[MOD] Fall from Heaven

Xanikk999 said:
Is there any leaders who are industrious/Spiritual? I may be missing something.

If not do i have to change a bunch of xml files to make one that way?

You just have to change the /Fall from Heaven 100/Assets/xml/civilizations/CIV4LeaderHeadInfos.xml if you want to make your own.
 
In the current version of the mod, it always says that it is in the Age of Rebirth. Does this change at all? I am at year 330 and it still hasnt changed.
 
Samuelson said:
In the current version of the mod, it always says that it is in the Age of Rebirth. Does this change at all? I am at year 330 and it still hasnt changed.

Nope, this mod takes place entirely in the 4th age.
 
Patch f is out.
 
If not do i have to change a bunch of xml files to make one that way?

You will only need to change Civ4Leaderheadinfos.xml in /mods/Fall from Heaven 100/Assets/xml/civilizations

search for <Traits>

Edit: Hmm strange those posts were not ther before i am sure ;)
Nevermind forget want i wrote.. might have been on side back and not seen it
 
I noticed two thing about 1.0e version - first, while elven heroes get woodsman II prom for free the same is not for the dwarven ones which don't get guerilla II. This makes them very unhappy little fellas, me thinks. Second, when Genesis is built it upgrades every desert into plains, making floodplains tiles uber-powerful (4 food, 1 hammer and 1 gold without any improvements). Not sure if it's supposed to be like that.

Also, I'm missing Kael Coalbane. Hope he'll make it to phase 2.

What's more, I've tinkered with the leader traits and made every leader have an unique trait combo. Some have very different ones than the ones they used to but from what I remember they were created with even more peculiar ones. More leaders get Arcane and Magic Resistant traits, and even Seafaring appears five times (instead of four, woohoo) If anyone wants to check it out, here's a link:
right click -> save link as into your ..\Fall from Heaven 100\Assets\xml\civilizations folder and overwrite. First apply the newest patch though, for it overwrites the file to the previous version for unknown reasons...

Kael, do you think those traits could be included in the next 1.0 patch?

Cheers
 
so wat stuff did you guys add to patch f
 
Samuelson said:
so wat stuff did you guys add to patch f

The new ones from patch e are:

[tab]14. Carnivals can now be built on islands (reported by Furin).
[tab]15. Orthus will not be created if he already exists (for Battlefield Illuria).
[tab]16. Game Option added to disable settlers (for Battlefield Illuria).
[tab]17. MapChecker 3.1 (tm) garuntees that every randomly generated map has at least 3 or each of the following resources: mithril, reagents, incense, iron, gunpowder and copper.

The first is a fix, somebuildings (it actually effected more than carnivals) cant be built on small islands. The next two are both for the scnerio makers and won't effect players playing standard game. The last was something Chalid suggested for Phase 2 that I thought was so nice to have that I rolled it into 1.0.
 
Would like to congradulate you on an outstanding mod here. I have enjoyed my experience in single player.

However, I have had problems when it comes to multiplayer. I have tried lan, direct ip and through Gamespy and each time I end up crashing when loading starts. I have the latest version and was just wondering if there is something I need to do to get it working.

Thanks and great for on the mod again
 
I know its been posted many times, but this is an excellent mod. I love the changes and innovation that the FFH team has put into this mod. For me it brings back fond memories of Masters of Magic, that is probably why building many structures to get different units does not bother me too much. Did you guys get some inspiration from that game by any chance?
I have two ideas that I would like to submit for the mod. One suggestion is that I read that some of the mod is based on a D & D campaign, and mithril is already in the mod, so how about adamantine too. Perhaps it could allow the construction of new units or grant some promotion to your units similar to the quality weapons promotion. The other idea I had was to have ancient ruins as a resource type like ancient temple. When the player researches mining or quarrying they get access to an archeology site which could be built atop ancient ruins. The ruins could provide a research bonus, studying the ancient wisdom, or provide commerce, selling said ancient wisdom to the highest bidder. I hope am I not submitting something that was already stated, I read to page 50 but then skipped to the last few pages.
 
2 weeks left until FfH2! I wonder what is Balseraph catapult. If Kael pointed it out as cool, out of entire mod based on demons, spellcasting, armageddon spells, golems.... Then it has to be something!
 
TheJopa said:
Will specialist be changed in some part of phase 2?

I don't know yet. We have talked about allowing the Sidar access to a new set of specialists in "Shadow". There may also be a new specialist added for the Calabim (a Vampiric governor).
 
Working on a few scenarios for FFH. They are slightly different from the Civ type scenarios. The goal is to kill off an undead opponent or rescue a unit held prisoner by barbarians.

I keep encountering certain problems. Maybe you can help?

1. I can get it so that your civ starts as an enemy of the undead, but is there any way to make permanent war with a certain civ only? In the scenario I made, you need to kill off the undead - but if you get strong enough they offer peace. Any way to disable this without forcing you to be at war with all other civs?

2. In the same scenario, your goal is to free a soldier held captive. He is controlled by the dwarven leader and should also be at war with the undead. As soon as you free him, he should be fighting on your side.

So basically, I was able to make it so that the dwarves see you as a friend, and the undead start at was with you. Any way to make it so that you are always at war, no matter what, with the undead?

Thanks for any tips you can think of.
 
Gileyal said:
Working on a few scenarios for FFH. They are slightly different from the Civ type scenarios. The goal is to kill off an undead opponent or rescue a unit held prisoner by barbarians.

I keep encountering certain problems. Maybe you can help?

1. I can get it so that your civ starts as an enemy of the undead, but is there any way to make permanent war with a certain civ only? In the scenario I made, you need to kill off the undead - but if you get strong enough they offer peace. Any way to disable this without forcing you to be at war with all other civs?

2. In the same scenario, your goal is to free a soldier held captive. He is controlled by the dwarven leader and should also be at war with the undead. As soon as you free him, he should be fighting on your side.

So basically, I was able to make it so that the dwarves see you as a friend, and the undead start at was with you. Any way to make it so that you are always at war, no matter what, with the undead?

Thanks for any tips you can think of.

Instead of using an undead leader to represent them you could use the barbarians.

Otherwise you may want set permanent aliiances on. I havent played the plot scripting, i dont know if you could use that to turn war on and off.
 
Kael, The issues I have mentioned did not change in 1.0f. And one thing hasn't changed, you still tend not to reply to my messages, even when I adress you directly ;)

So, once again.

1) The dwarven heroes don't get Guerilla II (and can't take it while advancing) while elven heroes get Woodsman II. Should it be that way?

2) Floodplains upgraded by Genesis are upgraded to plains but the +3 food bonus still applies, making them 4 food, 1 hammer, 1 gold tiles. Isn't that too powerful for an unimproved tile?

3) I've tinkered the leader traits for version 1.0 so they are generally more varied. I playtested them and they work fine. Here's the file. Think they could be includedin the next 1.0 patch?

Cheers
 
Chammadai said:
2) Floodplains upgraded by Genesis are upgraded to plains but the +3 food bonus still applies, making them 4 food, 1 hammer, 1 gold tiles. Isn't that too powerful for an unimproved tile?

For the high cost of Genesis, surely it's no problem to be rewarded with something like this?
 
Famulus Aulicus said:
However, I have had problems when it comes to multiplayer. I have tried lan, direct ip and through Gamespy and each time I end up crashing when loading starts. I have the latest version and was just wondering if there is something I need to do to get it working.

Solution:

Kael said:
Most likely you have some files in your CustomAssets directory that are conflicting with Fall from Heaven. To resolve this rename your CustomAssets directory (defaults to 'My Documents\My Games\Sid Meier's Civilization 4\CustomAssets') to 'CustomAssets.old'. The game will create a new empty CustomAssets the next time it loads.

I had the same problem once myself, and yeah thats what I did to fix it, and it worked :)
Can't wait for phase 2 to come out... :crazyeye:
 
MiDEvIL said:
Solution:



I had the same problem once myself, and yeah thats what I did to fix it, and it worked :)
Can't wait for phase 2 to come out... :crazyeye:

i have a different MP problem, I can only play through gamespy arcade, and when i go there with fall from heaven loaded there are no games to choose from in the list, even if i know my friend is sitting in the staging room with the same version of FFH. i posted this before, so sorry about double posting, but i thought it might have gotten missed in this mamoth thread.
even if you dont know an answer, tell me if you've gotten ffh to work in gamespy, so at least i know im not wasting my time, and its not impossible,
 
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