[MOD] Fall from Heaven II

Hi.
A small issue that bugs me is "Purge the unfaithfull" wonder, it seems to me it's coming too soon, sometimes even before all religion are founded.
I thought it should come together with a late religion tech.

I think so, too! Normally some AI builds it before I even have more than one religion (if I want an early one) in any of my cities or even when I don't have any religion anywhere at all (if I want AV/Order).

(And to Hyborem being a central character: This is FFH, it's about the Apokalypse, so there needs to be a "devil" avatar. ;) Of course if it's easy to implement a switch would be ok, but you can always disable the tech yourself in the editor so he is never summoned).
 
Call me ungrateful? Hypoborem is fast becoming the central character. Could he become an 'option' please?

Wait a moment, by an option do you mean playable? if so, He IS playable, the person who summons hime (the person who researches infernal pact first) gets the option of changing teams and controlling hyborem (similar for basium)

if not, whadaya mean an option?
 
Originally Posted by mamimo
Hi.
A small issue that bugs me is "Purge the unfaithfull" wonder, it seems to me it's coming too soon, sometimes even before all religion are founded.
I thought it should come together with a late religion tech.

In my opinion "Purge the unfaithful" should be an option for every player and working like a national wonder.
 
Wait a moment, by an option do you mean playable? if so, He IS playable, the person who summons hime (the person who researches infernal pact first) gets the option of changing teams and controlling hyborem (similar for basium)

if not, whadaya mean an option?

I think he means have an option at start up to disallow Hyboream from joining. An interesting idea, probably easy enough to do. Maybe a tab in the editor could do that.
 
So I was watching the cartoon "Madagascar" when I stumbled onto something interesting. There's a brief moment, near the end of the film, where music is played that is exactly the same as the Barbarian diplomacy score. This is in the scene where Alex the Lion realizes his predatory lionine instincts and goes "wild". Is this where you guys got the music for the barb diplo?
 
So I was watching the cartoon "Madagascar" when I stumbled onto something interesting. There's a brief moment, near the end of the film, where music is played that is exactly the same as the Barbarian diplomacy score. This is in the scene where Alex the Lion realizes his predatory lionine instincts and goes "wild". Is this where you guys got the music for the barb diplo?

Foosa! Foosa! Foosa! :D

Yeap, thats where it comes from.
 
I think he means have an option at start up to disallow Hyboream from joining. An interesting idea, probably easy enough to do. Maybe a tab in the editor could do that.


Yes please, his presence in every scenario/game is fast becoming a repetitive downer. I suspect it's just me (Chaotic Neutral?), but his style of 'environmentalism' just provokes me to war with him...a costly distraction. Since the patch he has now landed on my border three times...and no matter his disposition toward me his 'cultural' borders have eaten up some very attractive bonuses....

'Oh no you don't?....Not the winery'

.....'and Iron!?....%^*^#!'

However charismatic, he's a nuisance which I'm drawn to conflict with. His presence adds an apocalyptic theme to every engagement....Granted you don't have to follow, but it does seem to diminish the alternative outcome paths. Even if you complete these his presence at the end seems to leave something unresolved. There is such a great range of races and leaders/personalities available...I'd even be happy with a random late arrival thorn/ally from these.

This must all seem very ungrateful. :blush:
 
Yes please, his presence in every scenario/game is fast becoming a repetitive downer. I suspect it's just me (Chaotic Neutral?), but his style of 'environmentalism' just provokes me to war with him...a costly distraction. Since the patch he has now landed on my border three times...and no matter his disposition toward me his 'cultural' borders have eaten up some very attractive bonuses....

'Oh no you don't?....Not the winery'

.....'and Iron!?....%^*^#!'

However charismatic, he's a nuisance which I'm drawn to conflict with. His presence adds an apocalyptic theme to every engagement....Granted you don't have to follow, but it does seem to diminish the alternative outcome paths. Even if you complete these his presence at the end seems to leave something unresolved. There is such a great range of races and leaders/personalities available...I'd even be happy with a random late arrival thorn/ally from these.

This must all seem very ungrateful. :blush:

Na i think you are right somehow, we were concerned about this while the developement phase of Fire, cause we expected many people would still like to be able to play a "light-phase-like" FfH II, without Hell and Angels. So we came to the conclusion, making Hyborem an Event, which is not necessary in every game to occur and not necessary to have a great impact on it, but the chance and the option to change the face of Erebus by opening the gates to hell have to be there.
Don`t know what to do about it :) maybe it is best to add an option, disabling Hyborem from the start on, so people can play a light-game with all the other cool fire-stuff like seperated attack/defense, magic types and all the new units, without necessarily have to deal with Hell.
 
I modified the map size 'Huge' to 48 by 30 (up from 32 by 20), and set the default civilizations to 20 instead of 10. Fun follows. :D
 
I realise I'm 'pushing' fate, ignoring prophecy, and otherwise destroying the balance in 'the world'....a compromise? The option might include Hypoborem being one of the selectable/or random starters?

I'll get my coat.
 
Hey SeZereth,

I know you are very busy but is there a timeline for a new unit graphic of the Bannor Scout. With all the great Bannor units already created, the vanilla civ Scout looks really out of place.

Thanks. :)
 
Back to the Infernals...

One thing about I find frustrating about them is they appear to have the barb trait. You can have raging barbs yet they appear to be untouched while many of the other civs are fighting for their lives. Does this happen when the Clan or Doviello bring them in? Maybe?
 
Hey SeZereth,

I know you are very busy but is there a timeline for a new unit graphic of the Bannor Scout. With all the great Bannor units already created, the vanilla civ Scout looks really out of place.

Thanks. :)

Will write this on my list ;) but can`t give you a timeline.
 
Infernals start with the barbarian trait no matter what. (unless you change this in the .xls, or edit the code manually)
 
Sezereth, i don't know about the monk's staff in you teaser of the week. it seems out of place. maybe something a lot longer, made of bamboo or something, without the colored band.

just a suggestion.

sincerely,
thomas
 
I modified the map size 'Huge' to 48 by 30 (up from 32 by 20), and set the default civilizations to 20 instead of 10. Fun follows. :D
You can set up games for 20 civs?! How do you do it? I thought 18 has a hard cap, which is always my choice (can't get enough of those marathon, huge, max-civ games ;o)).

- Niilo
 
Many time I have sent out a Disciple of Leaves guarded by an eleven hunter, and, when attacked by a lizardman, the disciple is killed with the hunter uninvolved.

I can see no logical reason for this. Do they have built in assassin ability?
 
As if they are not already hard enough to deal with. :)

I think a big part of why the Infernals have the Barbarian trait is so that they wont be attacked by the apocalypse horsemen when they arrive later on, since, well, I imagine the big nasty doom demons wouldn't be picking a fight with Hyborem who's essentially, well, their buddy. Sort of, 'ish. And I can likewise imagine that the feral barbarians prowling the wilds might be a little too superstitious to launch themselves at the Infernals willy-nilly, so it makes sense enough to me.

And in any case in almost all my games the barbarians are long gone by the time Hyborem appears. But then I tend to play with a lot of civ's too, so free land is eaten up pretty quickly. In fact Hyborem hardly ever finds a "good" spot to settle in when he appears. :lol:
 
And in any case in almost all my games the barbarians are long gone by the time Hyborem appears. But then I tend to play with a lot of civs too, so free land is eaten up pretty quickly. In fact Hyborem hardly ever finds a "good" spot to settle in when he appears. :lol:

I tend to play with less civs and raging barbs. There is plenty of prime real estate for Hyborem and his minions. I guess that is the difference. :crazyeye:
 
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