[MOD] Fall from Heaven II

Well, that stinks. I bought warlords because my vanilla disk got scratched by my mother, who picked up my carefully arraged stack of two (2) CDs and rubbd them together while transferring them to the other side of my desk.

I put it in later to find out the drive ran and ran and ran, and even my scratch remover couldn't get it out. :cry:

I guess I'll just have to wait a bit more for this to be warlords compatible (i hope it will be SOMEDAY).
 
Don't count on it any time soon. Not to advertise for myself--but I the next time you have 30 dollars i'd recommand you buy civ4 to try out all of our new stuff.

Or just have fun with warlords (that second revolutions mod looks cool, I'm actually installing atm)
 
I'm not sure what's up with this, whether it's a bug or just triggered by the leader characteristic. I'm playing Sheaim as Tebryn, and I built Hemah. It says he's supposed to stop gaining exp when it reaches 100, but he didn't. I think it slowed down some, but he's still getting bigger. I'm not complaining...just wondering if this was intentional.
 
Yeah it's intended Destiny Trigger. Arcane units (such as Hemah) have an automatic exp gain that is independent of the hero promotion exp gain.
 
Well, that stinks. I bought warlords because my vanilla disk got scratched by my mother, who picked up my carefully arraged stack of two (2) CDs and rubbd them together while transferring them to the other side of my desk.

I put it in later to find out the drive ran and ran and ran, and even my scratch remover couldn't get it out. :cry:

I guess I'll just have to wait a bit more for this to be warlords compatible (i hope it will be SOMEDAY).

Download a no-dvd fix - I have one myself, i'll upload it for you, and PM you the address...

EDIT: oh well, i'llæ have to do it later, like in a few hours, sry :-(
 
First post on the forums, although I've been reading them for a while. Kael, I just want to congratulate you and the team on a truly interesting mod. I played one game of "Light" before "Fire" was available, and have enjoyed both. Well done.

Rotting, you mention resources being destroyed when the AC hits 40 and the Blight starts. That wasn't my experience. In my first game the Blight destroyed farms and other agricultural-type improvements (e.g., pastures, camps, plantations) and turned some terrain into desert. So I sent out workers to rebuild the farms, pastures, etc. As for the new desert terrain, I used conjurers to upgrade. So any loss of resources is only temporary and affects all players in any event. Did you actually have resources destroyed when the Blight started in your game?

Now, I don't mind the blight happening, but I don't like the way it affects EVERY single plantation, pasture or farm in the world. It completely desimates your whole game. This combined with the loss of some resources makes it very hard to play the game, can I make one surgestion
Why not have blight have only a 75% chance to destroy an improvment, and of those only a small chance to destroy them.

1 more surgestion. How about a modification of the AC depending on the world size. In my latest game the clock has gone up to the 60's, I've got evil units appearing in the middle of my lands and the game has become impossable...... but the fact no civ has got past the optics/iron working/socrcery tech, and most civs have not meet each other, all because the world is larger than normal. The AC counter with large or huge maps can just raise to fast for people to contend with if there are 8 or more civs, but a lot quicker than the techs can keep-up, so please, can we have a different AC number triggering effect depending on the world size.

Thanks
 
Now, I don't mind the blight happening, but I don't like the way it affects EVERY single plantation, pasture or farm in the world. It completely desimates your whole game. This combined with the loss of some resources makes it very hard to play the game, can I make one surgestion
Why not have blight have only a 75% chance to destroy an improvment, and of those only a small chance to destroy them.

1 more surgestion. How about a modification of the AC depending on the world size. In my latest game the clock has gone up to the 60's, I've got evil units appearing in the middle of my lands and the game has become impossable...... but the fact no civ has got past the optics/iron working/socrcery tech, and most civs have not meet each other, all because the world is larger than normal. The AC counter with large or huge maps can just raise to fast for people to contend with if there are 8 or more civs, but a lot quicker than the techs can keep-up, so please, can we have a different AC number triggering effect depending on the world size.

Thanks

0.21 will adjust the AC growth rate by the amount of civs in the game. Getting slower in larger games to help compensate for this.
 
0.21 will adjust the AC growth rate by the amount of civs in the game. Getting slower in larger games to help compensate for this.

Thanks.

How about other factor, Blight affecting every farm in the world, could that also be adjusted.
Lets say,
base chance of 75%
Adjustment for outside city borders +15% (if a city cannot work the tile)
Adjustment for agriculture civic -10%
Adjustment for expansive trait -15%
Adjustment for nature mana -10%
Adjustment for Scorched earth trait +10%
Adjustment for enthropy mana +10%

Think it would make the effect just a little bit more palatable.
 
Thanks.

How about other factor, Blight affecting every farm in the world, could that also be adjusted.
Lets say,
base chance of 75%
Adjustment for outside city borders +15% (if a city cannot work the tile)
Adjustment for agriculture civic -10%
Adjustment for expansive trait -15%
Adjustment for nature mana -10%
Adjustment for Scorched earth trait +10%
Adjustment for enthropy mana +10%

Think it would make the effect just a little bit more palatable.

for one thing, some of those bonuses don't make sense. Scorched earth shouldn't give a penalty during blight and expansive shouldn't give a bonus. I don't see what either of those have to do with the world turning into a wasteland. Even without those though, I don't think your idea makes sense. Blight is supposed to be the withering of the world and when the world whithers, what's the first thing to go? the crops. That's why everything should be destroyed. It's more even that way anyway because then everyone has to rebuild.
 
In my last game Blight struck and I didn't lose a single population point and I definitely had a lot of farms. My four smaller cities just switched production around until I could rebuild, the other 2 slowly starved until I could rebuild the farms with my 5 workers. It also helped to have some hunters rebuild my camps. It definitely slowed down my research several turns (and would have reduced production but I was building research since I was already paying ~10 in unit support and had all buildings built), but it is the end of the world...
 
It just depends on where you draw the line. The order from the most good to the most evil is:

1. The Order
2. Runes of Kilmorph
3. Fellowship of Leaves
4. Octopus Overlords
5. The Ashen Veil

Runes is a good religion, but not as good as the order. No evil leader could worship the runes. Which is why if you are evil and you start worshipping them you become neutral, but if you are good and you start worshipping the runes you stay good.

But its mostly for game design reasons. I wanted an early religion tied into the alignment wars that occur later on. Placing Runes on the good side and the Overlords on the evil commits players who adopt those religions into the warring ideologies, even if its just to a lesser extent. Plus it serves to differentiate the Fellowship religion even further (being the only religion that can hold all three alignments and does the best job of staying out of the ideological wars).

But what I don't understand is why Runes isn't the neutral religion, and Fellowship the neutral/good religion? After all, Sucellus, former Angel of Nature, belongs to the Good guys, while Kilmorph belongs to Dagda's neutral group.
 
Leaves don't worship Sucellus (Angel of life, good), they worship Cernunnos (Angel of nature, neutral)
 
Now, I don't mind the blight happening, but I don't like the way it affects EVERY single plantation, pasture or farm in the world. It completely desimates your whole game. This combined with the loss of some resources makes it very hard to play the game, can I make one surgestion
Why not have blight have only a 75% chance to destroy an improvment, and of those only a small chance to destroy them.

1 more surgestion. How about a modification of the AC depending on the world size. In my latest game the clock has gone up to the 60's, I've got evil units appearing in the middle of my lands and the game has become impossable...... but the fact no civ has got past the optics/iron working/socrcery tech, and most civs have not meet each other, all because the world is larger than normal. The AC counter with large or huge maps can just raise to fast for people to contend with if there are 8 or more civs, but a lot quicker than the techs can keep-up, so please, can we have a different AC number triggering effect depending on the world size.

Thanks

If the blight destroyed strategic resources, such as incense, reagents, or horses, I would strongly object. Losing your sole source of incense or reagents would be a severe blow from which to recover, much harder than losing a cornfield or wheatfield. Losing improvements, on the other hand, isn't, since they can be rebuilt in a few turns.
 
Sucellus abandoned the Nature aspect to Cernunnos because he could not continue to embody Nature after he embodied Life.
The very nature of Nature (no pun intended) is that of life and death in balance, one thing dieing (eaten) that another might live. If nature was bound to Life more than to Death it would cease to be able to maintain the balance that nature requires.
Sucellus knew that his continued dominance of Nature would destabilize it, so he abandoned it to one who could maintain that ballance, Cernunnos.

(The explanation given here is the idea of this poster only, not cannonical or even well-written.)
 
While I agree with your view of Nature, all this doesn't explain why Nature is now considered Neutral while it used to be Good. I assume death also existed while Sucellus as Nature and not Life Angel was Good. Also by giving reasons why Nature doesn't necessarily have a bigger claim to Goodness than Earth, there are still no reasons why Earth would be more Good than Nature.
 
good points from both of you :/

next one will hit the magical 4ooo post,... i am wondering what will happen then... balloons and stuff like that?
 
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