Fall Flat Release

A quick question, is this mod an independent on or just an add on to FF ?
Will I be able to play with my current game after installing this or will it wreck my saves ?
Last question, is it compatible with the Malakim rework ?

thanx

It installs to it's own folder, but is basically an FF addon.

Sadly, I'm almost positive that it will wreck your saves...

An older version of my mod is included in Fall Flat. I do not think you can install the new version over Flat, sadly.
 
Yeah, there's no way to run your current game in Fall Flat.

But installing Fall Flat will not prevent you from loading up Fall Further 050 and completing your existing game just as you normally would.

Next Fall Flat patch should see Malakim + caught up - though as Valk says, a lot of it is already integrated.
 
malakim via lightbringers scroching is serious powerhouse: all you need is scroch something next to river and voila! - floodplains! ( it takes time but it is worth of it)
 
True, but all rivers through natural desert come up as floodplains as well, so I think it works fine. Originally there was only a chance for it to happen, but then you could just spring it back and rescorch.... Figured I'd remove the micro and allow all river tiles to be floodplains. :p

gotta live with that :crazyeye:

But what about dunespeak promo? Needs serious nerfing...all you need to do is to scroch city tile to desert and dunespeak applies automatcally... tons of archers ( whoever) defending your cities and no upkeep for them (+ tons of juicy promos)

other civs in this case should get some special things for their homeland defense too...
 
Nope, I removed the upkeep bonuses from Dunespeak. You have to pay upkeep for all of your troops. ;) I'm not sure that Iceciro didn't change it, but I don't see why he would.

Interesting - description still says "unit does not cost maintenance, does not cost military support"
 
I liked it, but only when I was playing them. Playing against them was another matter.

Expect it to be reverted in the next Fall Flat patch.
 
Hmmm I still have old version of FFlat. I guess I should play a bit with a Fremen empire.
 
Dont know if this is how its supposed to work, but in my first Flat game as OO Amurites with the Usurper (this name doesnt sound right to me but thats beside the point) leader, my cultists are starting with Channeling 2 with the ability to cast Fireball right off the bat. This makes them stronger than Mages, and the promotion that gives them Channeling I and takes 5 turns to cast seems rather pointless when they are starting with Channeling II....
 
Do you have three sources of fire mana?

Because of the way the scripts work, the usurper's priest units get the free promotions based on manatype just like Adepts do.

They still need Mage Training to get channeling I so they can pick up any other spheres of magic.
As far as better, Amurite unique mages(Wizards) are probabaly better because of Kylorin's Legacy promotion that your priest unit line won't get.
All of the t2 priests cost the same number of hammers that t2 mages do, except for the Amurites, who have cheaper Wizards.

Lastly, have you noticed the distinct lack of Tsunami on your cultist's bar? That's the price for having mage-priests. Also, the Arcane line gets no combat buffs, and your priest units will upgrade on that, as opposed to Disciple.
 
I really miss the slow-build capability.

could you not put that in as an optional setting, at least?

Also, I think you should remove the National Limit on arquebusiers for dwarves. It's a good idea for most races, but guns are very thematically sutiable for dwarves, and they don;t get any longbowmen to fill in as high tier city defenders.
 
You have a point with the dwarven Arq's, I'll consider that.

The slow-build being optional is not something I'm really capable of doing.
If you really want it back I'd think you could just move the file from Fall Further into the folder, as I have no new improvements. You'll have lumbermills wherever fall further has them, but...
 
So, I'm looking for ideas on how to help the Bannor. Nothing too drastic, as a lot of their power is tied up in Crusade. They already have a cleric unit, but they need a little more in the early-earlymid game. Past that, they have Crusade. A lot of their flavor is tied up in that civic (and I'll probabaly shift it to Membership civics) and I don't think they lag that far behind mechanically - just early, and outside of crusade.

But they're better out of Crusade than say, the Lanun are inland.
 
What would you think of having Valor or Courage as a Bannor racial trait?

How about making Forts/Castles/Citadels/Villages/Towns under Bannor control spawn defenders when enemies approach (at least under their civic)? allowing the Bannor to cast Recruit in Forts/Castles/Citadels/Villages/Towns instead of just cities? (Also, making these and normal Crusade spawns--assuming we don't get rid of those in favor of a system that give you more control or make them only spawn where needed--get weapons promotions without having to go to a city first.)


How about making Crusade give ~7 state religion xp instead of 2?

How about civ specific Order priest spells, like another version of Ring of Flames and Pillar of Fire (which thematically the Order should probably have)?

Magister posted those.

Instead of Crusade Being a civic in an existing tree, how about we create a new tree that only the bannor uses (Sorta like the 'membership' tree that dictates Under/Over councils.).

Military Readiness:


Civic 1: Standing down
Low Cost
+100% growth rate of cottages/hamlets etc.
+1 gold cost per unit.

Civic 2: Neutral (Default for non Bannor Civs)
No Cost
No effects

Civic 3: At the Ready
Medium Cost
+15% Military production rate.

Civic 4: Crusade (As normal)



Now we can make some of the units that were previously 'crusade only' buildable and maintainable in the 'at the ready' civic as well. Crusade would still give significant free units and military production, but would now be one of a multitude of military based techs.

This is assuming we do not move the +100 growth effect to pacifism.

Zechnophobe's. I'm not sure about giving them a whole tree, but it DOES reflect the whole 'build-up to crusade' thing.
 
I'm really glad the slow build (assuming that's where you can build all improvements from start, but they build slowly?) is not in fall flat. It's a big part of why I use fall flat, actually--I can see no justification for being able to make something as complicated as a lumbermill or windmill when you cannot even do something so simple as read a book or tame cattle.
 
I dont think the Bannor need nearly as much work as the other races. They 'are' sort of defined by their Crusade civic. I suppose that you could make them all immune to disease, or perhaps to make them all have demon slaying, being as how they are supposed to have clawed their way out of hell.
 
I'm really glad the slow build (assuming that's where you can build all improvements from start, but they build slowly?) is not in fall flat. It's a big part of why I use fall flat, actually--I can see no justification for being able to make something as complicated as a lumbermill or windmill when you cannot even do something so simple as read a book or tame cattle.

Primary justification is that the people DO know how to do these things, just the knowledge has faded during the Age of Ice, and needs to be re-learned at an appropriate level to do it properly/efficiently again.
 
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