[MOD] Fall from Heaven II

Could you please Fix the Drown Unit, they do not count as military protection units.
Upgrading a warrior to Drown makes the city request more protection (they don't count).

Also, playing Grigori, they are not allowed a state religion, and so already lose out a lot in regards to happiness levels in the early game to due to the fact they can't use temples and such, could you please add in some modifier to stop the "Population requesting religious freedom (and thus incurring another -1 happiness) early in the game (before free religion) really cripples them in terms of city growth/use compared to the rest of the races/civs.

Thanks for any changes, love the mod.
Posted this before I knew the new version was out (live in a shell and all that) still, they are not on the fix list so. . .
 
With the Kuriotates 3 cities - I know this can be changed in the editor, but have you considered whether this should be scaled according to map size? 3 sprawling cities on a small map make a much bigger difference than 3 on a huge map.
 
One quibbling note - elven farms built in woods show a regular farm graphic. Seems like in 1.12 the forest still showed - was this a deliberate choice ? The actual resources are computed correctly but since these display already, it might be better to have the forest still show as it is so tactically important to the elves.
 
Am just wondering if you plan on uploading the mod to a diff server, fileplanet or summint, these forums have such bad bandwith, have a 3mb conection and yet can never top 29kbps download when it should be like 280+, feels like I have reverted back to a wooden modem :)

1hr 40 mins very sad :-(
 
Galuith said:
Could you please Fix the Drown Unit, they do not count as military protection units.
Upgrading a warrior to Drown makes the city request more protection (they don't count).

Also, playing Grigori, they are not allowed a state religion, and so already lose out a lot in regards to happiness levels in the early game to due to the fact they can't use temples and such, could you please add in some modifier to stop the "Population requesting religious freedom (and thus incurring another -1 happiness) early in the game (before free religion) really cripples them in terms of city growth/use compared to the rest of the races/civs.

The drwon unit does not give happines on purpose. Do you feel save when undeads roam the night.. I think not. So undeads do not give military happines. If they do its a bug.

You can get rid of that "Population requesting religious freedom" when you change your civics. The first civic in the second row (i think) is the reason for that unhappy modifier. As soon as you switch away from it you do not get the unhappiness anymore.



adamant said:
One quibbling note - elven farms built in woods show a regular farm graphic. Seems like in 1.12 the forest still showed - was this a deliberate choice ? The actual resources are computed correctly but since these display already, it might be better to have the forest still show as it is so tactically important to the elves.
This is a problem of the PlotL system. We cannot do anything against it. except forbiffing elved to build twons and famrs in the forest (We are discussing alternative buildings for elves in forests through)


rumbolt said:
With the Kuriotates 3 cities - I know this can be changed in the editor, but have you considered whether this should be scaled according to map size? 3 sprawling cities on a small map make a much bigger difference than 3 on a huge map.

We have thought about it and have not yet come to a conclusion. Its of course a matter of feedback. But one could say that playing Kuriotate on a Tiny map is like cheating. Playing them on a big map. Hmm dont forget that they do not get maintance problems with even the biggest empires (settlements cost no maintains, only the #ofCities modifier in your three central cities goes up) so you can conquer all of it early on and cover it with your spreading culture as soon as you got a obelisk.
 
Hi All,

I'm not a Kuriotates specialist, i rather prefer Amurites and/or Luchuirps.
I send an SOS:cry: . I have just tried them and all gone bad.:cry:
How works this civ under 0.13 ?:confused:

How many cities could they build ? How to build a settlement and a city hub ?
I read most of what was writen but it's not yet clear. So, i ask for someboby for a bit of help. HEELLLPPP !!!!:crazyeye:

The Frog
 
Hian,

Kuriotates gets a max of 3 cities. The city hub is free from the sprawling trait. Settlements are merely what happens when a 4th settler founds something.

If this isn't enough info keep asking. :)
 
woodelf said:
Hian,

Kuriotates gets a max of 3 cities. The city hub is free from the sprawling trait. Settlements are merely what happens when a 4th settler founds something.

If this isn't enough info keep asking. :)

Right, that's what i understood. But in the map/scenarii i made i build a 4th one :confused: and never succeded in building a city hub:confused: . Because it was built under 0.12, i had to improve it and at that time it's not a success with Kuriotates...:mad:

The Frog
 
Woodelf,

I try agan an a normal, epic, prince map and i still can't buid city hub.
I had build 3 cities and the 4th one is a settlement. That's ok. And after, where is this f---- city hub ?:mad:

The :mad: Frog.
 
The 4th founded area will never become a city and can't build a city hub. I'm not sure where in the game mechanics you could overwrite this though.
 
Woodelf, All

All is improved in my map/scenarii unless the problem with Kuriotates. They still build a 4th city and not a settlement. I don't know how to do ....

So, i ask everybody: have you got any idea to change this ?

The Frog
 
samari_tycoon said:
You know, I have been wondering about the Sidar. What plans do you have with them? Are they going to have alot of stealthed units that can pass though other peoples borders, but since being Wraiths they are slightly weaker than other civs? I'm just alittle curious... It would be cool though.

Flavor-wise yes, we have done any of the work to make that into real game mechanics yet.
 
Bastian-Bux said:
Would it be possible to make the settlement building buildable for Kuriotates cities, and the city hub building buildable (3 per civ) for their settlements?

Tried a game with them yesterday, pangea, duell, 18 civs (I love this crowded maps) and well, its bad to not be able to choose WHICH three towns become your main cities.

Yes, but I think it would do more harm then good. It could also lead to some abuse where players would build up one city, turn it into a settlement (being a settlement doesnt destroy buildings, it just keeps you from building new ones) then build up another city, etc.

The option we considered (woodelf suggested) was a popup whenever you found a city that asks if you want it to be a settlement or hub city, if you have less than 3 hub cities. That way you could make 2 hub cities, drop a few settlements, and make your final hub city. I thought that was to complex but we may add that in at some point.
 
Galuith said:
Could you please Fix the Drown Unit, they do not count as military protection units.
Upgrading a warrior to Drown makes the city request more protection (they don't count).

This is intended, people dont feel to safe being guarded by animals or the undead. You are going to need to produce real military units if you want your people to remain safe.

Also, playing Grigori, they are not allowed a state religion, and so already lose out a lot in regards to happiness levels in the early game to due to the fact they can't use temples and such, could you please add in some modifier to stop the "Population requesting religious freedom (and thus incurring another -1 happiness) early in the game (before free religion) really cripples them in terms of city growth/use compared to the rest of the races/civs.

Thats a great idea, I will try to add that.
 
rumbold said:
With the Kuriotates 3 cities - I know this can be changed in the editor, but have you considered whether this should be scaled according to map size? 3 sprawling cities on a small map make a much bigger difference than 3 on a huge map.

Yeah, just trying to get playtest results back on them before we do this level of tweaking.
 
strategyonly said:
Just put in more Scenario's in my thread, look at front page to go to thread, have Huge, Standard and Small scenario's there for FfH2, including new changes.:eek:

Woo Hoo! Thanks Strategyonly!
 
Hian the Frog said:
Woodelf, All

All is improved in my map/scenarii unless the problem with Kuriotates. They still build a 4th city and not a settlement. I don't know how to do ....

So, i ask everybody: have you got any idea to change this ?

The Frog

There is a "City Hub" building, that is what makes a Kuriotate city a central city. There is a "Settlement" building, that is what makes a Kuriotate city a settlement.

Every Kuriotate city needs to have one (and only one) of these two buildings. If they don't have either they are broken and will cause the issues you are seeing. So when you make scenerios make sure to put one of the two in every Kuriotate city.
 
Kael said:
There is a "City Hub" building, that is what makes a Kuriotate city a central city. There is a "Settlement" building, that is what makes a Kuriotate city a settlement.

Every Kuriotate city needs to have one (and only one) of these two buildings. If they don't have either they are broken and will cause the issues you are seeing. So when you make scenerios make sure to put one of the two in every Kuriotate city.

Kael,

Thx for the answer. I think the problem is what you explain. I will look at that. If you're right, the map/scenarii would be ready to a great test.:)

I told wooldelf a possible bug. I conquer a city by culture by massive use of prophets. This city became a settlement but with a training yard. Logical or bug ?

The :D Frog.
 
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