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f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Civ 4 - Fall from Heaven 2 (version .41N) and more - Updated 6/3/2010 0 Members and 1 Guest are viewing this topic.
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Author Topic: Civ 4 - Fall from Heaven 2 (version .41N) and more - Updated 6/3/2010  (Read 207934 times)
Roac
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Reply #140 on: June 19, 2007, 06:37:09 AM

Seems kind of odd they're requiring BtS when they explicitly stated that Warlords didn't add anything they saw fit to include.  What's BtS adding that's so special? Or is it simply the $$ from Firaxis including their mod in the pack.

See above.  Add to that, Kael has said that the AI is much improved and has kicked his ass at high levels that he used to play FFH at.  I'm not sure how much of this move was genuine interest in the improvements, and how much was "omg, I get to play with real devs", but my impression he's honestly impressed with the improvements in this upgrade.  He isn't going into much detail though, due to NDA.

As for money, the FFH guys arn't seeing a penny of it.  Certainly the devs have a huge interest in seeing the FFH crew get on board, and I wouldn't doubt if they've made a number of improvements into BtS specifically to support modders.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
rk47
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The Patron Saint of Radicalthons


Reply #141 on: June 20, 2007, 10:27:35 AM

Crap. I just went into late game as Hippu on Monarch. Managed to wipe out 3-4 civs on standard. the last 3 is gonna be hard to chew when I discover I couldn't get Cannons as part of civ weakness, I just had to suck it up on my 120 g merc spam. Was funny waging war with 0% Research rate and merc spam army, I'm guessing these guys are one of the abusive civ since Mithril + Merc & Good Economy = near unstoppable. Was funny seeing the Dwarf civ throwing everything at me in one turn while I was busy wiping another. I just kept rebuying mercs with my 700 g per turn wartime tax rate. And I love taking that vs Dwarf unit promotion, hahah eat 40% more STR u stinking midgets.

The most awesome moment has got to be when I threw the huge stacks against a crossbow hero. Took 10 merc deaths before that bastard went down.
Here's the weird part tho, I thought i was gonna win the Religious victory condition cause everyone is under my Kilmorph religion and I have the holy city. Indicator stays at 62% on the Victory Screen. 18% more to Victory (80%) ...I'm not sure how this works, do I have to 'purge' other religions in those towns first? Cause every corner of the earth is covered with towns already, I'm not sure if I'm missing any. And waging war with 4 STR Catapult....urgh.  tongue



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MrHat
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Out of the frying pan, into the fire.


Reply #142 on: June 20, 2007, 11:29:59 AM

I'm not sure.  I won once buy building that temple thingy to L7 or whatever it is.  Was that a religious win?  It felt analgous to the tech win in vanilla civ4 since you have to research to get there.
Merusk
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Reply #143 on: June 20, 2007, 03:34:35 PM

I'm not sure.  I won once buy building that temple thingy to L7 or whatever it is.  Was that a religious win?  It felt analgous to the tech win in vanilla civ4 since you have to research to get there.

Yep, that's the religion win.  The hard part is pumping out enough of the correct great people for your religion.

The past cannot be changed. The future is yet within your power.
rk47
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Reply #144 on: June 20, 2007, 06:49:23 PM

can someone figure out what made my game crash? I capped a dwarven town last night and crashed. So I figured I need a break and called it a night.
Then 15 minutes ago when I booted up Civ4, it happened again as I took over the same town.
Made a save of it. Anyone wanna test it out for me?
http://www.geocities.com/steven_xan/save.zip

Colonel Sanders is back in my wallet
Merusk
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Reply #145 on: June 20, 2007, 07:08:35 PM

keylogger

oh wait wrong forum.

The past cannot be changed. The future is yet within your power.
Stephen Zepp
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Reply #146 on: June 20, 2007, 07:16:19 PM

I'm not sure.  I won once buy building that temple thingy to L7 or whatever it is.  Was that a religious win?  It felt analgous to the tech win in vanilla civ4 since you have to research to get there.

Yep, that's the religion win.  The hard part is pumping out enough of the correct great people for your religion.

Actually that's the altar win I think--you build 7 altars of Luantaar or whatever.

Religion win should simply be your religion is followed by 80% of the population--but yes, I think non-state religions in your cities counts against you. Get those confessors busy stamping out the heretics!

Rumors of War
pants
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Reply #147 on: June 20, 2007, 08:29:10 PM

can someone figure out what made my game crash? I capped a dwarven town last night and crashed. So I figured I need a break and called it a night.
Then 15 minutes ago when I booted up Civ4, it happened again as I took over the same town.
Made a save of it. Anyone wanna test it out for me?
http://www.geocities.com/steven_xan/save.zip

I've had a few crashes like that - always when taking a city (not always the same city either).  The only way I could get around it was to either take the city with a different unit (that seems to stop the crashing), or wait until next turn before taking the city.
rk47
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Reply #148 on: June 20, 2007, 08:47:38 PM

tried those 2 solutions , didn't work :( it's a holy city for Order too. Dang it. The culture strength is making it hard to get an outpost going and the the dwarves are on the Divine stage of the Altar too.

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Stephen Zepp
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Reply #149 on: June 20, 2007, 10:27:47 PM

tried those 2 solutions , didn't work :( it's a holy city for Order too. Dang it. The culture strength is making it hard to get an outpost going and the the dwarves are on the Divine stage of the Altar too.

Which version are you using? I had this crash (type at least) on the base download, but grabbing patch f (and I think they are past that now) fixed it for me.

Rumors of War
rk47
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Reply #150 on: June 21, 2007, 01:41:18 AM

tried those 2 solutions , didn't work :( it's a holy city for Order too. Dang it. The culture strength is making it hard to get an outpost going and the the dwarves are on the Divine stage of the Altar too.

Which version are you using? I had this crash (type at least) on the base download, but grabbing patch f (and I think they are past that now) fixed it for me.

just redownloaded the patch. Same thing happened. I tried using World builder method:
1. Grabbed town. End Turn. Crash to Desktop.
2. Grabbed town, razed it. End Turn. Crash to Desktop.

QQ

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Merusk
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Reply #151 on: June 21, 2007, 04:20:24 AM

If it's happening after you end turn, it's something one of the other civs are doing I'd think.  Might want to check out what they're up to.

The past cannot be changed. The future is yet within your power.
Cheddar
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Reply #152 on: June 27, 2007, 12:44:59 PM

New fan = computer is not overheating now.  I plan on spending the next few hours playing...


[/orgasm]

No Nerf, but I put a link to this very thread and I said that you all can guarantee for my purity. I even mentioned your case, and see if they can take a look at your lawn from a Michigan perspective.
Sky
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Reply #153 on: June 27, 2007, 01:59:03 PM

Cool!

...sorry. Too deep into Gothic right now, looks like it's going to keep me occupied for at least another couple weeks on this playthrough. And then I'll probably play through at least once more, but not right away. I'll probably tackle Medieval 2 (in some low res crap because they don't understand widescreen is hip) and wait to hit the FfH2 pipe after the Civ4 expansion comes out.
Cheddar
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Reply #154 on: July 14, 2007, 08:51:53 PM

New shit.  Updated first post.

No Nerf, but I put a link to this very thread and I said that you all can guarantee for my purity. I even mentioned your case, and see if they can take a look at your lawn from a Michigan perspective.
Roac
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Reply #155 on: July 15, 2007, 07:30:15 PM

Patch B is out, important in that it fixes some more CtD issues.  There is also more media (movies and music) given as a seperate download, here.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
Merusk
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Reply #156 on: July 16, 2007, 03:40:21 PM

Started a new game on Sunday and got around to building the mercurian gate. Once completed.. no angels. Hrm.

Wonder if it's a bug or if they just won't come for me because I'm neutral.

The past cannot be changed. The future is yet within your power.
Roac
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Posts: 3338


Reply #157 on: July 16, 2007, 07:52:44 PM

Started a new game on Sunday and got around to building the mercurian gate. Once completed.. no angels. Hrm.

Wonder if it's a bug or if they just won't come for me because I'm neutral.

I thought only Mercurians got angels?  So unless you built the gate then switched to them, you don't get angels.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
Raging Turtle
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Reply #158 on: July 16, 2007, 09:04:13 PM

Are the unplayable civs now playable?  Drow, Sidar, Illians?  Didn't see anything like that in the .23 patch notes - unless this is completely different.
Lum
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Reply #159 on: July 16, 2007, 09:24:57 PM

Are the unplayable civs now playable?  Drow, Sidar, Illians?  Didn't see anything like that in the .23 patch notes - unless this is completely different.

No, those won't be added until the next major revision, where they go through and add more features (this go around added Mercurians and Infernals). There's a player-made mod that adds the Svaltalfar.
Merusk
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Reply #160 on: July 17, 2007, 03:32:32 AM

Started a new game on Sunday and got around to building the mercurian gate. Once completed.. no angels. Hrm.

Wonder if it's a bug or if they just won't come for me because I'm neutral.

I thought only Mercurians got angels?  So unless you built the gate then switched to them, you don't get angels.

Yeah, I know I meant the city I built the gate in didn't pop-over to the Angel civ.  Frustrating when you've set up an entire island with the intent to turn the cities on it over in the first place.

I figured out what was wrong, though.  Even though the infernals were in the world (the game won't let you build the gate if they aren't.)  they weren't on my list of contacted civs.   Seems like an odd bug, but it was easily fixed by just buzzing their city before I bought the gate.

The past cannot be changed. The future is yet within your power.
Raguel
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Reply #161 on: August 06, 2007, 09:44:01 AM

Sorry to necro, but thanks for this thread. I ended up buying another copy of civ because I couldn't find the original. I'm glad I did. The only problem I have is that I dl'd FFH before buying Civ, so it was version 2.022, and now it crashes all the time. I got the newest release from the website, but 2.022 games don't play with 2.023.  cry
Merusk
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Reply #162 on: October 08, 2007, 05:34:26 PM

Necro!

Dunno how many still play this, but I do because it's  Heart for the fantasy turn-based lover in me.
Game was updated and a version released last week-ish for the BTS updates.  Current version is .25 and requires the recent BTS patch.  Modder says he'll spend another week or so doing bugfixes, then move on to the next phase, "Shadow".

The past cannot be changed. The future is yet within your power.
Cheddar
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Reply #163 on: October 08, 2007, 07:24:42 PM

Necro!

Dunno how many still play this, but I do because it's  Heart for the fantasy turn-based lover in me.
Game was updated and a version released last week-ish for the BTS updates.  Current version is .25 and requires the recent BTS patch.  Modder says he'll spend another week or so doing bugfixes, then move on to the next phase, "Shadow".

Wait.  There are still a ton of bugs, but Kael is the man.  Will be worth checking out in 2 weeks.

No Nerf, but I put a link to this very thread and I said that you all can guarantee for my purity. I even mentioned your case, and see if they can take a look at your lawn from a Michigan perspective.
Roac
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Posts: 3338


Reply #164 on: October 08, 2007, 07:37:18 PM

Wait.  There are still a ton of bugs, but Kael is the man.  Will be worth checking out in 2 weeks.

Definately.  There's tons of stuff that's wrong with the FFH migration to BtS, but they're putting out patches left and right.  I haven't tried patch .25 yet, but the FFH scenario was fun if brief.  There's enough with the included mods and scenarios to be entertaining.  I'm not as satisfied with the BtS expansion proper; I think Firaxis could have done more.  Espionage is a good idea but not as good as it could be, and corporations haven't had all the bugs ironed out yet.  Your mileage may vary, and some fans are loving it.  My money is on FFH being the best part of the expansion.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
Merusk
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Reply #165 on: October 08, 2007, 07:42:11 PM

I find I'm loving corps.. if I found them first.  Otherwise, they're fucking drains on my cities.  They could have been so much more.

Haven't found too many bugs in my FFH game, but I've only played through the first 6 or 7 techs so far, since I dl'd it sunday.

The past cannot be changed. The future is yet within your power.
Cheddar
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Reply #166 on: October 08, 2007, 07:49:05 PM

FFH is on patch e.  All within a matter of days (if that).  I do not know what Kael does for a living, but he is all about this mod.  The other day he even remoted a random noobs computer and found the root to some random issue. 

This game made the expansion worthwhile, but the bugs can bite (ahahahaha).  It may seem bug free, but they are there and always hit later in the game.  For example, hidden nationality hides you from others knowing what civ you are, but you can still destroy/take over other civs cities.  Think about that for a moment. 

They did slide in a shitton of new stuff, which I  Heart

No Nerf, but I put a link to this very thread and I said that you all can guarantee for my purity. I even mentioned your case, and see if they can take a look at your lawn from a Michigan perspective.
Roac
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Posts: 3338


Reply #167 on: October 08, 2007, 10:53:56 PM

This game made the expansion worthwhile, but the bugs can bite (ahahahaha).  It may seem bug free, but they are there and always hit later in the game.  For example, hidden nationality hides you from others knowing what civ you are, but you can still destroy/take over other civs cities.  Think about that for a moment. 

Heh, yow.  Esus for the win.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
Tebonas
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Reply #168 on: October 08, 2007, 10:57:17 PM

Is it officially marked the official version now unlike 0.24? Sweet, gotta grab that after work. I'm excited about those random world events if nothing else.
Raguel
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Reply #169 on: October 10, 2007, 01:04:31 PM


I really love this game. for some reason both regular Civ and ffh crashes when I play movies but it's still cool.
Raging Turtle
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Reply #170 on: October 11, 2007, 01:55:58 PM

I can't seem to find a link to the new stuff in .25, anyone have one?
Roac
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Reply #171 on: October 11, 2007, 01:57:23 PM

I can't seem to find a link to the new stuff in .25, anyone have one?

Link

Also, download civ 3.13 patch first.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
Raging Turtle
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Reply #172 on: October 11, 2007, 02:16:51 PM

Sorry, I should have been more specific - I can't find a link to see what the new features/balancing things are in .25.  There's gotta be more to it than just the patch notes.  Are all the civs playable now, etc.
Roac
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Reply #173 on: October 11, 2007, 03:10:05 PM

A couple of threads down.

Link.

-Roac
King of Ravens

"Young people who pretend to be wise to the ways of the world are mostly just cynics. Cynicism masquerades as wisdom, but it is the farthest thing from it. Because cynics don't learn anything. Because cynicism is a self-imposed blindness, a rejection of the world because we are afraid it will hurt us or disappoint us." -SC
Cheddar
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Reply #174 on: December 16, 2007, 12:49:31 PM

Latest installment was released today (FFH2 .30), first post edited to reflect this.  I recommend waiting a few days so Kael can iron out the bugs. 

List of changes:

Fixes:
1. The AI now correctly values buildings that allow units to be produced.
2. You can now create spider pens with spiders.
3. The Dragons Horde unit is correctly spawned if the city with it is razed (this fix was obsoleted by the equipment system).
4. Manes and Infernals are correctly produced when cities are razed.
5. Lifesparks can now cast Heal.
6. Mud Golems now defend themselves if attacked.
7. Units can only trade Orthus's Axe once per turn.
8. Removing features won't remove Yggdrasil or the Tomb of Sucellus.
9. The AI now remembers event attitudes correctly.
10. Only the Balseraphs can Cage slaves.
11. Hall of Mirrors doesnt cause getVisibleEnemyDefender errors anymore.
12. Betraying units dont clear stacks/cities if they jump to the wrong tile.
13. Fixed a python error with the Earthquake spell.
14. Fixed an error with no upkeep civics and the adaptive trait.
15. Fatique isn't marked as requiring the unit to be fully healed.
16. Cure Disease now works correctly.
17. Fixed an error that caused Governors Manors to not retain their production bonus through save games (could also cause OOS's).
18. Units killed with Prophecy Marks now decrease the AC correctly.
19. Pirates are no longer treated as hidden nationality even after revealing their nationality.
20. Fixed a Waiting on Civilization spinlock issue caused by hidden nationality units grouping with non-HN units.
21. Players are no longer presented the option to switch to civics they can't adopt.
22. Diseased and Plagued promotions will now be passed correctly in combat.
23. Killing Hyborem or Basium correctly causes the player to lose all his traits.
24. Removed the move requirement on missons (note to self: may cause ctd's, spinlocks and cranberring of the testicles).
25. Added a block to keep the AI from disbanding heroes (or any unit that doesn't require military support).
26. Immobile value and miscast chance on spells are being set correctly (formorly it was overwritten by the miscast chance and the miscast chance was never set).
27. Religion specific improvement art is now displayed.
28. Fixed an exception error in Vassal diplomacy.
29. Fixed an error with Vassal's taking former player slots (from Bhruic's unofficial patch).
30. Colonies have met all players the origional empire has (from Bhruic's unofficial patch).
31. Colonies can't trade techs their origional empire couldn't if no tech brokering is on (from Bhruic's unofficial patch).
32. Colonies get the origional empires world map (from Bhruic's unofficial patch).
33. AI Players won't hate you for declaring war on their friend if they are also at war with them (from Bhruic's unofficial patch).
34. Vassals can't be a players worst enemy (from Bhruic's unofficial patch).
35. Fixed a warscript issue that could cause vassals to declare war apart from (or on) their masters.
36. The warscript won't autodeclare wars for human players anymore.


Additions/Removals:
1. Added the Empyrean religion.
2. Added the Council of Esus religion.
3. Removed the Council of Esus wonder.
4. Removed the Cult of the Dragon religion.
5. Added the Cult of the Dragon guild.
6. Added the Guild of Hammers guild.
7. Added the Ratcatchers Guild guild.
8. Added the Guild of the Nine guild.
9. Added the Circle of Gaelan guild.
10. Added the Aeron's Bounty guild.
11. Added the Brotherhood of Wardens guild.
12. Removed the Guild of Endeavors wonder.
13. Added the Guild of Hammers wonder (founds the Guild of Hammers guild).
14. Added the Guild of Hammers Spread event.
15. Added the Aerons Chosen event (founds the aerons bounty guild).
16. Added the Gurid unit (unique barbarian hero).
17. Added the Margalard unit (unique barbarian hero).
18. Added the Great Beast Gurid event (misc, a great beast has been spotted in the wilds).
19. Added the Great Beast Margalard event (misc, a great beast has been spotted in the wilds).
20. Added the Subdue Beasts promotion (allows beast capturing, learnable by recon heros).
21. Added the Circle of Gaelan event chain (misc, found the circle of gaelen).
22. Added the Cult found event (misc, founds the cult of the dragon).
23. Added the Cult spread event (misc, spreads the cult to other cities).
24. Added the Negative Cult events (cause disorder, reduce culture, sabotage production).
25. Added the Whitefire spell (Sun 2, Divine, damages all untis within 1 range, extra damage to vampires).
26. Added the Revelation spell (Sun 3, Sorcery, destroys all illusions and removes invisibility and hidden nationality from all enemy units).
27. Added the Blinding Light spell (Sun 2, Sorcery, immobilizes all units within 1 tile, easily resistable).
28. Added the Crown of Brillance spell (Sun 3, Divine, does damage every round to all surrounding enemy units).
29. Added the Mezmerize Animal spell (Satyr ability, capures animals without combat).
30. Renamed the current Satyr unit to the Fawn unit.
31. Added the Satyr unit (Fawn upgrade).
32. Added the Aurealis unit.
33. Added the Summon Aurealis spell (Sun 3, Summoning).
34. Added the Guild of the Nine mercenary events.
35. Added the Brotherhood of Wardens spread event.
36. Added the Mercenary event (Deal).
37. Added the Mounted Mercenary unit (Hippus mercenary replacement, art by Chugginator).
38. Added the Ecclesiastic unit (Empyrean Disciple).
39. Added the Vicar unit (Empyrean Priest).
40. Added the Luridus unit (Empyrean High Priest).
41. Added the Temple of the Empyrean building.
42. Added the Mary event (misc, experiments on a young girl show promise).
43. Updated the Patron of Knowledge event (inspiration).
44. Updated the Farm Bandits event (crime).
45. Added the Overcouncil wonder (Empyrean only).
46. Added the Undercouncil wonder (Council of Esus only).
47. Removed the Twisted Spire wonder.
48. Added the Pirate Harbor improvement (over time Pirate Coves will upgrade to Pirate Harbors).
49. Added the Pirate Port improvement (over time Pirate Harbors will upgrade to Pirate Ports).
50. Added the Adventure event (misc, your hero wants to invesitagte local ruins).
51. Added the Jade Torc equipment (event reward).
52. Added the Rod of Winds equipment (event reward).
53. Added the Healing Salve equipment (event reward).
54. Added the Alchemist event (deal, a traveling alchemist offers his services).
55. Added the Enchanter event (deal, a traveling enchanter offers his services).
56. Added the Leviathan unit (unique Barbarian hero).
57. Added the Great Beast Leviathan event (misc, explorers have spotted a great beast in the seas).
58. Added the Odio's Prison unique feature (boosts defense of all allied units within 3 tiles by 25%).
59. Added game options to disable each of the religions.
60. Added the Myconid unit (Khazad only, art by seZereth).
61. Added the Spores ability (Myconid special ability).
62. Added the Castle improvement (+25% defense, +10% defense to allied units within 2 tiles, +10% heal rate, upgrades to a citadel).
63. Added the Citadel improvement (+40% defense, +15% defense to allied units within 3 tiles, +20% heal rate).
64. Added the Mutate event (a unit has a chance to enter a chaos mana flare).
65. Added the Revelry world spell (Balseraph only, starts a golden age).
66. Added the Veil of Night world spell (Svartalfar only, all units gain Hidden Nationality).
67. Added the Warcry promotion (grants units +1 movement, blitz, +1 strength and a 5% chance of wearing off each turn).
68. Added the Warcry world spell (Hippus only, grants the Warcry promotion to all units).
69. Added the Mother Lode world spell (Khazad only, grants 10 gold per mine) (loki).
70. Added the March of the Trees world spell (Ljosalfar only, transforms all your empires forests into Treant for a few turns).
71. Added the Divine Retribution world spell (Mercurians only, does damage to all demonic and undead units in the world).
72. Added the Hyborems Whisper world spell (Infernal only, allows Hyborem to take control of an Ashen Veil city) (loki).
73. Added the River of Blood world spell (Calabim only, all non-calabim cities get -2 population, calabim cities get +2 population).
74. Added the For the Horde world spell (Clan of Embers only, 50% of converting each barbarian orc unit).
75. Added the Birthright Regained ritual (allows the empire to reuse their world spell).
76. Added the Wild Hunt world spell (Doviello only, creates a wolf for every combat unit, wolf strength is modified by the units strength).
77. Added the Raging Seas world spell (Lanun only, does damage to all non-lanun units that are near to water).
78. Added the Worldbreak world spell (Sheaim only, causes destruction in all non-sheaim lands based on the AC).
79. Added the Sanctuary world spell (Elohim only, kicks all non-Elohim units from your lands and keeps them from entering for 30 turns).
80. Added the Arcane Lacuna world spell (Amurite only, Amurite arcane units gain 1 xp per upgraded mana node in the world, returns all upgraded mana nodes to raw mana nodes).
81. Added the Rally world spell (Bannor only, Create a Demagog in every city and on every Town Improvement, only usuable during a crusade).
82. Added the End of Winter game option (the world starts frozen and gradually warms up to the normal terrain types).
83. Added a game option to disable the thaw mechanic.
84. Removed the Education civic option.
85. Removed the Religious Discipline civic.
86. Removed the Military Discipline civic.
87. Removed the No School System civic.
88. Added the Membership civic option.
89. Added the Overcouncil civic (makes the player a member of the Overcouncil, only good or neutral players may join the Overcouncil).
90. Added the Undercouncil civic (makes the player a member of the Undercouncil, only neutral or evil players may join the Undercouncil).
91. Removed the Metal Casting tech.
92. Removed the Pikeman unit (UU's preserved).
93. Removed the Monarchy tech (combined with Feudalism).
94. Removed the Alchemy tech.
95. Removed the Golem Mastery tech.
96. Removed the Copper Golem unit.
97. Removed the Golem Workshop building.
98. Removed the Thieves Guild building.
99. Added a function to confirm the action before the player catss a global spell or a spell that will cause war.
100. Added the Mirror spell (unit creates an illusionary duplicate of itself).
101. Added the Alazkan the Assassin unit (Svartalfar hero, has the Mirror ability).
102. Added the Impersonate Leader spell (allows the player to take control of another civ for a few turns).
103. Added the Settlement mechanic.
104. Removed the Dwarf Slaying promotion.
105. Removed the Elf Slaying promotion.
106. Removed the Orc Slaying promotion (raging barbs just got nastier).
107. Added the Legends world spell (Kuriotates only, gives +300 culture in all your cities).
108. Added the equipment mechanic.
109. Added the Ardor world spell (Grigori only, resets the great people counter for that player).
110. Added the Steal spell (only usable by Council of Esus worshipping Recon units, steals an equipment from another unit in the same tile, may cause war if detected).
111. Added the Empty Bier equipment (+2 defensive strength, Donal Lugh starts with it).
112. Added the Nether Blade as full equipment (+2 Death strength, +80% vs heros, Rathas starts with it).
113. Added the Religious Fervor world spell (Malakim only, creates a priest in every city with your state religion, priests start with 1 xp per city with your state religion).
114. Removed the Unquestioning Obedience tech.
115. Removed the Patriarch mechanic (removed the patriarch promotion, become patriarch spell and call holy war spell) as those design aspects are better represented through the councils.
116. Added the Mask spell (available to all recon council of esus units, hides the casters nationality).
117. Added the Teutorix unit (Malakim hero).
118. Added the Shadowwalk spell (Shadow 3, Sorcery, allows the unit to ignore building/terrain defense bonuses).
119. Added the Blur spell (Shadow 1, Sorcery, makes the unit immune to first strikes).
120. Added the Azer unit.
121. Added the Summon Azer spell (Fire 1, Summon).
122. Added the Sprawling mechanic.
123. Added the No Death Mana, No Entropy Mana and No Shadow Mana Overcouncil vote options.
124. Added the Develop Secret Codes Undercouncil vote option (Nikis-Knight).
125. Added the Enlist the Nightwatch Undercouncil vote option.
126. Added the Fund Dissidents Undercouncil vote option (Nikis-Knight).
127. Added the Golden Hammer equipment (useable as a weapon, or can be given to a zitizen to make an engineer).
128. Added the Gifts of Nantosuelta world spell (Luchuirp only, creates a Golden Hammer in each city).
129. Added the No Unique Features game option.
130. Added the Read the Grimoire spell (require the unit to be carrying the Infernal Grimoire, triggers a random spell, could kill the caster).
131. Added the Shadowrider unit (Council of Esus national unit, art by Chugginator) (loki).
132. Added the Spread the Council of Esus spell (all Council of Esus religious units can use it, costs 25gp and doesnt sacrifice the unit).
133. Added the Ratha unit (Empyrean chariot that recieves a bonus vs recon units) (loki).
134. Added the Nightwatch unit (Council of Esus archer unit with poison and the ability to upgrade to assassins and Shadowriders) (loki).
135. Added the Jackpot event (economy, a citizen wins more than the local gambling house can afford to pay).
136. Added the Carnival Star event (inspiration, a talented performer shows himself at your carnival).
137. Added the Gambling Ring undercouncil vote (Gambling Houses production cost reduced by 75%) (loki).
138. Added the Slave Trade undercouncil vote (Allows memebrs to buy and sell slaves) (loki).
139. Added the Smuggling Ring undercouncil vote (Adds an additional trade route in all cities) (loki).
140. Added the Buy Slave and Sell Slave abilities (only usable if the Slave Trade vote is enabled).
141. Added the Open Borders undercouncil vote (loki).
142. Added the Mistform unit (art by seZereth).
143. Added the Summon Mistform spell (Shadow II, Summoning).
144. Added the Wane spell (Sidar only, converts a unit of level 6 or higher into a Shade) (loki).
145. Added the Shade unit (can be joined to a city as any sort of great specialist except for a great priest) (model art by C.Roland).
146. Added the Theatre of Dreams wonder (+2 culture from all artists in your empire, boosts happiness).
147. Added the Pillar of Chains wonder (generates hammers from unhappy workers, negates civic anger for the players team) (loki).
148. Removed the Monument building (consolidated with the Obelisk).
149. Added the Blaze spell (Fire I, sets a forest or jungle on fire).
150. Added the Slave Escape event (misc, a slave dissapears).
151. Added the Slave Revolt event (misc, slaves rise up against you).
152. Added the Gela equipment (Unholy +2, Hyborem's trident).
153. Added the Staff of Souls equipment (grants Death affinity, Barbatos starts with it).
154. Removed the Arcane Golem unit.
155. Removed the Shield Wall unitclass.
156. Removed the Lames tech.
157. Removed the Armorer building.
158. Removed the Armament Molds building.
159. The Flurry is now a Ljosalfar/Svartalfar UU.
160. Removed the Celerity tech.
161. Removed the Velox Workshop building.
162. Removed the Heavy Crossbowman unitclass (combined with the crossbowman).
162. Added the Crime Rate mechanic (buildings/guilds influence the cities crime rate, crime events prereq a certain crime rate in cities before they will trigger).
163. Added a Dynamic Invisibily system (invisibility applied by promotions).
164. Added the Hidden promotion (invisibility that lasts until the unit attacks).
165. Added the Into the Mist world spell (Sidar only, all units become hidden).
166. Added the Hide spell (Shadow 2, Sorcery).
167. Added the Ghost unit (Sidar Assassin UU, with access to the Hide spell)
168. Added the Ratcatchers Guild Removed event (crime, the Empyrean uncovers the members of the Ratcachers Guild).
169. Added the Ashen Veil Deal Sallos event (deal, a demon lord wants you to train his rebelious daughter).
170. Added a Gaelan hero unit (granted if you complete the reckless apprentice event chain and found the Circle of Gaelan).
171. Added the Promote Settlement ability (to transform a settlement to a city).


Balance Changes:
1. Beastmasters start with the Subdue Beasts promotion.
2. Moved the Scorch spell from Fire1 to Sun1.
3. Moved the Summon Sand Lion spell from Fire1 to Sun1.
4. Rangers can't move impassable anymore.
5. Mercenaries lose Hidden Nationality and can no longer be built, they don't cause war weariness when killed.
6. Mercenaries can be purchased in any city with the Guild of the Nine (recruit cost reduced from 240 to 120).
7. Mercenaries can be sacrificed to add the Guild of the Nine to a city.
8. The first person to research Currency founds the Guild of the Nine.
9. Slaves can be forced to fight in the arena, if they win they become warriors.
10. Typhoid Mary (renamed Mary Morbus) can no longer be built, instead she is gained through an event.
11. Hidden Nationality units can't capture units or cities.
12. Forest and Jungle defense reduced from +50% to +25%.
13. New Forest defense reduced from +25% to +0%.
14. The Orc promotion now gives +10% attacking into or defending in jungles.
15. Forts reduced from +25% defense to +10%, they upgrade to Castles and give +5% defense to all units within 1 tile.
16. Razing a city with an AC razing religion (the Ashen Veil) won't trigger a population raze AC penalty.
17. When Treants die they leave new forests in their plots.
18. The Council of Esus grants visibility into civs with the religion to the holy city owner.
19. The Council of Esus can't be seen unless the player has it as their state religion.
20. Moved the Apprenticeship civic to the Economy civic option.
21. Moved the Scholarship civic to the Cultural Values civic option.
22. Tower of Eyes moved from Astronomy to Optics.
23. Mithril Working now requires Engineering.
24. Removed the +1 Happiness from the God King civic.
25. Republic civic maintenance reduced from High to Medium.
26. Wrath Unleashed event applies the enraged promotion to units instead on instantly converting them to barbarians (use them or lose them).
27. If you scrap units with a chance to become barbarian they become barbarians.
28. Theocracy civic loses its unhappy from non-state religions and gains unlimited priests.
29. Guilds civic allows unlimited Sages, Bards, Engineers and Merchants.
30. Social Order civic grants military happiness.
31. Crusade civic loses its GPP penalty.
32. Agriculture civic increased from Low to Medium upkeep.
33. Sacrifice the Weak civic unhealthy penalty increased from -2 to -4.
34. Chalid moved to the Empyrean hero.
35. Kael renamed to Gibbon and moved to the Council of Esus hero and given the Impersonate Leader ability.
36. Burning Blood makes units immune to fear.
37. The Sidar get +1 hammer from their Engineers, +1 culture from their Bards, +1 research from their Sages and +1 gold from their Merchants.
38. Asylum's chance to make units produced in the city crazed is reduced from 25% to 10% and it no longer effects heroes.
39. The Great Library gives +1 research to all sages in your empire.
40. Sacrifice the Weak civic requires Infernal Pact instead of Corruption of Spirit and no longer allows population rushing.
41. Open Borders moved back from Exploration to Cartography.
42. Great Prophets can create all the holy city buildings as well as the secondary GP (easier on the AI and new players).
43. Elves can build all improvements in forests (easier on the AI).
44. Slavery civic is now useable by all evil players and does not have a religious requirement.
45. Moved the +1 gold from towns and villages from currency to taxation.
46. Chalid gives +1 votes on the Overcouncil.
47. Made Crown of Akharien into equipment (stays the same in its wonder form, makes the unit immune to magic when worn by a unit).
48. Made Sylivens Perfect Lyre into equipment.
49. Made Infernal Grimoire into equipment.
50. Made the Dragons Horde into equipment.
51. Shock II, Formation II and Cover II reduced from +80% vs their given unitcombat to +40% (Nikis-Knight).
52. Mary given 2 points of Poison strength (Nikis-Knight).
53. Obelisks changed from +3 culture to +2 culture, loses its -1 gold and can no longer support an artist.
54. The Grigori Palace gives +15% GPP growth.
55. Carnivals can support 1 artist.
56. Ancient Towers will upgrade to castles if they are worked.
57. Reduced inflation on higher difficulty (above noble) levels.
58. Macemen (ranmed to Champions) can upgrade to Paladins and Eidolons.
59. Archers can upgrade to Horse Archers.
60. Longbowmen can be upgraded to Crossbowmen, Arquebus and Marksman.
61. Minimum level 6 to upgrade to Marksman units.
62. Taxation requires Mathematics.
63. Instead of granting +7 food Yggdrasil grants +3 food, +2 with Way of the Forests and +2 with Commune with Nature.
64. Instead of granting +7 trade Dragon Bones grants +3 trade, +2 with Trade and +2 with Construction.
65. Instead of granting +7 hammers Remnants of Patria grants +3 hammers, +2 with Education and +2 with Fuedalism.
66. The Infernals don't need to be in the world to create the Mercurian Gate, tech prereq for the Gate moved back to Fanaticism.
67. Dungeons no longer get 2 Unhappy from Liberty, removed the -20% maintenance from dungeons, reduced war weariness from dungeons from -50% to -25%, Dungeons reduce crime by 10%, moved the tech up form Feudalism to Masonry, reduced the cost from 200 to 160 (did anyone actuallt build dungeons before? yuck).
68. The Festivals tech requires Calendar now.
69. Invisible units will defend their teams cities (no more "woodelf defense").
70. The Ratcatchers Guild headquarters will relocate to the maps city with the most crime and population.
71. Blitz requires Military Strategy (previously it was Celerity) and Drill 4 (instead of Combat 5).
72. Drill promotion line opened up for all all unit types (instead of just archers).
73. Added the Hero promotion to Govannon.
74. Govannon can train units how to cast Blaze and Blur.


Cosmetic Changes:
1. New darker terrain (by seZereth).
2. New Malakim Warrior model (by seZereth).
3. New darker Acheron skin (by seZereth).
4. Added the Mana bar.
5. New Puppeteer model (by seZereth).
6. Leader help now shows the leaders alignment, hero and world spell.
7. Renamed Morgoth to Sandalphon.
8. Added a balloon popup when a hero is killed.
9. New Empyrean and Council of Esus founding movies by Hexagonian.
10. New Succubus art by seZereth.
11. New Svartalfar warrior and scout art by seZereth.
12. New Sidar Scout and Sidar Warrior art by C.Roland.
13. New Balseraph Scout art by seZereth.
14. Renamed Maceman to Champion.
15. New Infernal Ranger, Mage and Horse Archer art by seZereth.
16. Khazad vault status is now displayed with the gold total.
17. New Freak art by seZereth.

« Last Edit: December 16, 2007, 12:55:03 PM by Cheddar »

No Nerf, but I put a link to this very thread and I said that you all can guarantee for my purity. I even mentioned your case, and see if they can take a look at your lawn from a Michigan perspective.
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