[MOD] Fall from Heaven II

DREWid said:
first thing first great mod thats eating my life... been playing it mainly as multiplayer hotseat and had very few problems with it but these are the points weve found -->

1) playing lurchip no one has ever been able to create dwarf warriors, if they get runes they dont show up on the build list, and obviously they cant get barracks to build them in the other way.

Thats fixed in 0.13.

2) ai being a bit dumb, dont know if this is a feature of civ or the mod but a game was being palled where the ai had built a village in a square which upon bronze working was found to have copper (the only source that the calabim had access to in this game) and didnt then mine it, this maybe can be explained but its not the end of the story. the copper square came under the influence of a player (human) who minned it for the copper but was then re-tacken by the calabim, who even though she now had access to a roaded copper mine within her boarders, still showed up as not having copper... any ideas?

The calabim might not have had bronze working. One of the goals for the new tech tree design is that it will be more ai friendly. Hopefully that will happen.

3) the 2 to many buildings fault has hit a bit

That should be fixed on 0.13.

4) the grigori... there first adventure comes to early, allows for a mad rush game... but then they dont tend to get em any more. my friend found as soon as he built wonders in a city it would either a) if it was his caitol reduce his odds of getting a adventure in favour of other great people b) or if he built wonders in his other cities they would outstrip his capitol for great people production again leading to no new adventures (in fairness one did appear very late game)... perhapes allowing adveture guilds earlier but lose the basic great people gain? or again make adventure guilds (or equivilent maybe another wonder?) that converts either the odds of generating an adventure (ie fix it at 50-75%) or coverts the type of great people points made by other wonders to adventures (ie if someting creates 2 sage points it now creates 1 sage 1 advenutrer)

just our 2 cents

thanks for the mod!

Ill be interested to see what you think about when the guilds come in the new tree. I havent done much balancing in tech tree placement to this point because I knew it would all be redone but after 0.13 I'll welcome feedback on it.
 
Kael,

I understand now why animals are so strong to hunt. I don't know what you will change in a next release: animals strength, Scout strength,... Why not giving them the same promo bonus against animals as the Hunter ?

Have you got an idea of the 0.13 release ? :mischief:

Rampaging Butterpecan ? What's that ? A kind of blob ?;)

The Frog.
 
Kael said:
Now that the odds are working correctly im probably going to reduce the strength of each of the animals a little so they are quite as intimidating.

But then I wont be able to steamroll my neighbors with the bear I sacrficed three warriors to capture! ;) Maybe a comprimise would be slowing the rate that the animals upgrade so tigers/bears come out a bit later once ones scouts have had a chance to get some upgrades off wolves and lions. Or an early upgrate opened up by the tracking tech that gives an additional 30-50% vs animals? Or bundle that bonus with the animal capture promotion? What can I say, I love capturing animals.
 
Hian the Frog said:
Kael,

I understand now why animals are so strong to hunt. I don't know what you will change in a next release: animals strength, Scout strength,... Why not giving them the same promo bonus against animals as the Hunter ?

Scouts already get the same +100% vs animals that hunters do.

Have you got an idea of the 0.13 release ? :mischief:

Not yet.

Rampaging Butterpecan ? What's that ? A kind of blob ?;)

A very ferocious blob!
 
drjones said:
But then I wont be able to steamroll my neighbors with the bear I sacrficed three warriors to capture! ;) Maybe a comprimise would be slowing the rate that the animals upgrade so tigers/bears come out a bit later once ones scouts have had a chance to get some upgrades off wolves and lions. Or an early upgrate opened up by the tracking tech that gives an additional 30-50% vs animals? Or bundle that bonus with the animal capture promotion? What can I say, I love capturing animals.

Yeah as I look at the current strengths I dont have much wiggle room:

Wolf: iCombat:1, Move:2
Lion: iCombat:2, Move:1
Panther: iCombat:2, Move:2
Skeleton: iCombat:3, Move:1
Tiger: iCombat:3, Move:2
Bear: iCombat:4, Move:1
Giant Spider: iCombat:4, Move:1
Hill Giant: iCombat:6, Move:1

I may take your suggestion and grant another anti-animal bonus.
 
Chalid said:
Do we get an Giant Spider Cage as well?
i vote yes, unless it will be similar to dancing bear.
 
Chalid said:
Do we get an Giant Spider Cage as well?

Do you think it should be like the existing ones, or should it produce silk? If it produces silk should it give culture and happiness too? Should it require a carnival?

I was thinking that it should generate silk and not have any other modifier (the silk itself will generate hapiness and commerce) or building requirement.
 
Broken Hawk said:
Can you capture Hill Giants? I've been blowing them away at every chance.

Yes, but you need a really big net.

Seriously, no you cant capture skeletons or hill giants.
 
Chalid said:
giving Silk sounds awesome. I'd add some prerequisite to the building. Maybe a tech? The one that allows rangers?

Good idea. Ill add it.
 
Any chance having Spider Silk in your city gives units created in that city a defensive promotion based on tougher armor?
 
Any chance having Spider Silk in your city gives units created in that city a defensive promotion based on tougher armor?

I was just thinking about this very thing:)
I'm no biologist, but I don't think the silk from larvae and the silk from spiders have the same properties, and is equally suited to fashinable clothes. And then I recalled an Enchantment card from Magic: The Gathering called Spidersilk Armor, which would give your unit extra defense, and also a first strike, as I recall(Because it is significantly lighter than common armour).

So perhaps make a new resource called Spidersilk, only available with a captured spider?
 
Leopard skin underwear? :p

Not to condone poaching, but aren't certain parts of wild animals considered to be either delicacies or have medicinal values? The possibilities are endless.
 
Yeah whatthehell, an extra 5% growth due to more breeding!
But then -5% cos it would naturally only make any difference to people who are attractive enough anyway.

But seriously, couldn't you get a 'dogs' resource from capturing wolves (theyre not that exotic for looking at in a carnival anyway) who knows what crazy bonuses they could have? (but it'l probably be happiness or hunting-related though...)
 
Hello,

I saw your list of animal strengths above, andI would like to ask that wolves be bumped up in strength. They get no respect. I would suggest an alpha wolf str2 that spawns str1 wolves every few turns, and that follow the alpha. As apex pack predators they are as dangerous as wolves or bears. Probably minute in the scope of what you are doing, but I thought I would throw it out there. Also...how about a 1% chance of werewolf transmission when a wolf attacks you.
 
Starship said:
Hello,

I saw your list of animal strengths above, andI would like to ask that wolves be bumped up in strength. They get no respect. I would suggest an alpha wolf str2 that spawns str1 wolves every few turns, and that follow the alpha. As apex pack predators they are as dangerous as wolves or bears. Probably minute in the scope of what you are doing, but I thought I would throw it out there. Also...how about a 1% chance of werewolf transmission when a wolf attacks you.

Wolves purpose in life are to be the easy xp, easy to capture by scouts animal. They are intentionally weak. Scouts need something they can hunt and gain a little xp on without to much fear.
 
Corlindale, Woodelf, Kael,

About Spider silk. French, US and GB Armies are working at that time on modern infantry armor made with Spider silk. Explanation: It's harder than steel, light, and elastic and pliable enough to be a bulletproof jacket.

About Animals : Giving an other +50% against animals when you discover Hunting.

The Frog.
 
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