[MOD] Fall from Heaven II

Well - this is looking interesting. I think I'll download and have a look see - but how In Nomine is this game? I mean, you have Mercurians, Elohim, Kyriotates, Balserephs, Malakim etc...
 
Arathlan said:
Well - this is looking interesting. I think I'll download and have a look see - but how In Nomine is this game? I mean, you have Mercurians, Elohim, Kyriotates, Balserephs, Malakim etc...

I actually didnt know In Nomine used the same names until someone mentioned it here. Those names are orders of angels in Judeo-christian belief, In Nomine and I just stole them from the same source. There is a lot of Judeo-christian themes in the backstory of fall from heaven (along with a smattering of buddism, celtic, norse, egyptian and greek mythologys).
 
BlazeRedSXT said:
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!

Yes, your correct. The reason captured cities become cities (if there is room) is because they are cities. If that makes sense.

From a design persepective it seemed the most logical, it would seem weird to have a big metopolis with worked plots, several buildings, maybe even a few wonders and a large population and just declare it a "settlement" without changing all of that stuff.

Of course (as always) we could code some specific functions for that situation, but the question is does is it a big enough deal to require custom code? I assumed not and we just let them stay as they are. Ideally I would run some checks on the city to see how big it is and stuff before giving the player the options to settlement or city it, but that can also be confusing to casual players who wouldnt understand why sometime they get the option and sometimes they dont.
 
I am playing a game as the Doviello and have found that I can't build libraries. I was unable to find anything in the Wikipedia or Civipedia that says that this is a trait of the civilization but expect that it is. Can someone answer this for me.
 
Kael said:
Yes, your correct. The reason captured cities become cities (if there is room) is because they are cities. If that makes sense.

From a design persepective it seemed the most logical, it would seem weird to have a big metopolis with worked plots, several buildings, maybe even a few wonders and a large population and just declare it a "settlement" without changing all of that stuff.

Of course (as always) we could code some specific functions for that situation, but the question is does is it a big enough deal to require custom code? I assumed not and we just let them stay as they are. Ideally I would run some checks on the city to see how big it is and stuff before giving the player the options to settlement or city it, but that can also be confusing to casual players who wouldnt understand why sometime they get the option and sometimes they dont.

Kael, I agree to your first point.. it does make certain amount of sense.

But the second point here is exactly what happens if you are out of City slots! I don't remember, but what happens to the Wonders when a captured city is forced to become a Settlement?

As to the specifics of coding for a limited event, why? I would say offer the question at every city(until one hits that city cap anyway).. I am not sure how you would work the question.. but It Strategically makes sense to have sucha question posed. I have had to raze cities that could have just been sacked to a Settlement size just because they were to close to an exsisting city, or beacuse they had no strategic use as cities(resources, location).

That sparks 2 small questions; First, is it possible to allow captured Cities to jsut remain regular cities? I am not sure how unbalancing that would be, but would ultimately make the most sense.Second, Even with the great benefit from the large sprawling cities... it seems... unfortunate that is costs so much to build settlers that can only become very week and only limitedly useful Settlements(after all your Cities get built). What about having a second unit type for Settlements, call them pioneers or something, make them cheaper and give them defense capability.

Anyway, I will content myself with that as my final word on the subject, I bow to the greater will of the FfH team. I Love your work!

Cheers!
 
Ankhman said:
I am playing a game as the Doviello and have found that I can't build libraries. I was unable to find anything in the Wikipedia or Civipedia that says that this is a trait of the civilization but expect that it is. Can someone answer this for me.

That is correct. There are quite a few buildings that the Doviello cant build including libraries, train yards, archery ranges and mage guilds.
 
Kael said:
That is correct. There are quite a few buildings that the Doviello cant build including libraries, train yards, archery ranges and mage guilds.

I'm not able to download the file of the mod from the website...
I wait 10 min and after the popup of downloading appears and when...
the system stops and refuses to download ...:confused:
Does someone know how to resolve this problem?
 
What are the requirments to get the bronze, iron, and mithril weapons? I have a game going as the Khazad and I have researched all the techs, have access to all the metals, and I have built forges, dwarven forges, and machinists guilds. But none of my units produced have the bonuses.
 
the metal bonus only applies to mercenary units, and units of the Doviello. I agree it's kind of annoying that it doesnt say that anywhere.

On a side note: does anyone use forges anymore? I almost never build them unless I have a huge surplus of health. 10% production is rarely worth the time to build and the +1 unhealthy
 
Ohh.. I do Good Sauce. Even if your generating only 10 hammers in a city, 1 extra can make a turn difference sometimes in unit building. I try to shoot for Leaves, since thier temple provides a +health, but really not nesecary. I find I generally have a surplus of health after Sanitation anyway... there are a bunch of factors for health, Civics, tons of building provide it... The build time can be a concern, but I just generally count it as worth while.

Thats one thing I don't get about the Metals promotion. Why wouldyour Nation, having access to those metals hand out the superior weapons to Mercs and not your own warriors? The mechanic of the promotion is pretty strong, making Mercs valuable throughout the game, but perhaps it should be shifted off Mercs and used on the Swordsman class.. that would make far more sense.

Cheers!
 
BlazeRedSXT said:
Ohh.. I do Good Sauce. Even if your generating only 10 hammers in a city, 1 extra can make a turn difference sometimes in unit building. I try to shoot for Leaves, since thier temple provides a +health, but really not nesecary. I find I generally have a surplus of health after Sanitation anyway... there are a bunch of factors for health, Civics, tons of building provide it... The build time can be a concern, but I just generally count it as worth while.

Thats one thing I don't get about the Metals promotion. Why wouldyour Nation, having access to those metals hand out the superior weapons to Mercs and not your own warriors? The mechanic of the promotion is pretty strong, making Mercs valuable throughout the game, but perhaps it should be shifted off Mercs and used on the Swordsman class.. that would make far more sense.

Cheers!

Yeah, we are just testing the mechanic with the mercenarys and the doviello to see if we want to use it on a larger scale or not.
 
Thanks for clearing that up Good Sauce. I tend to play against computers and not humans so I take my time and will build every building in my cities. The Khazad are my favorite civ and I like to see how much production I can squeeze out of them, so I build the forges and other production buildings. I love when the computer attacks me because I have a small army and then I crush them by producing dwarven cannons, hammersmiths, and arbques in one turn.
 
About the Kuriotates and capturing cities - do you want me to try to set it up so that you have a choice without provoking an OOS error?
 
talchas said:
About the Kuriotates and capturing cities - do you want me to try to set it up so that you have a choice without provoking an OOS error?

If its something simple, sure. The only way I know how to do it is to create an event for it as I did with the leader traits (event 5012). Which is a lot of code for a minor task.

I'd rather have the AI able to pillar of flame opponents.
 
Thats one thing I don't get about the Metals promotion. Why wouldyour Nation, having access to those metals hand out the superior weapons to Mercs and not your own warriors? The mechanic of the promotion is pretty strong, making Mercs valuable throughout the game, but perhaps it should be shifted off Mercs and used on the Swordsman class.. that would make far more sense.
But the units that require the metal are assumed to have them, and their str. reflects it.
 
How do you access the hellfire spell? I have a High Priest of the veil with the required promotions (divine and entropy III, i think) but i can't cast it.
 
Patch "f" is uploaded and linked in the first post. It will not break saves. It fixes the following issues:

1. AI Players now correctly improve water tiles.
2. Lanun Immortals now correctly require Iron or Mithril.
3. Buildings now only show the units they will enable for your civilization (instead if the giagantic list of units across all civs).
4. You can no longer duplicate Orthus's Axe by capturing Orthus.
 
FaerylViconia said:
How do you access the hellfire spell? I have a High Priest of the veil with the required promotions (divine and entropy III, i think) but i can't cast it.

You have to be at peace with the barbarians to use the hellfire spell. So the barbarian trait civs can get access to it early (if they havent lost their alliance with the barbs yet). For other civs they will need to build the Hellfire ritual to get into alliance with the barbs.
 
This might be a bit of a stretch, and more appropriate for mapmaking tool-makers, but...

is it, that is to say, might it remotely be possible that certain geographical factors influence starting positions on a map?

I mean, it's silly if hippus start in jungle, and lanun start inland, that kind of thing. I have given several attempts at generating a map and manually re-assigning starting locations, but my patience abandoned me quickly, and besides, random maps rule.

Still, as a stopgap 'solution', it would be nice if a scenario was created with all civs placed at a reasonably logical locations, a bit like those maps available for FFH1.

Ljos alfar to the woods, dwarfies to the hills and mountains...

Actually I don't think this can be done, especially next to the task of getting the mod itself well and done. Still, should somebody tinkering with map scripts and such read this, and like ffh as so many people do, he or she may be inspired by this silly request.
 
Joosty said:
This might be a bit of a stretch, and more appropriate for mapmaking tool-makers, but...

is it, that is to say, might it remotely be possible that certain geographical factors influence starting positions on a map?

I mean, it's silly if hippus start in jungle, and lanun start inland, that kind of thing. I have given several attempts at generating a map and manually re-assigning starting locations, but my patience abandoned me quickly, and besides, random maps rule.

Still, as a stopgap 'solution', it would be nice if a scenario was created with all civs placed at a reasonably logical locations, a bit like those maps available for FFH1.

Ljos alfar to the woods, dwarfies to the hills and mountains...

Actually I don't think this can be done, especially next to the task of getting the mod itself well and done. Still, should somebody tinkering with map scripts and such read this, and like ffh as so many people do, he or she may be inspired by this silly request.

Yes, Dreiche2 does done awesome work on this from to modify Smartmap to account for the FfH civilizations (malakim are more likely to start near deserts, lanun on the coast, etc). Check it out here: http://forums.civfanatics.com/showthread.php?t=183924
 
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