[MOD] Fall from Heaven

Every time I read new posts here I get more excited. This is better than the original game, by far!

I tried finding an answer for this but couldn't - now that I've installed 1.00, how to I remove 0.95?

Thanks!
 
Gileyal said:
Every time I read new posts here I get more excited. This is better than the original game, by far!

I tried finding an answer for this but couldn't - now that I've installed 1.00, how to I remove 0.95?

Thanks!


Simply remove the "Fall from Heaven 095" folder under /Program Files/Sid Meier's Civilization/Mods/
 
here is my first game replay - if anyone is looking to fill their hof...

It was a fun first game... the ai seemed to use the hidden units well. They did a lot of turtling, but at least it was a challenge...

It would be cool if you could fake out the ai and force them to create an invasion worthy force, by creating a land carrying unit (similar to the ranger - maybe call it a commander instead) that had 8 or 10 slots in it. That way the ai could fill it up before it leaves town.

It was a fun game - keep up the great work!

one bug i noticed was: in the red clenched fist victory page... the religious victory second place position seems maxed out at 7% even though when i go to the prayer page second place was definitely in the 30-40%
 

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Craterus22 said:
here is my first game replay - if anyone is looking to fill their hof...

It was a fun first game... the ai seemed to use the hidden units well. They did a lot of turtling, but at least it was a challenge...

It would be cool if you could fake out the ai and force them to create an invasion worthy force, by creating a land carrying unit (similar to the ranger - maybe call it a commander instead) that had 8 or 10 slots in it. That way the ai could fill it up before it leaves town.

It was a fun game - keep up the great work!

Long time players of FfH will remember that we once had just such a unit, but I cut it because I didn't have any art that represented it well. Chalid has since fixed that problem and you will have such a unit in phase 2.
 
Ok, I kind of know that the issue has been addressed before, but I am getting "Out of Sync" issues while playing over Direct Connect with my friend using FFH. This doesn't happen in any other Civilization mod I have used or the base game itself to my knowledge. I have the latest patch (1.61) and the latest FFH (version 1) so as far as I know there are no issues on my end. My friend uses the same versions as I do. Is there a possible way to fix the Out of Sync errors which happen irregularly in the game, without warning, and every couple of turns? It seems to get more frequent as time goes on, and even if I rejoin, it does it again after a while. Additionally, after a few rejoins, the Out of Sync error flashes kind of, disappearing and reappearing.

Very strange. Anybody able to help?
 
I really like building lots of scouts in the beginning to capture as many animals as possible. Is it planned to add more options for the tamed beasts? I think about breeding pits (created the same way as the culter boost thingies) that let you build more of those animals (these shouldn't be able to be used as new carnival attractions to avoid abuse). They could function as weak early all-around units that require no maintainance.

Anyways - I love this mod, but unfortunatly have very little time to actually play computer games...

Keep up the Great work!
 
Frozen-Vomit said:
I really like building lots of scouts in the beginning to capture as many animals as possible. Is it planned to add more options for the tamed beasts? I think about breeding pits (created the same way as the culter boost thingies) that let you build more of those animals (these shouldn't be able to be used as new carnival attractions to avoid abuse). They could function as weak early all-around units that require no maintainance.

Anyways - I love this mod, but unfortunatly have very little time to actually play computer games...

Keep up the Great work!

Mr Vomit,

Animal promotions are in phase 2 so they become much more effective combat units if you decide to use them as that. Outside of that we arent planning any increased animal activity.

In "Fire" I would like to have beasts in hell that can be captured, though its going to take something bigger than a hunter to do it. Those units may offer special benifits like you mention if they are captured.
 
Skavian said:
Ok, I kind of know that the issue has been addressed before, but I am getting "Out of Sync" issues while playing over Direct Connect with my friend using FFH. This doesn't happen in any other Civilization mod I have used or the base game itself to my knowledge. I have the latest patch (1.61) and the latest FFH (version 1) so as far as I know there are no issues on my end. My friend uses the same versions as I do. Is there a possible way to fix the Out of Sync errors which happen irregularly in the game, without warning, and every couple of turns? It seems to get more frequent as time goes on, and even if I rejoin, it does it again after a while. Additionally, after a few rejoins, the Out of Sync error flashes kind of, disappearing and reappearing.

Very strange. Anybody able to help?

I dont know what would cause this. If you can watch out for when the errors occur and establish a pattern I can check the code to see if there is anything suspicious about those functions.
 
I wish I could observe everything that is going on. There is nothing as far as I can tell that is causing the Out of Sync errors. It just happens when a turn starts, and only when a turn starts.
 
When I built the end-game Wonders (i.e. Apocolypse, Blight and Wrath) the impact was far less than I'd expected.

Apocolypse did kill off many of my units, but since I had built Blood of the Phoenix, they all got a second life. Not really a flaw, but just good strategy I guess. The neighboring cities and those that were followers of religions I'd founded, didn't seem to take much of a hit, though.

Blight only changed 6 or so squares to Desert. I didn't have a huge empire (10 cities or so) but this damage was healed by 3 druids in just a dozen turns or so, with no lasting impact. It did turn the square under a city to desert, which couldn't be revitalized.

Wrath appeared on the otherside of the world, took 3 cities and then was rolled back. It basically cause the civs on that continent to stop fighting each other, but that was it.
 
edboltz said:
When I built the end-game Wonders (i.e. Apocolypse, Blight and Wrath) the impact was far less than I'd expected.

Apocolypse did kill off many of my units, but since I had built Blood of the Phoenix, they all got a second life. Not really a flaw, but just good strategy I guess. The neighboring cities and those that were followers of religions I'd founded, didn't seem to take much of a hit, though.

Thats an intended strategy. It didnt used to work but someone in this thread pointed out how cool it would be if you could use one to protect from the other and we added it in.

Blight only changed 6 or so squares to Desert. I didn't have a huge empire (10 cities or so) but this damage was healed by 3 druids in just a dozen turns or so, with no lasting impact. It did turn the square under a city to desert, which couldn't be revitalized.

Blights biggest short term impqact is that is destory's all of the farms in the world. This can have a significant impact on cities with a large population until they get out to get the farms rebuilt (ie: the best way to counter blight is to have an army of workers ready to go). The long term impact of blight is that it destroy's half fo the food bonus in the world. Not a big deal for huge empires that have more than one source of that bonus, but a huge hit for civs that were counting on a few of them and lose them.

Wrath appeared on the otherside of the world, took 3 cities and then was rolled back. It basically cause the civs on that continent to stop fighting each other, but that was it.

Wrath is the great unknown, and its intended to be this way. In some games I want him to be overpowering, and in some minor. Depending on where he starts and the units he gets he has a significant "swing" factor. So its always a mystery to find out what he will bring.
 
I was playing a one city challenge and trying a Religious victory with the Ashen Veil. My city was the holy city of both the Ashen Veil and the Order. Now here's what happened:
* Built a savant.
* Sent him to a town which had the Order already in it.
* Told him to spread the Ashen Veil in that town. I got the message that the religion had been spread to that town, but no little red icon appeared, nor were the percentages in the victory conditions screen modified.
* Built another savant.
* Sent him to a different city in the same civilization. It had the Runes of Kilmorph. Conversion happened normally, with the little red icon appearing and the percentages changing.
* Sent another savant to the first town, and the "spread Ashen Veil" button was still available. I clicked it and things happened just like the first time.
* Several turns later, another player build Purge of the Unfaitful with a Great Engineer (they had lots of Ashen Veil towns, but were on Free Religion). The game crashed.
* Reloaded the game from before all this. Spreading the Ashen Veil in cities with the Order was still not right, but the crash happened a bit later.

:confused:

P.S. The timezone I'm in won't allow me to answer soon if you need to know anything else.

P.P.S. I have 1.61, and the d patch.
 
SkippyT said:
Do I have to be internet connected to play the game?

Nope, you dont need it if you can get the mod to the unconnected computer.
 
evanb said:
I was playing a one city challenge and trying a Religious victory with the Ashen Veil. My city was the holy city of both the Ashen Veil and the Order. Now here's what happened:
* Built a savant.
* Sent him to a town which had the Order already in it.
* Told him to spread the Ashen Veil in that town. I got the message that the religion had been spread to that town, but no little red icon appeared, nor were the percentages in the victory conditions screen modified.
* Built another savant.
* Sent him to a different city in the same civilization. It had the Runes of Kilmorph. Conversion happened normally, with the little red icon appearing and the percentages changing.
* Sent another savant to the first town, and the "spread Ashen Veil" button was still available. I clicked it and things happened just like the first time.
* Several turns later, another player build Purge of the Unfaitful with a Great Engineer (they had lots of Ashen Veil towns, but were on Free Religion). The game crashed.
* Reloaded the game from before all this. Spreading the Ashen Veil in cities with the Order was still not right, but the crash happened a bit later.

:confused:

P.S. The timezone I'm in won't allow me to answer soon if you need to know anything else.

P.P.S. I have 1.61, and the d patch.

Good feedback. The veil won't spread to order cities and vise versa. I will look to make that clearer in phase 2.

Could you zp and attach a copy of your crash?
 
this sounds like something cool I could check out :)

also is it harder than the 'vanilla' civ or is it about the same difficulty in general, just.... different?
 
i dunno what my comp is doing, but it keeps me out of playing the mod, I simply loved .90 and am looking very forward to playing this new one, my comp says i dont have enough video memory but runs all other mods just fine, i did get 1.62 with no problems, is there anything i can change to adjust my settings? I am not extremely savvy on the comp so anything would help, i have a fairly good dell only a yr old..
 
You know what, I think that you should remove all powerful units and just place the beginners in. So that we can upgrade them to the top, then flooding the city menu with bunch of units.
 
what would be cool would be a place on the map like a hell gate, that generate powerfull monster/barbarians/animals. and the closer you get to it the more powerfull they are and numerous they are. also the closer you get to it the more cool ressources you get.

at the beginning you would start far away from it. and a new way to finish the game could be : close the gate to hell.

just randoms ideas. and I don't even know if it's possible to make a mod like that. maybe I'll do it one day ;)
 
anyway, is there a general strategy guide as far as the civ traits, various units, techs, religions, etc? I know theres the one on the strategy guides section, but its not much.
 
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