PS. If this does not work, you can try renaming the <civ4> folder to something else. Civ will automatically re-create a new one with fresh config settings/local files. This is how I stumbled onto this solution in the first place... :)
Thank you very much, this fixed my problems.
Anyone with MP troubles should definitely try this. Even if you know you have nearly nothing in your custom assets.
 
veryfinemale said:
OK
I have a strange problem anytime I try and play a mod. I think it is true for any mod, but this is the one I most like to play. I had the same problems with the earlier version. I was hoping the 1.00 version would fix it. At first it did work ok, meaning I could save a game then resume. But that only lasted a couple times.


I can play the mod just fine, but then my problems start when I save the game. Then next time I resume the game it loads up ok and starts the game. However as soon as I get to the end of turn and start to cycle through the other civs the game CRASHS. My WHOLE computer crashes and it forces a reboot.

I think this is something to do with Video driver, but I am not sure. I think I have a currect version, but I am not actually sure.

This is rather frustrating, any help or suggestions would be greatly appreciated.

Thanks

My laptop has similar issues. I downloaded the latest drivers from ATI, but it still seems to crash. I don't think it has anything to do with the mods because it will do the same thing randomly, but loading saved games seems to crash within the first few minutes like you described. I always hear what sounds like a fan kicking on right before the screne goes black.
 
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