[MOD] Fall from Heaven

Ok I followed exactly what you just said, and the mod works and all, but I still get the same error messages.

I've started a few games, and the game still quits out on me every time I discover a new civilization in a game.

What the heck is going on!?
 
NamesAreUseless said:
Ok I followed exactly what you just said, and the mod works and all, but I still get the same error messages.

I've started a few games, and the game still quits out on me every time I discover a new civilization in a game.

What the heck is going on!?

Don't know. You could delete everything and just copy the files from inside the compressed file into the mods/ directory again. I sounds like some strange stuff was done last time.
 
I've noticed something funny. In my current game I am greece and I declared war on mali. I attacked the cities with my hero Valin (who had already level 14:D ) until there was only one archer. I killed him too but the city was defended by... fireballs!? They didn't disappear so I attacked them with my crusader but he died (grrrr). In the next turn the fireball, I wanted to destroy, wasn't there so I captured the city with my hero.
 
Hi

Spiral Minaret, says +1 gold from all Asen Veil buildings.

Seems to make no difference, is this working correctly and if so... where will the extra income be listed?

Also I assume it means ALL Ashen Veil building Irrespective of who owns the city?


Hully
 
HELP!!

I was trying to play FFH 080 just now as the greeks on an archipelago map, but when the progress bar reached "Finishing" in the load, the game Crashed on me and displayed this message:

"[your computer has run out of Video Memery]... File: \main\civilization4.bak\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9RenderedTextureData.cpp"

So i tried the game again in the hope that it was a fake, but it happened again. I tried it with the vanilla Civ and leaders mods with the same result.

I then went and searched My Computer for the file specified, but could not fnd it anywhere!!!

DOES ANYONE KNOW WHATS WRONG WITH MY COMPUTER!?!?!?!
 
If you could play Civ4 before then restarting your computer might help. I'm no expert, however.
 
Great mod--loads of fun.

A few minor points. First, when a druid revitalizes land, the text reads "Nature was been revitalized." Second, while I like the change to "Year One of the...." it makes the religion advisor unreadable. Perhaps something shorter? Third, the new late game wonders need text descriptions. Wrath Unleashed (and I suspect Doom Everlasting) has pretty obvious results. What does Apocolypse do (remove a lot of troops? If so...why do it?)? Finally, can I only have one hero at a time? After building Maros for the Order, and realizing he can't attack (though he was unstoppable on defense), I wasn't able to build any other heroes. Is it only two per religion? And if so, why not my other hero?

Great work. I would make one point. You are being besieged with ideas by players (a good thing). Personally, though, while I like the idea of scripted events and "Hell," I wonder if at some point, the game design could become so complex that the player bogs down in micromanagement. Hasn't happened yet--just something to think about for v 2.0.
 
Hello all - I've been playing with 070 for a couple weeks now & 080 for the last two days, I have got to say that as great as 070 was 080 is in many ways superior - but I guess that would make sense. Anyhow. For the first time since I got CIV IV in Nov I've been able to play an interesting & wholly engaging game.

Some of my highlights (and then I'll get to my few observations):

* Captured Orthuss' Axe relatively early in the game & have managed to build the warrior through the ranks to a level 14 maceman - never gotten anyone above 6 before!

* I realized this game that you have to piss someone off pretty early to get a really good wargame going. There have been what can only be described as four world wars 'tween 5 civs on a medium size island - alas poor Serena is now dead (playing with Haarbal's civs).

* I was wondering did you tweak the look of the game in any way? What I mean is the colors seem richer & the textures more obvious - but than it could just be me visualizing my absolute love of this MOD.

Now a few questions and comments regarding gameplay:

* Mages upgraded from Adepts seem to maintain the "Hasten" spell whereas natural born mages only have the fireball - is this intentional. I love it actually. I think it represents a mage of higher skill. Haven't gotten to Archmages yet but I hope the quirk (if it is indeed one) carries over to them

* Is it possible for the Ashen Vale to co-exist with the Runes of Kilmorph? The reason I ask is I've been trying to spread Runes to a friendly city already containing Vale & Fellowship, but each time it fails & I send them into anarchy. Now the Vale holy city was established in a city already devoted to the Runes but they seem to be okay. Any thoughts?

and finally...

* Just 2 very nitpicky observation but the calender reads "Year _ of the age of Rebirth" - somehow it seems awkward. I think it should read "Year _ in the age of Rebirth. Also, in the intro (The sun rises on the year...) the word year is doubled so as to read "The sun rises on the year Year 1 of the Rebirth... anyway to reword this or is the text hard coded?

Great, Great, Great MOD - you get better with each upgrade. Eventually I think you should just abandone CIV and create your own PC Game - I'd definately buy it.

Thanks - Seamus
 
"The sun rises on the year Year 1 of the Rebirth...
D'oh, that's a hidden narrator stuttering special effect! :goodjob:

"Civ-civ-civilization X has w-w-won dip-diplomatic v-victo-victory" :goodjob:

Btw, that gave me and idea - Kael, be so nice, include in 0.90 also some hidden easter eggs ;)
 
Oh - just one more thing I forgot to include:

I have my graphic settings set to medium, so this may be why, but the Fire Elemental and the fireball spells are invisible. There is only a flag & no unit, but it does and takes damage. Are they supposed to be invisible?

Thanks - Seamus
 
robrr said:
Great mod--loads of fun.

A few minor points. First, when a druid revitalizes land, the text reads "Nature was been revitalized." Second, while I like the change to "Year One of the...." it makes the religion advisor unreadable. Perhaps something shorter? Third, the new late game wonders need text descriptions. Wrath Unleashed (and I suspect Doom Everlasting) has pretty obvious results. What does Apocolypse do (remove a lot of troops? If so...why do it?)? Finally, can I only have one hero at a time? After building Maros for the Order, and realizing he can't attack (though he was unstoppable on defense), I wasn't able to build any other heroes. Is it only two per religion? And if so, why not my other hero?

I definitly have to get pedia entries in for the buildings, especially the wonders. Apocalypse halves the size of all the cities and destroys 60% of the units on the map. The only reason to play is to respond to an opponent who have you beaten with numbers. A player who has the military lead would never use it.

Great work. I would make one point. You are being besieged with ideas by players (a good thing). Personally, though, while I like the idea of scripted events and "Hell," I wonder if at some point, the game design could become so complex that the player bogs down in micromanagement. Hasn't happened yet--just something to think about for v 2.0.

I have already had to kick out ideas I loved because they made the game less fun. It is easy to just add a bunch of stuff to the mod and think that the more stuff you have in the better, but it needs to be balanced against the enjoyment it brings to the game as you describe.
 
after ferverishly playing 0.80:

i able to create one of the dwarven heros as the order, but he couldn't attack

i played a game as the order, then as ashen veil and was disappointed with current demons... i was expecting demons to be FAR more powerful for all the anti-demonic upgrades out there. would you consider making much more powerful demonic units for ashen veil? You’d think they’d receive more powerful allies for having sold their souls to demons!

you have to research the paladin technology to build a castle that you need to build edoilins (sp)... perhaps require dungeon for edoilin? ...or just open up castle with a neutral tech before paladin or edoilin tech

i love the replayablility of this mod using different civs and different religions. however there is a part of the tech tree where about 20 dead end techs open up, each allowing a different 3 national unit ability. it would be alot more exciting if these units were unique to a religion... such as druid to fellowship, beserker to dwarves, inquisitor to order, demon summoner to ashen veil etc... without that the end game feels about the same for any religion… research tech, build 3 units, repeat
 
seamus75 said:
Hello all - I've been playing with 070 for a couple weeks now & 080 for the last two days, I have got to say that as great as 070 was 080 is in many ways superior - but I guess that would make sense. Anyhow. For the first time since I got CIV IV in Nov I've been able to play an interesting & wholly engaging game.

Some of my highlights (and then I'll get to my few observations):

* Captured Orthuss' Axe relatively early in the game & have managed to build the warrior through the ranks to a level 14 maceman - never gotten anyone above 6 before!

* I realized this game that you have to piss someone off pretty early to get a really good wargame going. There have been what can only be described as four world wars 'tween 5 civs on a medium size island - alas poor Serena is now dead (playing with Haarbal's civs).

* I was wondering did you tweak the look of the game in any way? What I mean is the colors seem richer & the textures more obvious - but than it could just be me visualizing my absolute love of this MOD.

Yes, none of the origional terrain tiles remain.

Now a few questions and comments regarding gameplay:

* Mages upgraded from Adepts seem to maintain the "Hasten" spell whereas natural born mages only have the fireball - is this intentional. I love it actually. I think it represents a mage of higher skill. Haven't gotten to Archmages yet but I hope the quirk (if it is indeed one) carries over to them

Yes this is intentional (and they will stay for archmages too). I wanted to reward players for upgrading units instead of just buying them.

* Is it possible for the Ashen Vale to co-exist with the Runes of Kilmorph? The reason I ask is I've been trying to spread Runes to a friendly city already containing Vale & Fellowship, but each time it fails & I send them into anarchy. Now the Vale holy city was established in a city already devoted to the Runes but they seem to be okay. Any thoughts?

Yeah, their is no restriction against having Runes and the Veil in a city.

and finally...

* Just 2 very nitpicky observation but the calender reads "Year _ of the age of Rebirth" - somehow it seems awkward. I think it should read "Year _ in the age of Rebirth. Also, in the intro (The sun rises on the year...) the word year is doubled so as to read "The sun rises on the year Year 1 of the Rebirth... anyway to reword this or is the text hard coded?

Yeah, the dawn of man (intro) text is already changed for 0.90. I will take a look at switching it from OF to IN in the calendar.
 
Crash757 said:
D'oh, that's a hidden narrator stuttering special effect! :goodjob:

"Civ-civ-civilization X has w-w-won dip-diplomatic v-victo-victory" :goodjob:

Btw, that gave me and idea - Kael, be so nice, include in 0.90 also some hidden easter eggs ;)

I think about this for every version and decide not to for 2 reasons:

1. All of the new stuff in FFH are easter eggs to the bulk of the people that download it cause they don't read any of the material on it.

2. I need you guys to know about every mechanic in the game so you can give me feedback on it. I don't want to hide something like Orthus's Axe and then not hear that it is unbalanced because no one knew about it.

But I still think it would be cool to have a couple little fun things in that aren't game effecting. Maybe for 1.0.
 
All of the new stuff in FFH are easter eggs to the bulk of the people that download it cause they don't read any of the material on it.
I do read. But sometimes it doesn't help, because some civilopedia entries seems pretty empty (some GW entries didn't tell what wonder actually does).
Though, i haven't checked the GW entrie situation in 0.80...
 
seamus75 said:
Oh - just one more thing I forgot to include:

I have my graphic settings set to medium, so this may be why, but the Fire Elemental and the fireball spells are invisible. There is only a flag & no unit, but it does and takes damage. Are they supposed to be invisible?

Thanks - Seamus

Fireballs are not supposed to be invisible, they look great but if you have effects turned off you will not see them. I had to do some unnatural things to make them, you should at least boost your graphics long enough to take a look at them and Meshabber of Dis.
 
Ok, I just stumbled on this thread and.... Yes, as I read through page 1 to 4, I was actually thrilled and probably drooling (I think I wiped it off subconsciously but nevermind that). As I got to page 20, my eyes got tired... haha

Anyway, I think I'll try this mod and having read what others have commented about it, finally, one mod I think is worth downloading and playing (yeah, I have high standards). But sadly, having read all those damned pages, its 12.30am and I have got to get to sleep :P

I'll post a reply AFTER I try the game. I'll just download it first. Sounds like you did a great work :) Congrats!
 
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