[MOD] Fall from Heaven II

Is Achron the one that protects that dragon wonder? If so what does the wonder do?
 
Samuelson said:
Is Achron the one that protects that dragon wonder? If so what does the wonder do?

Provides 3 gems, 2 great commanbder points per turn, 4 gold a turn and 8 culture a turn.
 
Kael said:
He's not supposed to be able to move. Somebody must have taught him to walk. The Ai must have fed him enough units to level him up, then he used his promotion to buy mobility and started traveling. Emergent behavior at its best. :D

Enjoy your game, I doubt anyone else has seen a traveling Acheron.

He can get a mobility promotion? :eek: Woah I take back any comments I made about him being easy! If there's a chance he can leave that city, then I definately don't want him any more powerful than he already is!

In both the games in which I've run across him, he was on his own desert island. So at least that mitigated his ability to go on a rampage. But I guess that's not always the case!

He is definately impressive. I love the little effects, like his fire and smoke and the scary breathing sounds you can hear from quite a distance away! :goodjob:
 
abman said:
He can get a mobility promotion? :eek: Woah I take back any comments I made about him being easy! If there's a chance he can leave that city, then I definately don't want him any more powerful than he already is!

In both the games in which I've run across him, he was on his own desert island. So at least that mitigated his ability to go on a rampage. But I guess that's not always the case!

He is definately impressive. I love the little effects, like his fire and smoke and the scary breathing sounds you can hear from quite a distance away! :goodjob:

Had an interesting effect in todays game.

Found the dragon, great - too powerful for me, and also way over on another continent. Anyway, time passes and I eventually decide to send Bambour over to see what is going on. He lands and - yup - dragon has gone, but the city is left with a couple of giants, a couple of orcs and a good half-dozen workers.

I decide to gain some experience picking on the orcs (ah, poor little orcsies!).

Then suddenly the giants decide to head off to the west, leaving the city total defenceless.....

Now maybe the Giants were retreating - but dont know where they could go.... first time i have ever experienced a city being vacated by any civ to save units!

Only other units around were a bunch of three mercenaries a square behind me (to the north west) belonging to another civ... and they were badly mauled....

The only thing I can think of is that the combat/threat calculations worked out that these three mercs were more "dangerous" than me... even though it left me free to walk into the city.... either that or those giants wandered off to find Acheron.....
(all on 0.12 with latest patch)
 
Ok, have some more bugs for you. Again, playing Thessa via Smart Map under 0.12b. Some of these may not necessarily be bugs, but.. whatever...

Ln. 37 of CustomFunctions.py --> getPlotCity() not getCity()

Altar of Luornatar --> Claims to only grant Blessed to units built in that city, but instead grants it to all units built anywhere.

Lizardmen --> When attacking/capturing workers from the water, the worker is left in the water (where it is stuck and can't move). This presumably applies to units with water walking as well.

Bloom --> 1) Can't bloom flood plains or Oasis. 2) Can use bloom to place forest over improvements that normally disallow them to coincide (plantations, mines, quarries, etc.)

Spring --> Can convert desert oasis into a "super oasis" which is very nice, but perhaps unintended 8).

Elven Town/Farm --> Do not receive river derived commerce bonuses (which IMO is a bug).

Disciples --> Do not gain xp from the Arcane attribute.

Warriors can't upgrade to Archers? This is probably not a bug, but it was still surprising.

Another probably not a bug feature-->Upgrades. Elven Warriors upgrade to Elven Swordsman which upgrade to Elven Macemen (which probably upgrade to Pikeman, but I'm not that far along) but you can still build Warriors or Swordsman even after you have iron and maceman. I'm not even saying this is a bad thing, just wasn't sure if it was intentional, or a cut&paste error while cloning standard melee units to their elven equivalents.

Elven Archers --> So... you convert to Fellowship of the Leaves, and you can build Archers. But then... you develop archery, and you can't build them anymore! Now you need to build an Archery Range. ... .....

And my #1 favorite bug--> Disappearing Units!
This one is weird, but, it seems to be that if you move units in a stack through ancient forests and you trigger a treant, some portion of your stack of units may or may not disappear. I've had 6 units disappear on me in this manner (no combat results or messages, just.. *poof* gone) in the span of about 4 turns. I *think* that's what's happening, but it may be some other effect I am unaware of. In this instance, all of these units were moving through enemy territory (Hyborem) including Ancient Forests (Hyborem converted to Fellowship of the Leaves... so wrong...).
 
Kael said:
Its really up to you. We didnt want to limit any of the possible combinations of civilizations, religions and spell spheres.
If thats the case could you include a loading screen pic that shows an bald green orc in a crusaders outfit holding aloft a sword, standing on a rock, with a few dramatic sunbeams leading a few noble looking lizardmen to battle. That would be too cool. :cool:

P.s. I found the order complaments the vampires well..
 
I am playing a great game now, I am evil & all other are good so we are at constant war, I used Rosier & retualists to fight back & keep my empire alive against 3-5 CIVs at a time(!!). However I thought Rosier should resurrect after a death in my capital, he didn't & I remember he did do that in a diffrent game, if he should do that could it be that because my capital was catured & released (before his death) prevented his resurrection.

Another thing, Domination spell cause the unit to vanish & it doesn't join u.
 
mamimo said:
Oh, another thing, the wonder "pack of ..." that gives you 3 hill giants, well every time I build it it seems useless. I mean if I would go for it in the beginning it might help a bit but usualy it takes a while & there are other priorities, meanwhile the units get experience & can fight off hill giant...


Really? I was going to say it was borderline too strong - I've wiped out a neighbor or two with these guys.
 
Kael said:
He's not supposed to be able to move. Somebody must have taught him to walk. The Ai must have fed him enough units to level him up, then he used his promotion to buy mobility and started traveling. Emergent behavior at its best. :D

Enjoy your game, I doubt anyone else has seen a traveling Acheron.

Haha that sounds funny :D

I think you said you are going to remove this promotion from immobile units? In this case it actually has quite some flavour... like awakening the dragon, annoy him to much and he goes rampage...:crazyeye:
 
Kael said:
He's not supposed to be able to move. Somebody must have taught him to walk. The Ai must have fed him enough units to level him up, then he used his promotion to buy mobility and started traveling. Emergent behavior at its best. :D

Enjoy your game, I doubt anyone else has seen a traveling Acheron.


A mobile Acheron! I love it! In my next game I may use the WB to teach him mobility right off the bat and then just hope for the best. On a similiar note I miss the bug that made the triple Orthus brothers, I find myself occasionally inserting random Orthi across the map just for kicks.
 
Keeping the mobility promotion for Acheron sounds like a good idea. Its unlikely he will be on a rampage, but not to totally impossible...
 
Oldfrt said:
Had an interesting effect in todays game.

Found the dragon, great - too powerful for me, and also way over on another continent. Anyway, time passes and I eventually decide to send Bambour over to see what is going on. He lands and - yup - dragon has gone, but the city is left with a couple of giants, a couple of orcs and a good half-dozen workers.

I decide to gain some experience picking on the orcs (ah, poor little orcsies!).

Then suddenly the giants decide to head off to the west, leaving the city total defenceless.....

Now maybe the Giants were retreating - but dont know where they could go.... first time i have ever experienced a city being vacated by any civ to save units!

Only other units around were a bunch of three mercenaries a square behind me (to the north west) belonging to another civ... and they were badly mauled....

The only thing I can think of is that the combat/threat calculations worked out that these three mercs were more "dangerous" than me... even though it left me free to walk into the city.... either that or those giants wandered off to find Acheron.....
(all on 0.12 with latest patch)

Its a question of UNIT_AIs. Most probably you killed all units that were UNITAI_CITY_DEFEND. the other unist probably were of some AI_type that does not defend cites (have to check if there ris one, if there is it has to be changed....)

I'll add your observation to the AI behavior to check thread.

EDIT: Hill giants you said? Most probably animals don"t defend cities and Hill giants use the Animal_AI. Will be changed in the first release that includes major AI changes.
 
samari_tycoon said:
If thats the case could you include a loading screen pic that shows an bald green orc in a crusaders outfit holding aloft a sword, standing on a rock, with a few dramatic sunbeams leading a few noble looking lizardmen to battle. That would be too cool. :cool:

P.s. I found the order complaments the vampires well..

Or the tree hugging, demon summoning dwarf.
 
Belizan said:
Ok, have some more bugs for you. Again, playing Thessa via Smart Map under 0.12b. Some of these may not necessarily be bugs, but.. whatever...

Ln. 37 of CustomFunctions.py --> getPlotCity() not getCity()

It will be fixed in the next version.

Altar of Luornatar --> Claims to only grant Blessed to units built in that city, but instead grants it to all units built anywhere.

Yeah its supposed to bless everyone, ill change the txt tag.

Lizardmen --> When attacking/capturing workers from the water, the worker is left in the water (where it is stuck and can't move). This presumably applies to units with water walking as well.

The worker should be able to move into the land square it was at last turn.

Bloom --> 1) Can't bloom flood plains or Oasis. 2) Can use bloom to place forest over improvements that normally disallow them to coincide (plantations, mines, quarries, etc.)

Thats intended.

Spring --> Can convert desert oasis into a "super oasis" which is very nice, but perhaps unintended 8).

We talked about that at length during design. We couldnt find any solution we were really happy with more than leaving the oasis.

Elven Town/Farm --> Do not receive river derived commerce bonuses (which IMO is a bug).

There actually isn't any such thing as an elven town or farm. All I did was add a new build option that doesn't clear the forest when it is built. It actually builds the same improvement and the normal build town option. People were a bit confused that there were two "build town" options in the pedia so i renamed one "build elven town" just to make it more clear.

The bonus's on the actual improvement should be the same (because the improvement is the same).

Disciples --> Do not gain xp from the Arcane attribute.

Thats intended, Disciples can't cast spells, they dont get any auto-xp no matter what your traits.

Warriors can't upgrade to Archers? This is probably not a bug, but it was still surprising.

Warriors can upgrade to archers, what civ were you playing? The Doviello can't build archers.

Another probably not a bug feature-->Upgrades. Elven Warriors upgrade to Elven Swordsman which upgrade to Elven Macemen (which probably upgrade to Pikeman, but I'm not that far along) but you can still build Warriors or Swordsman even after you have iron and maceman. I'm not even saying this is a bad thing, just wasn't sure if it was intentional, or a cut&paste error while cloning standard melee units to their elven equivalents.

You onl;y drop an option off of your build list if you can build all of its upgrades in that city. So you still have the elven warrior listed because you can't build the drown, you still have the elven swordsman listed because you can't build the pikeman. Ive been thinking about changing the drown upgrade to an ability for OO warriors instead of an upgrade so the warrior quits sticking around for everyone.

Elven Archers --> So... you convert to Fellowship of the Leaves, and you can build Archers. But then... you develop archery, and you can't build them anymore! Now you need to build an Archery Range. ... .....

Yeah, the block is supposed to keep it from listing the religious elven archer if you can build the normal elven archer (pCity.canTrain check). But it doesn't work, for some reacon the check is returning true even if you don't have an archery range. Im going to rename the units and leave the units in for the next version (i didnt want the same unit listed twice with different costs).

And my #1 favorite bug--> Disappearing Units!
This one is weird, but, it seems to be that if you move units in a stack through ancient forests and you trigger a treant, some portion of your stack of units may or may not disappear. I've had 6 units disappear on me in this manner (no combat results or messages, just.. *poof* gone) in the span of about 4 turns. I *think* that's what's happening, but it may be some other effect I am unaware of. In this instance, all of these units were moving through enemy territory (Hyborem) including Ancient Forests (Hyborem converted to Fellowship of the Leaves... so wrong...).

Very odd, I will check it out.

This is awesome feedback Belizan, thanks!
 
mamimo said:
I am playing a great game now, I am evil & all other are good so we are at constant war, I used Rosier & retualists to fight back & keep my empire alive against 3-5 CIVs at a time(!!). However I thought Rosier should resurrect after a death in my capital, he didn't & I remember he did do that in a diffrent game, if he should do that could it be that because my capital was catured & released (before his death) prevented his resurrection.

Another thing, Domination spell cause the unit to vanish & it doesn't join u.

Rosier doesnt ressurect. Maybe in your last game you built the Blood of the Phoenix wonder and that gave him the immortal promotion.

Sometimes you won't get them from domination, they will die instead. One situation is if they have the loyalty promotion.
 
mamimo said:
Hi I had a CTD just now (I have tried loading the save couple of times), the game crashes, I think it's because one of the AIs built Sculptors Sudio. (or may be not, it's just crashed again after I removed the city that built it with the Wbuilder.
Here is a link to save game :
http://rapidshare.de/files/22449519/Noam_AD-0464.Civ4SavedGame.html

Anyway, I am having a great time playing the Vile.

I will check it out, thanks.
 
Just to confirm: There are TWO Dwarven Soldier units, right? One UU for Khazad, and one buildable by anyone with Runes. If so, does the Runes version require Barracks? If so, wouldn't that mean that the Luchurip cannot build them as they don't get barracks? It seems to me that the luchurip should get this dwarven unit but I don't have the option. That means the only actual dwarven unit my dwarves have created is Bambur!

EDIT: Okay, so Runes Dwarven Soldier does not require barracks, but Khazad one does. Do the Dwarven Soldiers work the same as the Elven Archers and require the appropriate building after that tech is discovered even though they didn't before? Since bronze working(barracks) is researched for Dwarven Studies(Dwarven Soldier), wouldn't that mean the runes dwarven soldiers essentially have an unlisted requirement of Barracks? Its the only thing I could figure out to explain why I can't build them as the Luchurip.
 
How about allowing elven archer and dwarfen soldier to upgrade to the religious units. And of course renaming them or rename the religios units. Soldier of Kilmorph and Archer of the Leaves?
 
Chalid said:
How about allowing elven archer and dwarfen soldier to upgrade to the religious units. And of course renaming them or rename the religios units. Soldier of Kilmorph and Archer of the Leaves?

I like it!
 
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