Kael said:No easy way to turn it off but in the '\Mods\Fall from Heaven 100\Assets\xml\misc\CIV4AttachableInfos.xml' file if you reduce the fScale on the following 2 items you will shrink his aura.
Civmansam said:I have 2 things.
1. Will Calabim units be able to turn into bats and become air units? If not that would be a cool idea.
2. What's the ETA on phase 2?
raloszet said:Heya,
thanks a lot for this really great mod !
I have got a question regarding MP - does your MOD (v100c) support multiplayer through IP or it's possible only on their official server ?
PS.100c is a latest version,right ?
thanks in advance.
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.
Nikis-Knight said:Another suggestion--should fireball attacks cause disease to spread? I just totally screwed over a stack of the enemies by sending over a few meteors when one of them was diseased.
Also, does the AI know how to cure disease?
kevjm said:Just a cosmetic thing: when transporting units in ships, the units being transported are being shown rather than the actual ship
Question: how do you access the red techs such as Hidden Paths? I poked around the civopedia and this thread (haven't read through all posts obviously). Is it civ specific?
feydras said:Suggestion: the sea races, particularly the merfolk seem odd founding cities on land. If it is possible to set them to initially only found water cities (anyone remember SMAC?) they would fit otherwise i'd suggest culling them from Phase 2.
- feydras
I know how you feel... What will I do, lead my lvl. 5 Mage to some northern ruins, or lead Dwarven civ to glory... Maybe both a little.Cordas" said:Damn Just checked without really expecting to see version 1 available but it is. Now I am in happy Assasin heaven in Oblivion and FFH V1 arrives.... oh the choices.
raloszet said:Heya,
thanks a lot for this really great mod !
I have got a question regarding MP - does your MOD (v100c) support multiplayer through IP or it's possible only on their official server ?
PS.100c is a latest version,right ?
thanks in advance.
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.
TheJopa said:I know how you feel... What will I do, lead my lvl. 5 Mage to some northern ruins, or lead Dwarven civ to glory... Maybe both a little.
How does AI use Hemah and Escape spell? Haven't run on him, but won't AI use Escape spell every turn and keep staying in captol for ever?
darkonion said:this is kinda, but, kael, you should add sumthing like the united nations wonder to the game but name it "league of mortals", or you can have it so that a certain "league" will only apply to the civs that have a certain religion... like all of the order civs all work together for mutual benifets... etc... please consider this kael...
Bob Morane said:Have anyone been able to start a hot seat game with this mod. I tryed but it crashes during game initialisation, wether i try to start a new game or i start one as single player, save it as a scenario with world edit and star it as a hotseat scenario.
This mod really looks promising, but not being able to play it as hotseat game is a big issue for me as i mostly play hot seat.