[MOD] Fall from Heaven II

strategyonly said:
CURSES foiled again. LOL:goodjob:

The game doesnt allow you to build more than one Acheron but the worldbuilder doesn't care. There isnt anything stopping you from making a dozen Acehrons all over the place if you want.
 
Loving this mod! I'm really looking forward to all the textwork in the civilopedia to be done, still havn't quite figured out what the nodes are all about (all the different kinds of nodes) :confused: , but I'm loving the heroes... they kick buttoms! :goodjob: :king: :goodjob:
 
jselsmark said:
Loving this mod! I'm really looking forward to all the textwork in the civilopedia to be done, still havn't quite figured out what the nodes are all about (all the different kinds of nodes) :confused: , but I'm loving the heroes... they kick buttoms! :goodjob: :king: :goodjob:

Follow my sig to the Developer's Forum. More in depth specific discussions there.
 
Kael, this mod is just mind blowing. I haven't gotten very far in it (500 turns in one game - was my first game) I ended up restarting when I had a little more self control to look everything up in the civilopedia to weigh my options. I must say though this mod has all kinds of goodies waiting around every corner. The ancient forest thing is just an awesome idea. I almost wet myself when I stumbled on a Hill Giant on like turn 20.:eek:

The way you have slowed down time is nice with the longer research/builds. Making decisions a little more crucial adds a deeper layer of strategy. I haven't really spotted too much that I can add except these minor things so far:

A) Perhaps on techs such as Polytheism and KNowledge of the Ether you could simplify it down to just "Can build Disciple" or "Can build Node" for the tech desription. I am not sure if there are any problems with that or not or if thats what your planning on anyways. But thought I would mention it as Polytheism overlaps Religious Law quite a bit and it may help to condense it down some.

B)Once again I am not sure if this will be changed later. It is minor also. But in vanilla there is an exp cap for units in eras. Do you plan to cap it later in the same manner? I like both ways myself. I have some level 8 units that are warriors. :lol: But I aint complaining. ;) This may be a little unbalancing though as a person that has the barbaric trait (whether AI or human) cannot level up their units as fast. ANd the person (usually the player if you have not modded barbarian activity) will have level 8 units compared to the computer's level 4's.

Just curious about this:Some units (skeletons, Lizard men, goblins, orc spearmen) show up with invisible bodies. Goblins and Orc spearmen are just sticks that float. I have a low end video card and even my animal resources show up invisible for the most part. Is this an issue on my computer or is this a skin that is unfinished right now. This is not a request to fix it moreso as a just asking if they actually look like this atm or if it is my system.

Lastly, this mod has blown "Just one more turn..." out of the water. The only reason I slept last night and today was because I took a break to eat and watch some TV and passed out. I got about 5 hours and woke up and could't wait to get back and play more of this mod. You have good music on it too as well as good art. I will play it alot in the following weeks and can't wait to learn mor about it and discuss it's features.
 
Great work on this Kael and co.

I have just one little suggestion, is it possible to sort out the unit list in Worldbuilder, its a real pain trying to find individual units to place so is it possible for them to be sorted into alphabetical order. This would a great help in trying to build scenarios.
 
The improvement you guys achiefed over Fall from Heavon 1, version from early this year, is increadible. Everything now fits together (yes, it's a beta and some parts are unfinished like the civpedia, but you get my point ;) ) and a great atmoshpere is created.

Respect! Respect! Respect! :P
 
Kael said:
There is no special code about the creation of any of the dragons. They are built like any other hero. Acheron (the barbarian red dragon) has no requirements and only cost 25 hammers so he tends to be made in the first barbarian city that really starts producing units.

There is a check in onUnitBuilt, and if Acheron is built in a city that city automatically gains the Dragons Hoard.

Technically speaking - if all barbarians are destroyed and there are not plots of land, Acheron may never appear in a game?
 
Gileyal said:
Technically speaking - if all barbarians are destroyed and there are not plots of land, Acheron may never appear in a game?

That is correct.
 
cordas said:
Great work on this Kael and co.

I have just one little suggestion, is it possible to sort out the unit list in Worldbuilder, its a real pain trying to find individual units to place so is it possible for them to be sorted into alphabetical order. This would a great help in trying to build scenarios.

They actually are in alphabetical order by their unitclass. That makes more sense because it has all of the units of the same type together in the editor so I can easily compare all of the adepts to each other (or change something on all of the adepts).

So if you know what unitclass a unit is you should be able to find it. An imp for example is an adept so he's near the beginning. A merryman is a warrior so hes nead the end, etc.
 
Kael,

1) Camel:

In my last game as Hippus, i used Camel Archer for the first time. Powerful, fast moving, excellent withdraw value ...goods units.

As with War elephants, why don't you create a camel ressource ? You should add it in desert, where you usually find nothing unless some Oasis , or in flood plain. It would be a prerequisite to build this unit and gives a bonus of +1 shield +1 Gold/trade.

I remember that somebody create that in Civ III. In my memory, it was one of the most interesting new ressource created.

2) Basium:

Fun to play. But don't lose you Hero... I lost mine (killed by Baron Werewolf) and life really became harder. If one day you need feedback about this civ, i could give you some of my own conclusions.

The ( still happy) Frog
 
King Flevance said:
Kael, this mod is just mind blowing. I haven't gotten very far in it (500 turns in one game - was my first game) I ended up restarting when I had a little more self control to look everything up in the civilopedia to weigh my options. I must say though this mod has all kinds of goodies waiting around every corner. The ancient forest thing is just an awesome idea. I almost wet myself when I stumbled on a Hill Giant on like turn 20.:eek:

The way you have slowed down time is nice with the longer research/builds. Making decisions a little more crucial adds a deeper layer of strategy. I haven't really spotted too much that I can add except these minor things so far:

A) Perhaps on techs such as Polytheism and KNowledge of the Ether you could simplify it down to just "Can build Disciple" or "Can build Node" for the tech desription. I am not sure if there are any problems with that or not or if thats what your planning on anyways. But thought I would mention it as Polytheism overlaps Religious Law quite a bit and it may help to condense it down some.

The tech tree is completly rebuilt in version 0.13. Once that is in and I have a little playtest feedback about it we will begin to flush it out like you describe. I had been intentionally ignoring it to this point because I knew it would be changing (Polytheism doesnt even exist anymore).

B)Once again I am not sure if this will be changed later. It is minor also. But in vanilla there is an exp cap for units in eras. Do you plan to cap it later in the same manner? I like both ways myself. I have some level 8 units that are warriors. :lol: But I aint complaining. ;) This may be a little unbalancing though as a person that has the barbaric trait (whether AI or human) cannot level up their units as fast. ANd the person (usually the player if you have not modded barbarian activity) will have level 8 units compared to the computer's level 4's.

No plans, enjoy your level 8 warrior and have fun upgrading him to an axeman, maceman and immortal (if thats the path you take).

Just curious about this:Some units (skeletons, Lizard men, goblins, orc spearmen) show up with invisible bodies. Goblins and Orc spearmen are just sticks that float. I have a low end video card and even my animal resources show up invisible for the most part. Is this an issue on my computer or is this a skin that is unfinished right now. This is not a request to fix it moreso as a just asking if they actually look like this atm or if it is my system.

No, there is a problem on some graphics cards, I think the art team figured it out and they are redoing there units as they are able so that this wont happen anymore.
 
Hian the Frog said:
Kael,

1) Camel:

In my last game as Hippus, i used Camel Archer for the first time. Powerful, fast moving, excellent withdraw value ...goods units.

As with War elephants, why don't you create a camel ressource ? You should add it in desert, where you usually find nothing unless some Oasis , or in flood plain. It would be a prerequisite to build this unit and gives a bonus of +1 shield +1 Gold/trade.

I remember that somebody create that in Civ III. In my memory, it was one of the most interesting new ressource created.

Adding a resource for one unit doesnt make much sense. And we are at 50 bonuses right now, so we arent hurting to put any new ones in.
 
Is there a way to detect enemy shadows ? The enemy has parked a shadow next to an enemy city which simply kills every magic unit I put in. My own shadows do not provide defense and can't seem to see enemy shadows. Sorry for the ignorance but just wonderinf if there's a unit, spell or promotion which uncovers invisible units ?
 
Posted by KAEL: Is it possible he has less than 400 meg of free space on his hard drive?

Yeah he does so I gess that's the problem? Is there any way to fix it? (other than having him dump a few programs of course)
 
adamant said:
Is there a way to detect enemy shadows ? The enemy has parked a shadow next to an enemy city which simply kills every magic unit I put in. My own shadows do not provide defense and can't seem to see enemy shadows. Sorry for the ignorance but just wonderinf if there's a unit, spell or promotion which uncovers invisible units ?

Not positive, but I think Marksmen can used against Shadow units.
 
I just joined civfanatic forums just so I could give some constructive feedback. Hope it helps...

While playing Ljosalfar, I had found the Fellowship of the Leaves and could make elven archers. But when I resaerched the tech 'Archery' I couldn't make them anymore unless I had Archery Range. It doesn't make sense that before I had the tech I could make them.

Also, the vampires in the Calabim are overly not balanced. While playing 'Monarchy' difficulty and 'Raging babarians' with freaking 10 other civilizations, I wiped out 3 civilizations right after I had research 'Education'. The enemy civilizations had better techs and more cities but with just 5 vampires and a few archers I could secure and detroy the entire civilizations and threaten others. Maybe should tone down the vampires strengths from 7 to 6 or 5.

And the vampirism ability! (this must be why Calabim is rated as one of the most popular civs) If I wait long enough I can make a mage into an archmage and turn him into a Vampire Archmage that is level 20 with twincast, death 3, fire 3, movement 1, strength 5. It's a freaking unstopable unit! Maybe the vampirism ability should be toned down a bit as well.

Oh, and generally are all civilizations AI programed to build only one type of Mana Node? They can't seem to build other nodes and that makes certain wonders unbuildable(don't think there is such a word...) for them.
 
Mr. Bojangles said:
Yeah he does so I gess that's the problem? Is there any way to fix it? (other than having him dump a few programs of course)

No way I know of, he is going to need to clean up some drive space.
 
litrian said:
I just joined civfanatic forums just so I could give some constructive feedback. Hope it helps...

Its awesome to have new members. Be sure to check out the FfH forum (link in my sig).

While playing Ljosalfar, I had found the Fellowship of the Leaves and could make elven archers. But when I resaerched the tech 'Archery' I couldn't make them anymore unless I had Archery Range. It doesn't make sense that before I had the tech I could make them.

That is fixed in 0.13.

Also, the vampires in the Calabim are overly not balanced. While playing 'Monarchy' difficulty and 'Raging babarians' with freaking 10 other civilizations, I wiped out 3 civilizations right after I had research 'Education'. The enemy civilizations had better techs and more cities but with just 5 vampires and a few archers I could secure and detroy the entire civilizations and threaten others. Maybe should tone down the vampires strengths from 7 to 6 or 5.

We havent done much balancing because the tech tree is changing, and the speed to get to things effects everything. I will be interested in balance feedback after 0.13 is out. Especially about vampires.

And the vampirism ability! (this must be why Calabim is rated as one of the most popular civs) If I wait long enough I can make a mage into an archmage and turn him into a Vampire Archmage that is level 20 with twincast, death 3, fire 3, movement 1, strength 5. It's a freaking unstopable unit! Maybe the vampirism ability should be toned down a bit as well.[/quote]

We havent done much balancing because the tech tree is changing, and the speed to get to things effects everything. I will be interested in balance feedback after 0.13 is out. Especially about vampires.

Oh, and generally are all civilizations AI programed to build only one type of Mana Node? They can't seem to build other nodes and that makes certain wonders unbuildable(don't think there is such a word...) for them.

No, they should build a variety. In my experience the AI was building different types successfully, I'll watch for it and make sure it is happening.
 
Any ETA on next version? No rush, just curious. I'm having a blast playing .12!!!! Keep up the great work!
 
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