[MOD] Fall from Heaven

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.
 
Amazing mod, Phase 2 looks like it is coming along great from the reports and should make this game better than the original Civ IV game (although it might be this already?!). Hopefully you are using the SDK to its fullest extent!

Anyway, my point is thank you :goodjob: Keep up the good work! Is there an ETA on Phase 2?

mrkingkong
 
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.


Thanks, I edited my 95 to the values you show there for 100, I'll see how it works. At least now that I know where it is if I think its too much I can change it again!
Id like to finish this game so I can get started on 100 but I don't play civ very often and I dont play very fast.
 
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.
 
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.

No, vampires dont have an affinity with bats in FfH.

2. What's the ETA on phase 2?

The first very very beta release will be open to the public on May 19th.
 
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.

It should be able to, maybe someone else can answer this as I havent done any multiplayer myself.
 
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.

I'll check it out.
 
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.

It will if the 2 stacks are within a tile of each other. I should add a block to keep that from happening through "ranged" attacks. But I dont know if that will get in phase 1.

Also, does the AI know how to cure disease?

No, but it does in phase 2.
 
kevjm said:
Just a cosmetic thing: when transporting units in ships, the units being transported are being shown rather than the actual ship

I'll check it out.
 
This mod is breathtaking. I'm blown away by the options and variety. So many wonderful innovations and concepts. Truly incredible!

My current game is on Noble with Huge, Lakes map, low water, and Raging barbs with 14 civs, Epic speed. I wanted to maximize the animal gathering but have found that i am getting swarmed by barbarian warriors. 2 - 5 each turn attack my capitol. Most of my animals have gotten creamed well before they reached the safety of my cities.

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? My guess is that certain civs are set to be able to access some techs, either that or you need to be the first to get there?

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
 
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?

The red techs are religion specific. To research Hidden Paths you must have Fellowship of Leaves as your state religion. The others also have their respective requriments.
 
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

There arent any merfolk civs in phase 2.
 
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.
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?
 
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.

Any version of civ or mod should support multiplayer through direct IP, the catch is it might be tricky if you're behind a firewall or even simply a basic router. Unfortuntely most of the time you cant just type in your friends IP address and connect to him. If direct IP isnt working its not because it doesnt work with the mod, but most likely you need to change some settings. You need to either:

1) Mess around with the port forwarding option on your router so it knows which computer to forward a connection to if someone else types in that ip address.

or, much easier if you havent had much experience changing your router settings,

2) sign up for a free no-ip account at www.no-ip.com . Its a free service that basically does the exact same thing messing around with port forwarding on your router would do,,, but it tends to be simpler. Just dont forget after you setup an account with them you need to have their free client running on your computer also for this to work.

Ive used www.no-ip.com before and have detected no spyware or any such thing on it.

-naf
 
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.

i've had the same problem... though i did use it to my advantage :goodjob: ...
 
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?

It shouldn't, its been ai weighted down so that hemahs fireball will almost always be a better option.
 
this is kinda [offtopic], 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...
 
darkonion said:
this is kinda [offtopic], 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...

I agree with you 100%. The plan has always been to bring the united nations concept back in, I just didn't like how inflexible it was in vanilla and wanted to do some SDK stuff to it before it comes back. I want civs to be able to disobey the illuminati and there be repercusions for those choices.
 
I havent played civ much for the last few months. Saw the 1.6 patch and then the FfH 1.0 up yesterday morning and decided to try it. All setup smooth and easy. i noticed there is a FfH patch but I decided to play 1.0 for a bit and if i liked it i would grab the patch. Right away. if i didnt much like it why bother downloading more stuff?
So i tried FfH 1.0... for a little while, like a test run. Kinda nice so i played a few more turns. i notice the civics are somehow, giving excellent flavor without imbalance. Subtle changes but critical to gameplay. cool units as before and nice progression through the tiers.
Then its lunchtime and i am loving the mod and waiting to see what else is gonna happen. So i dont download the patch yet, cause the test run is enjoyable as is, and i dont wanna stop. I dont eat lunch either. I keep playing the game as the minotaurs, who are ruled (in my game) by Bog Oxblood. Mind you i am gonna play this game for a few more minutes to see if i like it and then download the patch.
Then its dinnertime. i am very hungry, so i get drinks of ice water and I am still playing this mod. My wife knows i am captive to the Heavenly visions so she cooks something quite aromatous and delicious to break the spell.
If that was a test drive it was like taking the car off the lot and driving all the way across a continent with it.
I havent been that hooked on any game this deeply in a long time.
This mod is approaching the 'Final Inch'. The 'Final Inch" is that place where a great job has been done on a project, and most people would stop and say 'done'. But for love of precision, or truth, or pride, or whatever, the worker continues the finishing touches. Its rare in the industrial age. i salute the hard work that people have done on Fall from Heaven!
 
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.

I have the same problem. Furthermore I can not start/join any MP game (Direct IP, LAN, anything). About 10-15 seconds after the MP game is launched civ4 always crashes.
I enabled logging to attempt to figure out why, but to no avail.
I like this mod, but being restricted to single player is quite a hassle :(

And yes I have 1.61 installed and everything with MP is fine for other mods. Strangely, I know at least one other person does not have this problem. Please let me know if you find a way to fix this.
 
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