[MOD] Fall from Heaven II

Barbarian trait...played a game with a buddy...i was dovielo w barbarian trait...i soon had two scouts (or their equiv.) with 4mp each...explored the entire large map, nabbed just about every village...score was way beyond all others and the animals and such finally turned on me...but seemed such a huge advantage at start...



(edit)...maybe it could be so the barbarians are friendly but the animals are not???
 
Blathergut said:
(edit)...maybe it could be so the barbarians are friendly but the animals are not???

I would love that, but I would have to put the animals on a seperate civ than the barbarians and that would take another one away from the 18 max. Maybe down the road but it cant be done well right now.
 
Could you just make it so that barbarian warriors and such units have no attack against units with that trait? I have absolutely no coding experience, but just a thought... :)
 
Yeah, but the ai would be all confused about that. Rushing its units in only to find out it cant attack. And what if players attack them? And they would still pillage, etc etc. In short we would need to define a whole new relaitonship, its so much easier just to make them at peace with each other.
 
Patch "C" is up and linked in the first post in this thread. It fixes the following issues:

1. Veil won't spread to Order cities and the Order wont spready to veil cities correctly.
2. Increased the rate at which new forests grow to real forests.
3. Loki flees combat correctly.
4. Cave of Ancestors now grants xp correctly (reported by Thorvald).
5. The Oracle no longer requires the Order as your state religion (recommended by Frozen-Vomit).
6. Any spell and ability that could be used multiple times in one turn were adjusted to avoid AI spinlocks.
7. The barbarians are now evil (recommended by Frozen-Vomit).
8. The Luchuirp start with a Scout instead of a Mud Golem.
 
Chaosrik said:
Will patch C do on it's own, or do I need B as well?

Also will my save work from A version as I've played about 460 turns?

It shouldnt interfere with save games. And patch c is all inclusive (so its the only patch you need for any version of 0.13.
 
On the front page by the patch link it says patch b download. You should probably change that to patch c to avoid confusion.
 
Congratulations. You have done an entirely new game. And its free!!!

Thank you.

You will add extra features after Warlords release?
 
I must confess that you have made me come back to Civ IV, after a long pause (I even lent my CD to a friend, to try it while I was not interested). As others have said, it's an amazingly brand new game with the same engine, and I find that in some ways, better than the sometimes monotonous original.

Congratulations!
 
GOOD vs EVIL (18 civ & 12 civ) scenario has been added to the Scenario section. See item #17 of Land of Dragons, THX.
I need members comments on all the scenarios in my thread, go ahead guys let me have it, good/bad/indifferent, its ok, SOUND OFF.
 
Regarding the escaping animals, aside from an amusement factor the first time this happens, what is the point of it? Is there any way to control it? Often some animals will escape again before I've even managed to capture the old ones.

You generally have to go to a lot of trouble early on to specifically catch animals, especially bears or tigers. I use them for an early cultural and happiness boost. The problem is, happiness isnt so much a bonus as a size limit on your city. Having extra happiness doesnt do anything, which means your captured animals arent using half of their effectiveness unless you're pushing that happiness limit. Now when 3-5 animals break out, if my city is large then I end up with starvation. And if it has no effect, then the animals weren't doing anything more than adding culture anyway.

My point is that the animals are effectively making my cities unstable, and requiring extra units just to keep them under control. In that particular case, I feel I will end up not bothering to use anything except bears for new settlements.

Animals already require a good bit of effort just to capture and use (research, promotions, finding them, winning, and building a carnival) that requiring additional effort to constantly recapture them is going to be more trouble than they're worth.
 
thealien_83 said:
Is it just me, or is it a tad weird that Golems are affected by fear ? The mighty Luchuirp golem army ground to a halt facing Acheron because none of the golems had the guts to attack him.. :P

Cheers!

I know what you mean, I don't understand this either. Golems are not living so not effected by some spells (like haste) Then should not Fear also check on if a creature is living.
I almost cried when I'd sent all my catapults and skeletons aginst Acheron just to were him down a bit, then start attacking with my Golems.......... only to find on the last attack (which was 96% chance to win) they were to scared to attack!!!!!!
How can a bit of Copper be to scared :mad: :mad:
 
felwar said:
My point is that the animals are effectively making my cities unstable, and requiring extra units just to keep them under control. In that particular case, I feel I will end up not bothering to use anything except bears for new settlements.

Animals already require a good bit of effort just to capture and use (research, promotions, finding them, winning, and building a carnival) that requiring additional effort to constantly recapture them is going to be more trouble than they're worth.

It should happen about 2 times in 1000 turns. Maybe Kael set some probablilites wrong or its 2 times in 1000 turns per cage and animal or something. It definetly was not meant to happen continiously but to be a surprise when it happens.
 
It's quite comical to have to build another recon unit late in the game simply to run around playing animal catcher. :D
 
felwar said:
Regarding the escaping animals, aside from an amusement factor the first time this happens, what is the point of it? Is there any way to control it? Often some animals will escape again before I've even managed to capture the old ones.

You generally have to go to a lot of trouble early on to specifically catch animals, especially bears or tigers. I use them for an early cultural and happiness boost. The problem is, happiness isnt so much a bonus as a size limit on your city. Having extra happiness doesnt do anything, which means your captured animals arent using half of their effectiveness unless you're pushing that happiness limit. Now when 3-5 animals break out, if my city is large then I end up with starvation. And if it has no effect, then the animals weren't doing anything more than adding culture anyway.

My point is that the animals are effectively making my cities unstable, and requiring extra units just to keep them under control. In that particular case, I feel I will end up not bothering to use anything except bears for new settlements.

Animals already require a good bit of effort just to capture and use (research, promotions, finding them, winning, and building a carnival) that requiring additional effort to constantly recapture them is going to be more trouble than they're worth.

The chance of this happening is 10 out of 10000 per turn with patch C (it was 20 out of 10000 before). The intent is that it be so uncommon that it only happens in 1 out of 5 games (not 5 times a game). So instead of it being a factor you plan around it becomes an ultra rare event that may make 1 particular game unique.
 
thealien_83 said:
Is it just me, or is it a tad weird that Golems are affected by fear ? The mighty Luchuirp golem army ground to a halt facing Acheron because none of the golems had the guts to attack him.. :P

Cheers!

Yeah, they should be immune but I havent ported the isalive check to the code that handles fear yet. I will have to do that.
 
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