[MOD] Fall from Heaven II

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Something I noticed that after I built the Council of Esus I built Baron Duin Halfmorn in that city so I could go into my neighbors territory and possiply recuit some werewolves with out declaring war (not sure if this is even possible), but when I tried to enter his lands it gave me the standard if do you wish to declare war pop up. Is this intentional?
 
Blathergut said:
Re: Barrows + Goodie Huts + Skeletons + Culture Border = Random Unit?

Had a weird thing happen, wondered if it was planned. Orthus was sitting on top of some goodie huts, just sittin' there, not moving...i plunked a city adjacent and he poofed, goodie huts poofed, and an amurite warrior popped up....other barrows, with skeletons, when cultural border enveloped them, skeletons poofed and scouts/warriors popped up.

Weird. ^_- Can't say I've had anything to that effect happen to me ever.

Cheers!
 
merciary said:
Something I noticed that after I built the Council of Esus I built Baron Duin Halfmorn in that city so I could go into my neighbors territory and possiply recuit some werewolves with out declaring war (not sure if this is even possible), but when I tried to enter his lands it gave me the standard if do you wish to declare war pop up. Is this intentional?
I've had some similar problems, but noticed that if I move my unit to a space right near their border, then move in, no problems happen. However, I was wondering if what happened to me is normal--the Baron never created werewolves when he was hidden nationality. I am assuming this is because I was inside borders and making a werewolf would cause war. Correct?
 
merciary said:
Something I noticed that after I built the Council of Esus I built Baron Duin Halfmorn in that city so I could go into my neighbors territory and possiply recuit some werewolves with out declaring war (not sure if this is even possible), but when I tried to enter his lands it gave me the standard if do you wish to declare war pop up. Is this intentional?

You will only see that if you try to plan the whole move from your city. Units aren't hidden nationality when they are in your cities, so moving them into your enemies country would cause war. The second the unit steps outside your city it becomes hidden nationality and it can enter enemy countries.
 
Jarlaxle135 said:
I've had some similar problems, but noticed that if I move my unit to a space right near their border, then move in, no problems happen. However, I was wondering if what happened to me is normal--the Baron never created werewolves when he was hidden nationality. I am assuming this is because I was inside borders and making a werewolf would cause war. Correct?

A hidden nationality unit can never capture another unit, that would reveal his allegiance.
 
Ljosalfar tigers are making my current game tedious. I would leave them alone for the most part but they have a bad habit of killing my workers. To make matters worse, my Rangers and Beastmasters only get 1 xp per kill/capture. A lot of work for little reward. Yes my cities are full of tiger pens but it is time consuming. I would like to suggest slowing down the spawn rate of tigers and increasing their strength, making them harder to kill, and rewarding a kill or capture with more xp or some variation thereof. For now I could try to take out Thessa but we are on friendly terms and she has been helpful in destroying undesirable civs. I do have a border town that has the Soul Fourge. A HN unit placed there may draw them in and increase the city's productivity.
 
My Scouts (goblins) While on AUTO EXPLORE, attack any wild animals they come across version 0.16 patch d. this is very annoying as it is not what i would expect, perhaps while on auto explore all units should avoid combat no matter what.
In its place a Raider command could be issued, allowing units to pillage and explore. ensuring to avoid direct combat with there cities/forts.
If a Raider command is not suffecent ,Offence/Defence commands could be added -offence being KILL All hostiles anywhere and defence command -would be defend against all hostiles Within Borders.Units would remain within area of control(own borders)
 
Patch "e" is up and linked in the first post. It will not break save games and resolves the following issues:

1. Doviello Horsemen are correctly linked.
2. Only Govannon can train spells (no more battlemaster golem weirdness).
3. You can no longer duplicate great commanders.
4. Units that don't require support are less likely to be disbanded on strikes (mostly to protect heroes from disbanding on strike).
5. Hill Giants dont have the Guerilla II promotion anymore.
6. Switched Wheat to Plains instead of Grasslands (I dont know why it was changed from the default).
7. New Tuurngait art by seZereth.

The most important of these is number 3, the great commander fix. The AI was using that exploit to generate tons of great commanders, it would use half of them to use the recruit abillity to make hundreds of units and use the other half to join to the new units to make huge stacks of super units. It was dramtically slowing down the endgame and filling stacks with hundreds of unit even on small maps.
 
Ah so now I know why my standard-sized monarch was nearly unplayable...
This won't delete the already cloned commanders and the units created by them, right?

Nice fixing job :)
 
JDexter said:
Ah so now I know why my standard-sized monarch was nearly unplayable...
This won't delete the already cloned commanders and the units created by them, right?

Nice fixing job :)

Yeah, slow games will still be slow (but wont get much worse). I had no way of telling what units the AI cheated for so I couldn't clean them up.
 
I know there was a request or something like it for Sprawling to allow you to select City or Settlement when you captured an enemy city. I can't remember if that was deemed not possible/not practical or is it still in the works somewhere?
It would be most useful choice.

Cheers!
 
BlazeRedSXT said:
I know there was a request or something like it for Sprawling to allow you to select City or Settlement when you captured an enemy city. I can't remember if that was deemed not possible/not practical or is it still in the works somewhere?
It would be most useful choice.

Cheers!

Its in there but you dont don't have the option in multiplayer games (it caused OOS errors so I had to remove it). But it still works as you would expect in single player games.
 
Kael said:
Its in there but you dont don't have the option in multiplayer games (it caused OOS errors so I had to remove it). But it still works as you would expect in single player games.
Remind me about this in a day or two - I should be able to fix it then.
 
Just wondering if it would be possible to add the abandon/destroy city option to cities that you own. I took some cities while playing as the Calabim, so I could feast and then wanted to destroy them, but couldn't figure out how. I'm pretty sure vanilla Civ had this.
 
Right.. I asked about the multi-player issue a couple days ago(Thanks for the good news on that talchas!)... but I was refering to after Installing a New govenor, in single player.. it doesn't give the option to make it a city or a Settlement, it just makes it a City automatically if you have a slot left for one, or a settlement if not.

Cheers!
 
I have been noticing some oddities in figuring culture, and stopped to take a closer look.

One recent example:
Playing as elves with leaves religion, and with no carnival yet constructed, I built a dancing bear in a fairly new city, yet received zero culture per turn.

Then I converted the city to Leaves, and instantly got not only 4 culture per turn (+1 for religion and +3 for the bear) but recovered all the lost culture from the earlier turns when the bear was not being calculated.
 
Jarlaxle135 said:
Just wondering if it would be possible to add the abandon/destroy city option to cities that you own. I took some cities while playing as the Calabim, so I could feast and then wanted to destroy them, but couldn't figure out how. I'm pretty sure vanilla Civ had this.
Thats intersesting... That might be good, you could tie the option into a civic, perhaps fend for themselves. Its rather useless as is.
 
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