*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 05, 2024, 04:48:51 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 [2] 3   Go Down
  Print  
Author Topic: Fall From Heaven 2 (Civ4 Mod)  (Read 15644 times)
0 Members and 8 Guests are viewing this topic.
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #20 on: June 15, 2008, 11:06:32 am »

Haha, true as always Wink

Alright one more round to night maybe with salan this time?
Logged

Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #21 on: June 15, 2008, 12:15:43 pm »

You go on without me.  I'm all Civ-ed out for a couple days.  Last nights game was epic.
Logged

Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
Lai Offline
Propaganda Minister
*
Posts: 3060


« Reply #22 on: June 15, 2008, 02:58:23 pm »

How does nodes work and how do you cast lvl 2 and 3 spells?
Logged

GammaCommander Offline
EIR Veteran
Posts: 651


« Reply #23 on: June 15, 2008, 03:05:13 pm »

How does nodes work and how do you cast lvl 2 and 3 spells?

Use Adepts/Mage/Archmages to build a node over the mana stones. Level 2 and 3 spells are available as your Adept (Lvl1 spells) becomes a Mage (Lvl2 spells) which later becomes an Archmage (Lvl3 spells)

The nodes should also be connected by roads. Just treat it as any resource except you need a spellcaster instead of a worker to build the improvement over it.
Logged

AirborneCommander - Blank
DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor

http://snarkersville.myminicity.com/tra

http://snarkersville.myminicity.comhttp://snarkersville.myminicity.com/ind
Lai Offline
Propaganda Minister
*
Posts: 3060


« Reply #24 on: June 15, 2008, 03:06:20 pm »

Can mages be built directly?
Logged
GammaCommander Offline
EIR Veteran
Posts: 651


« Reply #25 on: June 15, 2008, 03:24:33 pm »

Can mages be built directly?

Nope, Mages and Archmages can only be obtained by keeping your Adept alive till he/she reaches the level in which they can be upgraded to the next step. Fortunately, you can build more than one Adept so you can have several casters.
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #26 on: June 15, 2008, 03:38:26 pm »

And all casters gain some XP every turn for free, so given enough time they will level up on their own.

Though while you cannot build mages directly, it is possible to indirectly build mages.  Certain civilization/building/wonder combos can give adepts bonus XP when they are built.  It is possible to get so much bonus XP that they start at lvl 5 (required to become mages).  But this is a rare situation.
Logged
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #27 on: June 15, 2008, 04:02:04 pm »

I am always completly clueless what mananodes to build :O
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #28 on: June 15, 2008, 06:11:07 pm »

Depends a lot on your race, strat, and how many free nodes you have.  In general you probably want one water node so you can terraform your desert tiles into plains.  If you have no deserts or are short on nodes you probably want some combo of fire, death, air, or mind.  Those are the 4 most powerful combat-related manas.  death has great summons.  Lvl 1 spell is summon a skeleton that lasts forever (limit 1 per caster at any time).  each additional lvl adds a more powerful summon.  Air mana has maelstrom at lvl 2, which is a very powerful AoE spell that hits all enemies in surrounding tiles for large damage.  Fire gives you fireballs, which can bombard cities or damage units.  Mind gives you charm (which prevents enemy unit from attacking for a turn) and lvl 3 domination that lets you take over enemy units.

Beyond that it depends on your playstyle.

This thread has some good discussion of spells: http://forums.civfanatics.com/showthread.php?t=278006
Logged
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #29 on: June 15, 2008, 06:17:24 pm »

Thx kolath, i think i go for fireballs i had some arcane barrages in a singleplayer game when i played the vampires and they owned Wink
Well the ships mainly not the vamps. They need like 300 turns to play out well, but then evryone else also has considerable strengh.

I founded the Ash Valan reigion and was asked if i woud like to play the Deamons. Does that work in MP, too?

Also some of the guildes seem pretty worthless...
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #30 on: June 15, 2008, 06:26:39 pm »

Yes, demons and angels do work in multiplayer, but it causes an out of sync.  So what happens is if you want to play as them, you need to bring them into the world. It will desync.  Then you exit the game and everyone else hits "continue."  Wait a turn or two and save.  Then remake the game from the save and you join as the demons or angels.

That's how we got it to work last night.
« Last Edit: June 16, 2008, 07:48:03 am by Kolath » Logged
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #31 on: June 16, 2008, 05:56:52 am »

Alright, looking forward to the next Game.

What do you think is better for a rush start the clan of ember of the centaurs?

Also whats the best world-spell in your opinion?
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #32 on: June 16, 2008, 07:50:26 am »

I would read the strategy sub-forum on the FfH2 forum.  There are some good threads about uber strats, and rush strats.  Supposedly Belseraphs have some good rush strategies.

Depending on the terrain types and game settings, a wolf rider rush can be effective with the clan.  You just need to use it quickly in the first 50 turns before others start getting str 4 hunters.

Axeman rushes are also a common tactic.  I hear the Hippus are good at doing some horseman rushes.
Logged
Lai Offline
Propaganda Minister
*
Posts: 3060


« Reply #33 on: June 16, 2008, 10:26:29 am »

Thtb should play the barbarians Smiley Fuck some shit up
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #34 on: June 17, 2008, 06:46:37 am »

Lol, he did, but then the other barbarians fucked him up  Cheesy
Logged
ThetaCommander Offline
EIR Veteran
Posts: 242


« Reply #35 on: June 18, 2008, 05:25:11 pm »

A new patch for BtS was released, 3.17. Will this affect the mod and saved games?

Also, does Patch E really desync the game? Can anyone confirm it? I was reading the forums and it merely said that not everyone had the patch installed and thus it causes the game to go OOS.
« Last Edit: June 18, 2008, 05:27:30 pm by ThetaCommander » Logged

ThetaCommander - Defensive
GammaCommander - Armor
salan
Guest
« Reply #36 on: June 18, 2008, 10:17:14 pm »

we played it with the patch installed unless zinser was messed up and installed it to the wrong directory, which i could believe easily
Logged
Chaos Offline
EIR Veteran
Posts: 52


« Reply #37 on: June 18, 2008, 11:54:01 pm »

i want in on the next game
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #38 on: June 23, 2008, 04:18:08 pm »

New patch "H" solves the BTS 3.17 patch issues: http://forums.civfanatics.com/showthread.php?t=276032

Logged
salan
Guest
« Reply #39 on: June 23, 2008, 04:44:43 pm »

any sync issues?
Logged
Pages: 1 [2] 3   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.059 seconds with 36 queries.