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Fall from Heaven: Rise of Mania

Hey Maniac.. interesting idea... I like it.

I noticed something odd though. In your CvEventManager code, you used a Promotion_Revealed and in the Spells code, it looks liek you use Promotion_Visible for the same outcome.

Did you have any specific Idea what you where looking for For those Invisible2 and Revealed(I like that better than simply Visible for this function myself)? Was going to throw something together so I could test this out...

Cheers!
 
INVISIBLE2 would just be a copy of INVISIBLE and VISIBLE and REVEALED would just be 'dummy' promotions to make the events work, and give the player info on the state of his unit. Just using INVISIBLE would create problems with the Forest Stealth code, and if I used the same promotion for REVEALED and VISIBLE, units that the human player set to visible on purpose would automatically become invisible again each turn.
REVEALED is for units to become visible after an attack.
VISIBLE would be when human players consciously want to lose invisibility.

Anyway, I'll also have to make casters lose invisibility after certain offensive spells. This will be a lot more work...
 
Hey i don't know if this has been addressed but could you please balance out my righteous cause spell? Back then i didn't know how kick-ass t3 spells should be.

bascially it should give 1 crusader for each rioting/unhappy citizen in target city (adjacent). Caster doesn't die.

Thanks, I want people to be able to use this spell before an official phase is release.
 
I just had someone cast tsunami on my capital and turn it into ocean. Is this a bug in RoM or in FFH main?
 
ANY including a city? And you don't see how this is breaking the game? You can't have a single spell decide an entire game! I'd really like to hear from someone from the FFH team that this is the intended behaviour.
 
Well, unless you have 10 archmages with water 3, there's no sure-fire way for it to work in 1 turn (i.e. long enough to evacuate the city and/or launch a counter-attack). And remember that Tsunami destroys the city, whereas with other spells, like Meteor Swarm (another game-breaker, I'll admit, but it's there) the city is still free to capture after it's garrison is wiped out.
 
Well, unless you have 10 archmages with water 3, there's no sure-fire way for it to work in 1 turn (i.e. long enough to evacuate the city and/or launch a counter-attack). And remember that Tsunami destroys the city, whereas with other spells, like Meteor Swarm (another game-breaker, I'll admit, but it's there) the city is still free to capture after it's garrison is wiped out.

Was anything done to nerf meteors?
 
MrUnderhill: no sure fire way, certainly, but a ONE IN TEN CHANCE to wipe out the enemy's capital? It was a protracted siege, and I was going for a tower of mastery victory. I had easily more than enough units in the capital to hold it for the three rounds I would have needed to finish the tower of mastery. There is no other level 3 spell which is anywhere near as devastating. He could have shot twenty meteorstorms into my capital and I would have shrugged it off.

I'm just saying, I don't think tsunami should work on a coast tile if there's a city on it. Destroy buildings in the city, sure, maybe even kill population, okay, but not just wipe the city out completely. That's beyond unbalanced; that's game breaking.
 
MrUnderhill: no sure fire way, certainly, but a ONE IN TEN CHANCE to wipe out the enemy's capital? It was a protracted siege, and I was going for a tower of mastery victory. I had easily more than enough units in the capital to hold it for the three rounds I would have needed to finish the tower of mastery. There is no other level 3 spell which is anywhere near as devastating. He could have shot twenty meteorstorms into my capital and I would have shrugged it off.

Weird, I thought AI cant use ranged spells such as tsunami.
And had he cast tsunami, it would be realistic that all production on tower of mastery should be lost anyway, so you couldn't win.
But I agree, cities larger than 10 should only population drop/ get destroyed buildings. Those of less than 10 should be destructible.
 
All of this stuff about tsunami being too powerful had been dealt with by Sureshot's Svartalfar mod so maybe you guys should give that a try. Instead of instantly flattening a city next to water, it destroys population until a certain point and then destroys the city.
 
Well, that's a perfect solution and needs to be put into ffh core pronto!
 
ya, would be nice to have them made significantly better, theres been a few discussions about it previously.

withdrawl rates could use a boost too... generally id like to see more new promotions available that are viable alternatives to combat.

This was being discussed in another thread.
I'd recommend giving drill simply more first strikes, and flanking gives withdrawal and a combat bonus.
 
I definitely would want Drill and Flanking to be viable alternatives to Combat.
I've already changed Drill I to one extra strike instead of extra strike chance. Flanking also gives defensive withdrawal chance.
Can anyone tell their experiences with the current changes? No one has said anything yet about that I think.
 
Hmm I wonder would this be a good pic for the Svartalfar prophet? Could anyone make a button out of it or explain me how to do it?

GreyElf_Shaman.jpg
 
Aye heve qvestion!

Why were knights removed from national unit status?

If knights are required to be that way for game balance reasons, could an intermediary Sergeant at Arms be included to occupy the place knights currently occupy in the mod, with knights taking a new, slightly higher one?

I realize that this is one hell of a nitpick, but I've always hated seeing stacks and stacks of knights. It makes as much sense as snorting dirt.
 
ah, forgot i didnt do a button for him, ill use that crop it and all that after i finish my current game

Thanks! :goodjob:

Why were knights removed from national unit status?

To act as the tier 3/3.5 unit in the melee cavalry line. Anyway, I agree knights shouldn't be as common as other unit types. But - of course just a personal preference - I'd like to see them more often than as a tier 4 unit on a neglected tech branch. I've made them cost 180 especially so they wouldn't be as common. Do you see the AI using stacks of knights despite that?

***

Version 5 of Rise of Mania is ready by the way.

Usual download link

1. Warfare now requires Education and (Bronze Working OR Archery OR Horseback Riding).
2. Optics now requires Sailing and Calendar.
3. Medicine now requires Education and (Sanitation OR Herbal Lore).
4. Poisons renamed to Herbal Lore. Also requires Education.
5. Herbalist requires Herbal Lore instead of Agriculture.
6. Grigori Medic now requires Herbal Lore and Herbalist.
7. The Grigori can run Public Healers.
8. Priest of Leaves gains the Animal unit AI.
9. Righteous Cause no longer kills the caster, and can be cast by the AI.
10. The units of civilizations with the Hidden trait are now invisible in their own territory. They become visible for a turn after attacking or casting an offensive spell. Invisibility can also be toggled on and off.
11. The Sheaim and Kuriotates no longer suffer unhappiness from having the Cult of the Dragon in their cities.
12. Svartalfar: unique units/graphics added for Adept, Mage, Archmage, Conjurer, Summoner, Worker, Settler, Lich, Prophet, Warrior, Maceman, Berserker, Immortal, Scout, Hunter, Ranger, Beastmaster, Assassin, Shadow, Longbowman, Flurry, Marksman, Horse Archer & Knight. Assassin starts with Forest Stealth.
 
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