[MOD] Fall from Heaven

Right heres a weird one, thankfully im not crashing but can anyone offer any reasons why my units are losing health when they move? I am quite far on in a game and i loaded my army onto galleons only for them to be destroyed halfway to their destination? There was no attack animation or event notice telling me that my units were losing health and as far as I know there are no invisible sea units so dont know how this is happening.

I have Typhoid Mary and thought she might be taking health from the stack so moved her but the same thing happened. It seems the only way for my units to not lose health is to keep them constantly fortified, although when they move they lose health again.

Apart from that, is their any special prerequisites for building the Gate to Hell (sorry cant remember the exact title!) which is supposed to give you a Demon every 5 turns. I managed to build it but there were no Demons so just wondering if you need to be the Veil or something.

Oh, and how many kills does it take for your Blooded Werewolf to become a Greater Werewolf?

Cheers for any replys.
 
AljayBoy said:
Right heres a weird one, thankfully im not crashing but can anyone offer any reasons why my units are losing health when they move? I am quite far on in a game and i loaded my army onto galleons only for them to be destroyed halfway to their destination? There was no attack animation or event notice telling me that my units were losing health and as far as I know there are no invisible sea units so dont know how this is happening.

I have Typhoid Mary and thought she might be taking health from the stack so moved her but the same thing happened. It seems the only way for my units to not lose health is to keep them constantly fortified, although when they move they lose health again.

They are probably diseased or plagued. Both of those effects will reduce their strength. If you get a priest to cast Cure Disease on them it will stop. Having Typhoid Mary in the same tile (or even in an adjacent tile) will also cause negative healing.

Apart from that, is their any special prerequisites for building the Gate to Hell (sorry cant remember the exact title!) which is supposed to give you a Demon every 5 turns. I managed to build it but there were no Demons so just wondering if you need to be the Veil or somthing.

There shouldn't be, though its not exactly every 5 turns. On average it worked out to be about that but it is somewhat randomized (I wouldnt expect it to go anymore than 10 turns between demons).

Oh, how many turns does it take for your Blooded Werewolf to become a Greater Werewolf?

Cheers for any replys.

Everytime a Blooded Werewolf kills a victim it has a 5% chance of becoming a Greater Werewolf.
 
Oh when oh when will someone talented make a map for this fantastic mod? I am so tired of my dwarves spawning in the lush grassland with narry a gem nor a nugget of gold as far as the eye can see.

I would make a map myself, but I am lazy and incompetent.
 
Thanks for the info Kael, although I went through about 20 turns or so and havent received a Demon yet, has anyone else who has built it received any?

I thought they could have been diseased or plagued but didnt think it would transfer to naval units too? Ifso then think the naval units should be immune to both Disease and Plague.
 
AljayBoy said:
Thanks for the info Kael, although I went through about 20 turns or so and havent received a Demon yet, has anyone else who has built it received any?

I thought they could have been diseased or plagued but didnt think it would transfer to naval units too? Ifso then think the naval units should be immune to both Disease and Plague.

The thought is that the sailors than man the boats can become diseased or plagued.
 
Kael said:
The thought is that the sailors than man the boats can become diseased or plagued.

Ahh, thinking outside the box again! Thats why your making the mod and im playing it!
 
i was wondering will u guys ever make a web page/site for FfH ?
 
Myre said:
i was wonering will u guys ever make a web page/site for FfH ?

No plans right now. Just because it would take tiem away from working on the mod. If someone wanted to build one I wouldn't have a problem with it. Although it will probably be a somewhat frustrating process keeping up with the changes.
 
well im not a genius with these thing but ill give it a try :)
 
I have a map file for Faerun, the main continent in the D&D Forgotten Realms setting;

http://forums.civfanatics.com/showthread.php?t=160409

I'm working on converting it to work on this mod, and the main crux is civ placement. Any thoughts from people who have play tested? FR is primarily human cultures and kingdoms, so this would definitely play out more as a scenario than a full working map. Most of the races have only a very minor impact politically in the current FR year, DR 1371. But then, given that Civ starts at the dawn of history, their lack of influence could be explained by already existing game mechanics.
 
I just want to report that building the Purge of the Unfaithful wonder caused OOS in multiplayer... in two games, instantly...

When we reloaded the 2nd game back a few turns before
and did NOT build the Unfaithful, there was no OOS...


???
 
Kael said:
This was exactly the information I needed. I REALLY appreciaste you digging into it this far. I worked on your crash for about 3 hours last ngiht and I was unable to come up with anything, but when I read this it told me enough to fix it.

The crash is being caused by an art problem with the Temple of the Veil. The Temple can be drawn in the city from 2 angles, rotated 90 degrees or rotated 270 degrees. If it is drawn at the 90 degree rotation the game crashes.

The reason you are seeing it in places other than when the temple is built is that the game engine adjusts the buildings whenever a new one is added. So in effect whenever a new building was added to a city with a temple of the veil in it, there was a chance of a crash.

I am putting up an updated patch that fixes this (it only allows the 270 degree version of the building). I tested the patch against the save you attached today and the one you attached yesterday, it fixes both of them.

Get patch 4 applied and let me know if you have anymore issues Wraith.


Awsome! Glad I could be of help. I will install patch 4 asap and if I run into anything I'll let ya know.
 
Kael said:
Does the religion screen show anyone as the founder? Did you do a worldbuilder save and load?

On the religious screen it doesn't show any founder but it does show the founding date (year 66).

On doing a worldbuilder save and load it stays the same, I have noticed that the Order also has no founding city.

I can email you a saved game if you want.
 
Kael, u have released one patch after another and now i'm bit confused, 'couse i dunno which patch i have installed already. Does those patches add some readme, so i can check which patch i have installed ?
 
V. Soma said:
I just want to report that building the Purge of the Unfaithful wonder caused OOS in multiplayer... in two games, instantly...

When we reloaded the 2nd game back a few turns before
and did NOT build the Unfaithful, there was no OOS...


???

I have gotta think this is just because of all he processing that Purge the Unfaithful needs to do to work. It makes so many changes so fast that I think the networking components are having problems keeping up. Do you have the same problem with the Avatar of Wrath or Geneisis?
 
Kael said:
Can you attach a screenshot with the fishing boats selected?

Attached here is a pic of the city screen. The fish nets arent giving their bonus for a seafaring civ and the farm isnt giving the negative for food like it should either.

Also attached is the save game. Im using FFH version .95 patch 4.
 

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Crash757 said:
Kael, u have released one patch after another and now i'm bit confused, 'couse i dunno which patch i have installed already. Does those patches add some readme, so i can check which patch i have installed ?

No, it is just a dif of the changed files. If I release another patch I will be sure to put a readme update in it so people can tell if they have it applied or not.
 
AljayBoy said:
Thanks for the info Kael, although I went through about 20 turns or so and havent received a Demon yet, has anyone else who has built it received any?


I also built the wonder and have gone many turns (50+) and have not received any demons.
 
naf4ever said:
Attached here is a pic of the city screen. The fish nets arent giving their bonus for a seafaring civ and the farm isnt giving the negative for food like it should either.

Also attached is the save game. Im using FFH version .95 patch 4.

You are right, your civ doesn't have the Seafaring tech. If you go and look at it in Worldbuilder you can see it isn't one of the ones you have.

The seafaring tech is given to seafaring trait civs on the 1st turn. I restarted at least a half dozen games and Im unable to get one to start where it doesn't apply seafaring correctly. How did you start this game? If you start a few more with Marina do you get the seafaring tech (check it out in worldbuilder and you can see if you have it or not)?
 
Fr8Train said:
I also built the wonder and have gone many turns (50+) and have not received any demons.

Thanks, Im probably gonna pull it out of 1.0.
 
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