Fall From Heaven: A Civ 6 Conversion

Fall From Heaven: A Civ 6 Conversion 1.1

Smayo

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Mar 1, 2019
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Smayo submitted a new resource:

Fall From Heaven: A Civ 6 Conversion - Ports Fall From Heaven, a Civ IV Fantasy Total Conversion, to VI.

Alpha of a mod to port Fall From Heaven, a Total Conversion mod for civ IV, that reimagines the game in a grimdark, fantasy style, with Heroes, Magic, Gods, Evil and Good.
Redoes the entire tech tree, units, buildings, wonders, Promotion Trees, Civilizations and Leaders. 20 New Civilizations, 37 New Leaders, 302 Units, 207 Buildings and a Custom Map Script, the original ported from python, with some modifications for VI mechanics. Most every mechanic has been reverted to Civ IV style...

Read more about this resource...
 
very cool. Are you looking for feedback on anything specific?
 
very cool. Are you looking for feedback on anything specific?
Mostly on mechanics, and game feel. To replicate the policies and bonuses of leaders, I had to take civ back to the stone age(well civ IV), so thats city maintenance and unit maintenance. Similarly, trade is gutted from what it would be in VI. Its also hard to get a good view on the ground when you are developing vs playing. Classic example:

Specialists are very important in IV, but in VI you need the district the Specialist is associated with to place population in it. Okay fine. In addtion, any buildings that increase the specialist limit need to also be placed in that district. So I made it so the Campus/Holy Site/Commerce Hub/Industrial Zone/Theatre Square are free to build instantly, but do nothing. Then buildings like the Elder Council and library get placed in it. All well and good, but as a modder I missed one crucial detail I realised while playing.

You can't view the buildings you could make in a District, without constructing the District first. And it feels very bad constructing several in each city, losing valuable tiles. So I recently made a UI change to fix that.

Theres also other balance stuff and QOL that was lovely in VI. Like Harbors are just such a great idea as a District, meaning you dont have to have seaside cities. But would that nerf Lanun? Are sea tiles good enough in IV that it doesnt matter (Commerce + Financial goes brrr).
 
Smayo updated Fall From Heaven: A Civ 6 Conversion with a new update entry:

Lair Bugfixes, amongst many

Fix Lair spawns so they actually trigger events rather than killing the unit every time.
Fix sliders not adjusting correctly.
Fix skeleton artdef, was sometimes only just a sword lol

Recon line ability was missing for strength vs animals, weakness vs cities.
Freak show didnt have a gated civic, balseraph was wildd
Null buildings actually working to ban buildings for civs that couldnt get that building. Now show as Cant Build on Load in screen.
Fix it so cities get Trade Routes passively...

Read the rest of this update entry...
 
I am only in my early first session currently but i found some things.
Missing descriptions like LOC_CIVIC_ or wrong/missing graphics are probably work in progress so i skip these


- MudGolems dont disappear after last charge
- barbarian outposts/lairs are unprotected and spawning units dont stay
- some barbarian outposts/lairs can be plundered twice or more
- purchasing Units/buildings is impossible
- out of nowhere a group of griffins appeared on the map but didnt move
- Hawks can be killed by goblins
- warriors can be upgraded to dwarven slingers
- Adepts can use enchanted blades multiple times in one turn

Maybe im wrong and some are intentional


some ideas for civ6-potential (i dont know about the possibilities):
- Pollution & World Climate UI for Apocalypse-Counter
- Rain-Spell against forest fire (pls i hate those)
- Chance for natural catastrophe to create elementals or even mana nodes (eg Volcano creates fire elementals)
- Loyality-System > something with Evil/Good-Influence?
- Electricity-Mechanic for spellcasting/lasting spells
- Maybe Governors and Spies mechanics?


some balance breaking i would support:
- harbour district coming back and Lanun gaining something like the seaside sectors mod
- return of "some" production/food-yields for trade-routes. i think they are needed for expansion if you cant buy buildings



I understand the difficulties in porting this mod without destroying the balance (or even creating a whole new game)
Your example with nerfing Lanun could be balanced more easily than the whole trading system i suppose.
Maybe the district/specialist problem can get some inspiration from civ7 with the rural/urban-mechanic? But that would probably break every balance left.

Break some Balance and feel creative.

Anyway, thank you for bringing my favourite civ4-mod to civ6. There is so much potential
 
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