[MOD] Fall from Heaven II

Starship said:
Golems question. Thanks for the feedback. I figured you would have thought of that, and the strategy of the frontloading golems makes sense. Hooray Lurchip! I still think you could add some fun promotions, instead of or in addition to, the basic "normal promotions". Insert creativity.

Question: Is it planned to give the civs flying units at some point? Dwarven gyrocopter, gobbo lobber, griffon riders, etc...I know dragons have a very unique and rare place in the world, but please allow us to subdue great beasts for aerial cav....griffons, flying castle, wyvern, pegasus (not unicorn :)), broom stick for a witch spellcaster line, etc...

Yeah I would like to have true flying units but there is so much coding involved to do it the right way that it isn't anything we are going to approch right now. Im more interested in getting the ai to use spells correctly than teaching it to use another game feature.
 
Does the 5% chance of mana node destruction on pillaging also run when I sabotage it with a saboture(spy)?
If it does can I coverty and permanently destroy all of their mana?!
 
AlazkanAssassin said:
Does the 5% chance of mana node destruction on pillaging also run when I sabotage it with a saboture(spy)?
If it does can I coverty and permanently destroy all of their mana?!

A few points:

1. That idea is evil. :D
2. We havent implemented the 5% node destruction yet.
3. No invisible unit (including the saboteur) can pillage.
 
GREAT JOB GUYS ON THE UPDATE!!! :goodjob:
 
Kael,

I know that is not your main problems but can you (please) add your new loading screen (the elven chick:D , your female vampire:goodjob: ,....) to the wallpaper to load.
Thx.

PS: send you an magic item idea.

The Frog.
 
strategyonly said:
Get a crash in the next or two turns later. Hope the attached helps? Was playing as Veil. Just converted to it about five turns before?:crazyeye:

Checking it out now.
 
strategyonly said:
Get a crash in the next or two turns later. Hope the attached helps? Was playing as Veil. Just converted to it about five turns before?:crazyeye:

This is being caused by the brewry being built. For some reason we have seen CTD's on custom art in cities with a ton of buildings. They never seem to have problems in small cities.

If you want to continue poaying your game cancel building the brewery. I will remove the art from the next version so it doesn't reoccur.
 
Kael said:
This is being caused by the brewry being built. For some reason we have seen CTD's on custom art in cities with a ton of buildings. They never seem to have problems in small cities.

If you want to continue poaying your game cancel building the brewery. I will remove the art from the next version so it doesn't reoccur.
You guys have done much more work on buildings than I did so you probably know this already but I thought I'd mention that from my limited research into the matter I discovered that buildings can have a "show priority". Basically if I understand correctly, when there are too many buildings in a city some have to be removed and you can set the priority for which ones should go first (it could also be just a binary priority, i.e. some will always stay while other may be removed, can't remember the details right now).

Perhaps you should look into that with the regards to the brewery bug. At the very least you might avoid removing it completely by setting its priority such that it doesn't appear in cities where it could cause a crash.
 
Rabbit said:
You guys have done much more work on buildings than I did so you probably know this already but I thought I'd mention that from my limited research into the matter I discovered that buildings can have a "show priority". Basically if I understand correctly, when there are too many buildings in a city some have to be removed and you can set the priority for which ones should go first (it could also be just a binary priority, i.e. some will always stay while other may be removed, can't remember the details right now).

Perhaps you should look into that with the regards to the brewery bug. At the very least you might avoid removing it completely by setting its priority such that it doesn't appear in cities where it could cause a crash.

Ahh.. That makes a lot of sense. The only building I use a different show priority for is the aqueduct. I will see if I can adjust those number and get the CTD to go away without removing the art. Thanks!
 
a quick question. Is free religion supposed to cause sphenerer to leave,plus could not build an order building,and a demon unit showed up on build list. unfortuantly i did not save recently so back a hour or more work.
 
thearkane said:
a quick question. Is free religion supposed to cause sphenerer to leave,plus could not build an order building,and a demon unit showed up on build list. unfortuantly i did not save recently so back a hour or more work.

Yes, free religion gets rid of your state religion. So you will lose your religious heroes and be unable to build anything that requires a state religion (like the order building) and you will have access to things that are blocked by state religions (such as the order keeps you from building demonic units).
 
thanks guess i will reload then. playing as bannor. crusade sure puts a crimp in my style of play, i would reccommend reducing the time in anarchy by at least 1 turn (2 perfered),or would have a substitute culture source. oh well just my .5 cents.
 
Rabbit said:
You guys have done much more work on buildings than I did so you probably know this already but I thought I'd mention that from my limited research into the matter I discovered that buildings can have a "show priority". Basically if I understand correctly, when there are too many buildings in a city some have to be removed and you can set the priority for which ones should go first (it could also be just a binary priority, i.e. some will always stay while other may be removed, can't remember the details right now).

Perhaps you should look into that with the regards to the brewery bug. At the very least you might avoid removing it completely by setting its priority such that it doesn't appear in cities where it could cause a crash.

I tested this and you are absolutly right. We can get around this by setting visibility priority on the buildings. It seems like if you have about 30 or so with the same priority it ctd's when it tries to display the city.

Thanks!
 
Balseraphs & Slavery,
I am playing Balseraphs & I chose my religion as The Ashen Veil instead of Octopus Overlords so I didn't have an access to slavery civic & I couldn't use civ specific building... I think that only in the case of Balseraphs they should be able to use slavery even when their religon isn't evil (!!) as you said "Perpentach is insane", my thought is they maybe should start with slavery at the beginning.

I am having a great time playing, THANKS to all the TEAM!!

P.S.
I am playing Balseraphs a bit unstable -> role playing.... pretty cool, start war, make peace -> war->peace->war, destroy, rebuild... wipe civs out! help civs out...
 
mamimo said:
Balseraphs & Slavery,
I am playing Balseraphs & I chose my religion as The Ashen Veil instead of Octopus Overlords so I didn't have an access to slavery civic & I couldn't use civ specific building... I think that only in the case of Balseraphs they should be able to use slavery even when their religon isn't evil (!!) as you said "Perpentach is insane", my thought is they maybe should start with slavery at the beginning.

I am having a great time playing, THANKS to all the TEAM!!

P.S.
I am playing Balseraphs a bit unstable -> role playing.... pretty cool, start war, make peace -> war->peace->war, destroy, rebuild... wipe civs out! help civs out...

The Balseraphs have a special unit, the Taskmaster, who captures slaves regardless of the religion or civic option.
 
Kael said:
The Balseraphs have a special unit, the Taskmaster, who captures slaves regardless of the religion or civic option.
Cool, thanks... I haven't built him yet...
 
Kael said:
Yeah I would like to have true flying units but there is so much coding involved to do it the right way that it isn't anything we are going to approch right now. Im more interested in getting the ai to use spells correctly than teaching it to use another game feature.

What about the FLY MOD or maybe it was another MOD which allowed for flying... from what I was reading the change should be easy with this MOD.

Another question... will the first initial post be updated listing all the unique units for each nation?
 
NT_Jedi said:
What about the FLY MOD or maybe it was another MOD which allowed for flying... from what I was reading the change should be easy with this MOD.

Another question... will the first initial post be updated listing all the unique units for each nation?

We've actually had "flying" in that fashion since back in FfH1. I posted how to do it here the day the SDK was released.

That is to say the current method allows units to travel over water and land. In FfH we call it water walking instead of flying. We could call it flying but its really just allowing land units to travel over water which seems more like water walking to me.

"Real" flying should allow:

1. Travel over tiles with enemy units in them.
2. Flying units with ranged attacks shouldnt be attackable by non-flying units without ranged attacks.
3. Flying units should be able to elect not to defend a tile.

Adding those things isnt to hard, teaching the ai to use those features is incrediably hard. Somewhere down the road we will probably have it but it isn't a high priority.
 
Kael said:
I tested this and you are absolutly right. We can get around this by setting visibility priority on the buildings. It seems like if you have about 30 or so with the same priority it ctd's when it tries to display the city.

Thanks!
Glad I was able to help :thumbsup:
 
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