[MOD] Fall from Heaven II

Kael,

I have build a map/scenarii.
Even if 0.13 will be release soon, i wish that you look at it.
Do you agree ?
If yes, how can i send it to you ?

The Frog.
 
drop an icon on our desktops.... if someone cant right click delete an icon on their desk top they shouldnt be messing with mods :) But hey thats just me.
 
Hian the Frog said:
Kael,

I have build a map/scenarii.
Even if 0.13 will be release soon, i wish that you look at it.
Do you agree ?
If yes, how can i send it to you ?

The Frog.

PMed you my email address.
 
Kael,

Do you receive it ?

The Frog
 
Hian the Frog said:
Kael,

Do you receive it ?

The Frog

Yeap, I was just playing it. IT works great. Go ahead and post it as a scnerio in the scenerio thread and I'll link it in the first post.

I loaded it with 0.13 and it will need some changes to work with 0.13 but it won't take much.
 
Kael,

ok, i received your answer.

I was playing it and i saw few things i forgot/don't like:
1) I forgot one mana node for Lannun.
2) Krakens are asleep in barb cities. I want them more aggressive and roaming the see. I don't know how to do. Probably changing their AI ?

Time to sleep a little now. It's 3 and a half AM in France...

I will wait for your comments.

The (tired and nearly asleep ) Frog.
 
Kael,

Just before sleeping....:)

I will wait the new 0.13 and make the changes needed this week end before posting it.

The Frog.
 
Hian the Frog said:
Kael,

Just before sleeping....:)

I will wait the new 0.13 and make the changes needed this week end before posting it.

The Frog.

Sounds good.
 
Kael,

FfH1 was very good. I have high expectation but knowing how much effort and time you and your dev team have put into the making, it certainly is remarkable that you guys can manage such a good mod. I've commented but once in your original thread and here I am again to tell you that FfH1 is very good (would have been better if there was some reskinning done. However, it is a finished product and I think it best stays as it is). It is remarkable and truly a work that deserves recognition. :)

I've downloaded and tried FfH2 and it is even better than FfH1. With the promise of more content and future things added, it is a definate "must play". FfH1 was impressive, FfH2 is more than that. I hope to see FfH2 fully developed just as you (and dev team) did for FfH1.

Thanks for making the mods. It brings a whole new aspect to Civ. A whole new experience. :)
 
Hehe thats Kaels task to do. But he will read this for sure later on. Just wanted to remind you (and maybe others who planned on downloading, too, that waiting one more day might pay off.
 
thamis said:
I can give you guys an FTP upload if you like. PM me. :)

Otherwise I'll mirror it, but possibly with some delay.

PM sent. :)
 
Kael and the Team,

What is the difference between:
1) UNITAI_ATTACK_SEA
2) UNITAI_ASSAULT_SEA

It's to give my barb Krakens the good ai. I want them roaming the see and sinking all that navigate.:)

I also wish to have some orcs spearmen garrisoning forts. What is the right ai ? I tried city def one and they roam...:(

The Frog.
 
Hian the Frog said:
Kael and the Team,

What is the difference between:
1) UNITAI_ATTACK_SEA
2) UNITAI_ASSAULT_SEA

It's to give my barb Krakens the good ai. I want them roaming the see and sinking all that navigate.:)

I also wish to have some orcs spearmen garrisoning forts. What is the right ai ? I tried city def one and they roam...:(

The Frog.

The AI doesn't operate as you would expect. Chalid can explain it much better than I can. But basically instead of being the control for that unit, its a tag that determines how the Player AI uses it.

So if a unit is UNITAI_ATTACK and the PlayerAI think its needs some units to attack with it will go and grab some of those. If the player AI needs some units to defend cities it will look for units with the UNITAI_CITY_DEFEND tag.

So its more true to say that there is no real unit ai, its a player ai and by setting tags on units we can influence the players behavior. Thats a very high level look at it. The truth is somewhere in the middle.

So the reason the ai isnt defending cities with the city_defend units is that it doesn't think its cities need additional defenders right now so its going to send them wandering. If it thought it was short on defenders those would probably be some of the first units it would withdrawal (or build if this was an xml change) to do it.
 
Kael,

Ok understood.

So, i would not change anything about barb unit ai.
I will probably give them more strength with some additional military buildings. I want my barb ugly, aggressive, powerful,...challenging if you prefer.;)
I will test that.....

The Frog.
 
Actually its a bit different as Kale says it as there are the PlayerAI, the AreaAI, the selection GroupAI (a subform of the UnitAI) and the UnitAI involved. But I can tell you the difference between how the AI uses the Unit based on the UnitAIs anyway. And in this case they are quite different.

UNITAI_ASSAULT_SEA is a transporter. It looks for units to collect and transport to the enemy (its good that i looked it up... ill have to change something in this AI for my Mages..)

UNITAI_ATTACK_SEA is a vessel that longs to sink ships and pillage your nets.
So UNITAI_ATTACK_SEA is the one you want for the Kraken.

Garrisoning Forts is more difficult. Ill check it. UNITAI_CITY_DEFENSE is the right one in principle but as Kael said, if the AI decides there are enough defenders it will send some of those off.
 
Hian the Frog said:
It's to give my barb Krakens the good ai. I want them roaming the see and sinking all that navigate.:)

The Frog.

From what little I can remember of my Greek mythology, the Kraken did roam the sea's and sink ships, but not the coastline.
Will the Kraken do the same in this game? I hope so, as it's there to stop the navigations, not the shore-movement
 
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