[MOD] Fall from Heaven II

So.. What'sit do exactly? I've not yet had time to try it out myself, but a friend of mine says he can't figure out what it's supposed to do, and he's got a unit (a The Drown IIRC) with it, but he can't seem to do anything with it. And the civpedia sheds no light on it. So.. Could someone clue me in on what it does? :crazyeye:

Cheers!
 
Slight bug (I think)...

I conquered Acheron and got the Dragon's Hoard. All of my cities say that they now have the mithril resource. However, my mercenaries are not getting the Mithril Weapons promotion. Do you need to actually find mithril? Do you need to get an appropriate technology? Is this a bug?
 
BiffQJ said:
Slight bug (I think)...

I conquered Acheron and got the Dragon's Hoard. All of my cities say that they now have the mithril resource. However, my mercenaries are not getting the Mithril Weapons promotion. Do you need to actually find mithril? Do you need to get an appropriate technology? Is this a bug?

You need to have a forge in the city.
 
4 things
1. excellent work:goodjob:
2. I don't know if this has been answered yet, but can you make the music play in the city screen instead of crying babies and horses hooves:rolleyes:
3. there are several "vendetta" hero's eg. Gilden hates the Baron, Arthendain hates Mary and kithra has issues with Hemah. it would make sense to give these guys a bonus vs the hero they hate( especially Gilden who would be utterly screwed without it) just and idea
4. cow catapults rule:lol:
 
evlutte said:
3. there are several "vendetta" hero's eg. Gilden hates the Baron, Arthendain hates Mary and kithra has issues with Hemah. it would make sense to give these guys a bonus vs the hero they hate( especially Gilden who would be utterly screwed without it) just and idea

Wouldn't this just leave them in the same place they are now? Unless it is meant to only go one way.
 
XplorR said:
I'm having the same problem as thealien_83. Its not correctable as JDexter says, its a different problem than he thinks it is. Trying his solution has no effect on the missing graphic, but does affect the small button unit icons.

I don't think it is a problem but deliberately removed. Possbile it has something to do with civilopedia purge (Some units don't have entries at all, even if you acess them from civilization unique units page- try doviello berserker, for example)

I already got used to it, it is not problem.
 
This is a great update, worthy of more than just a tick upwards from .15 to
.16.

I particularly enjoy the Hidden Nationality promotion for captured animals, Hill Giants from the Pact of the Nilhorn and mercenaries, but think that it might be overpowered.

I previous games, I'd try to power up a scout (through hunter and ranger) to capture lions and tigers and bears (Oh My!) for use in carnivals for culture bombing.

Now, all the goal is to capture Giant Spiders. Once healed up (strength 4) I can terrorize my neighbors by systematically destroying their units, gradually promoting the spiders until they're able to even kill Archeron the Dragon.

Same thing with the Pact of the Nilhorn- this use to be a pretty week Wonder, but know with Larry, Curly & Moe (Nice Touch) these strength 6 meanies I spend a few turns powering up by picking off roving units and then, with 4-5 promotions under their belts, can pretty much decimate all of the units in nearby cities.

With my original little hunter, promoted to have extra movement, and maybe a few ships with one unit onboard sitting off shore, I can declare war, and rush through their cities with no resistance.

Never got to the point where I used mercenaries, but the same thing would work with them too.

Even if you don't want to conquer other civs, you can use these Hidden Nationality units to prevent neighbors from expanding or building any real infrastructure, from roads and terrain improvements to buildings (since the AI always will keep builing units if a city is undefended.)

You can do all of this, up to the point of declaring war, without your neighbor even getting upset with you. (I may be imagining this, they seemed to like me more, since they were far weaker militarily and had no settlers that were being prevented from expanding.)

All in all this is a fun strategy, but does feel like a bit of a cheat.

Perhaps some restrictions could be implemented on Hidden Nationality units- like a possibility that they'll flip to another civ (like cult of the dragon infected units)?
 
Originally posted by Gamestation
Wouldn't this just leave them in the same place they are now? Unless it is meant to only go one way.

It would only go one way, gilden gets a bonus, baron doesn't

Question, do hill giants still count as animals somewhere, cause itseems like they fare very poorly vs hunters...
 
Question, do hill giants still count as animals somewhere, cause itseems like they fare very poorly vs hunters...

Yep, hill giants are animals. You should avoid sending your freshly-built hill giants in combat against hunters, but given enough XP, they'll even reach 100% combat odds against beastmasters (depending on terrain). I just finished a game where my Moe got 270 kills in 310 turns (killing among others: Typhoid Mary, Hyborem, Gilden Silveric, Trojan Horse, Acheron and the Sailor's Dirge (by the way: when attacking a city with only naval and non-combat units in it, hidden nationality units don't kill them all automatically, but one at a time. Dunno if this is intended)). I think I'll bug Kael some more in the balancing-thread ;)
 
Today I started to do a scenario, just for my fun, and it proved to be more fun job to do than I expected. So in the end I might upload it and let you judge it.
It is large map, based on my imagination but greatly inspired by Morrowind ;)
But I have some troubles.
I want leaders to start with certain civics. For example, Elohim are heavily theocratic civ, while Orcs are remainants of once mighty, centralized civ, but they are now in city states and with backward civics (serving for slave raids of Sheaim and ocassional military champagins of Bannor) and in need of major reorganisation to be powerful again. But, is it possible to set starting civics from worldbuilder? Or should I create new file, Fall from heaven editor.new, tweak it and upload it with scenario? Wouldn't it require second instalation of Fall from heaven to be playable? I also need to slightly tweak leader traits, so what is best way to handle it?
I accidentaly created 2 Malakim civs when creating game, so they are both in scenario. Can I remove one without starting all over again?
Thanks in advance...
 
Kael said:
You need to have a forge in the city.

That's the thing. I already have a forge in the city. My mercs are getting the Iron Weapons promotion, but not the Mithril one...
 
Quick question - I want to play a custom game with certain of the as yet unplayable civs as AI's (Hyborem, Morgoth, and Faeryl - just can't wait to be able to play them myself) - Is there any way to play with all 21 civs or to select those unplayable civs as AI players in a custom game?

Also what kind of effects does alignment have on the game?

Not enough admiration for Kael and the other programmers.
You should create some kind of account for fans to donate some money in appreciation of the product. Who needs gaming companies - we can do it with community infosocialism!

I could very much see elements of this game expanded into a paper and pencil RPG campaign (like for GURPS).

Ideas I had about the game:

-Would love to see infernal succubuses and or Fausts that can seduce other players units into selling their souls to and joining the Infernal.
- Would love to see high-level summonable abberations and Things-That-Must-NOT-BE-MENTIONED for the Octopus Overlords
-Human or other race civs of varying parallel to real world cultural flavor - ie esp. Asian, Middle-Eastern,Indian, and Russian.
- An original polytheistic religion (ie like greek, norse, hindu)
-Would love to see other cultures be able to develop the Cult of the Dragon esp. the Amurites
-More random preprogrammed events such as plagues, famine from drought and locusts, comets hitting the planet, magical and naturalcatastrophes, etc..
-The ability to customize choice of Leaders traits and Civilizations units
 
Lev Davidovich said:
Quick question - I want to play a custom game with certain of the as yet unplayable civs as AI's (Hyborem, Morgoth, and Faeryl - just can't wait to be able to play them myself) - Is there any way to play with all 21 civs or to select those unplayable civs as AI players in a custom game?

The max civs on one map is 18. It is possible to enable the infernals in the editor, on the Civilizations tab just change bPlayable on the Infernals column from 0 to 1.

Also what kind of effects does alignment have on the game?

Its biggest impact is that it modifies the attitude of other leaders (good leaders hate evil leaders, good leaders like each other, etc).

Not enough admiration for Kael and the other programmers.
You should create some kind of account for fans to donate some money in appreciation of the product. Who needs gaming companies - we can do it with community infosocialism!

I could very much see elements of this game expanded into a paper and pencil RPG campaign (like for GURPS).

Ideas I had about the game:

-Would love to see infernal succubuses and or Fausts that can seduce other players units into selling their souls to and joining the Infernal.

We may play this mechanic up a bit in "Fire".

- Would love to see high-level summonable abberations and Things-That-Must-NOT-BE-MENTIONED for the Octopus Overlords

We have a lot of new model art already on the list so we probably won't be adding more soon (im sure the art guys feel really overloaded).

-Human or other race civs of varying parallel to real world cultural flavor - ie esp. Asian, Middle-Eastern,Indian, and Russian.

We talked about this a bit and opted to stay away from earthly cultural themes. I didnt want to have a civ that reminded players of japonese or greek style because I think it brings the player out of the world we have created. I want them to look at a unit and think "thats a Fall from Heaven Amurite design" not "thats a middle eastern design". And fortunatly since our art team is so good pushing them to make something unique always comes up with amazingly cool results.

- An original polytheistic religion (ie like greek, norse, hindu)

I guess it depends on how you look at religions. From my view the religions of FfH are polytheistic (sort of, its an unusual mythology). But instead of having a religion represent the "greek panthenon" its closer to say we have a religion that worships zeus, one that worships poseidin, etc. Some of those religions get along with each other, and some dont.

-Would love to see other cultures be able to develop the Cult of the Dragon esp. the Amurites

That probably wont happen. The Cult is designed as special flavor just for the Kuriotates and the Sheaim.

-More random preprogrammed events such as plagues, famine from drought and locusts, comets hitting the planet, magical and naturalcatastrophes, etc..

Im okay with events and we will be playing with them in the future. But I want events that open up strategic challenges, not ones that just knock the player around. There has to be a fun way of interacting with the mechanic. So if we have famines its not fun for the player because its random and he cant interact with it. If we allow the player to react to it by casting spring, then he can interact but its not a very interestign interaction. It becomes busywork as he has to react to famines by sending adepts to cast spells.

Im not saying famines cant be used, just that they have to make the game mroe fun before we would add them.

-The ability to customize choice of Leaders traits and Civilizations units

Sorta a design your own civ model? Yeah, that would be incrediably difficult to do technically and to balance. We balance at the civ level. Meaning that we dont try to even out the UU's between civs, or the traits between civs, or the unique buildings between civs. Instead we make the civs very different from each other and when its all done make sure it works out. If players had the ability to pick the Amurite Buildings, Sheaim Traits and Bannor units they would be unstoppable.
 
Kael said:
We talked about this a bit and opted to stay away from earthly cultural themes. I didnt want to have a civ that reminded players of japonese or greek style because I think it brings the player out of the world we have created. I want them to look at a unit and think "thats a Fall from Heaven Amurite design" not "thats a middle eastern design". And fortunatly since our art team is so good pushing them to make something unique always comes up with amazingly cool results.

And I have to say I love you guys for the decision. If there's anything that makes me tired it's the mandatory and these are the asian guys syndrome that seems to afflict most fantasy products. That might sound discriminating, but it tends to be especially asian/far east themes that -always- pop up everywhere. Other cultures can be fairly unique to a setting, but there's always got to be ninjas, yeah!

So the fact that you strive for more original, unique civilizations is only worthy of all the more kudos to you. Just continue to elaborate on the ones you have, I love 'em all. :goodjob:

Cheers!
 
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