[MOD] Fall from Heaven II

We will get fixes in for the other civs capturing settlements and the wonders that require x amount of cities.

Im not sure how to do the "pick your 3 cities", I guess we could have a popup when you found a city to see if you want it to be a captial or not. Let me think about it.

We are going to need to add a code change to keep settlements from costing you money. Right now their maintenance is free but Chalid found out that they are still calculated in your civic costs. So we will need to get that out.

We also have it speced in to have the amount of core cities dependant on the map size. Maybe 2 cities on a dual map, and 4 or 5 on a huge map.

The kuriotates need some unique midgame buildings to increase their happiness and health. We are going to look at adding them.

Thanks for the feedback, keep it coming.
 
I was wondering if the amount of time as been increased for each unit, lately?

I used to get a settler for around 10-15 turns, and now its around 30-35 turns (on quick)?

EDIT: Also i was just playing as Beeri Bawl (Dwarf) - i had the holy city of Runes of Kilmorph, i had the Temple of Kilmorph, but was still unable to build a Runevault? Is there more requirements?
 
Hi Kael, I just had a few questions about the Lanun...
Theres a weird promotion that sometimes is on a worker called pirate, and I was wondering what do I do with it... It has to do with the Pirate coves right? Also I noticed that you have a parrot unit, but its not buildable by the Lanun. Don't you think they should? Arrgg...
 
After the last patch, thought it would be a good time to try and play with the greenskins again (with the new pillage rules)
I do find that the Barbarian leader is...... well, a strange trait.
The loss of reseach is hard,
No starting tech is hard
The ability to run-around and not be scared of them monsters of other orcs is fun..... to start with, but I don't think all that good. Why, well, after the last pop-up where I was 1st in population, I think the barbarians just on my island are the biggest forces in the game, I now cannot expand anymore cities as they have cut-off the rest of the land. So, I decided to attack them, get some money from the cities & build my own. Except the city which cuts off the rest of the island, Had that big red dragon in it :-(
My problem is, none of my troops have any xp due to fact i've not got any by fighting the barbarians.

In my other games, the barbarians give me xp and happieness (captured animals)

Does anyone else think the barbarian trait is not as good as it first seems?
 
chocmushroom said:
After the last patch, thought it would be a good time to try and play with the greenskins again (with the new pillage rules)
I do find that the Barbarian leader is...... well, a strange trait.
The loss of reseach is hard,
No starting tech is hard
The ability to run-around and not be scared of them monsters of other orcs is fun..... to start with, but I don't think all that good. Why, well, after the last pop-up where I was 1st in population, I think the barbarians just on my island are the biggest forces in the game, I now cannot expand anymore cities as they have cut-off the rest of the land. So, I decided to attack them, get some money from the cities & build my own. Except the city which cuts off the rest of the island, Had that big red dragon in it :-(
My problem is, none of my troops have any xp due to fact i've not got any by fighting the barbarians.

In my other games, the barbarians give me xp and happieness (captured animals)

Does anyone else think the barbarian trait is not as good as it first seems?


Hi,

OMI, barb trait is one of the most difficult to play. You can not get xp, neither hunt animals and beast, you can not destroy a barb city built near your land.... Yes, it's a hard trait.
On the other hand, when players chose to play with raging barb, like me, it's also a very good one. You can expand without early barb attacks. You can also, if you are Clan civ, try to capture some wolves with your gob to build some Worg Riders. It's a very good early unit.

So, leaders with this trait had to be played differently from others. There are both malus and bonus.
I would only change one thing: they would be at war with barb when they reach the first place with 20% more points than the 2nd (and no 50% more ).
I also think that the trait scorched earth is a biggest problem than barb trait...

The Frog.
 
Kael, The team,

Maybie i'm wrong but don't i read somewhere that a "Cult of the dragon Temple" or some thing like that would be added ? it's probably a mistake of my own, i just want to know if i was dreaming or if i have a memory failure.:crazyeye:

The Frog.
 
Do I have this correct? As your adept gains XP, he can add magical promotions, but once a particular promotion has been chosen, that promotion is not available to any other adept until adepts have gone through the entire list of available promotions?

First, doesn't his make the AI stupider? I can't believe the AI can plan how to use those promotions in any logical way.

Second, I may be missing something, but it seems to lead to a lot of needless micromanagement: "Okay, I've got my main bunch of adepts I with the promotions I really want, but now I have to build some extra adepts just to soak up the unwanted promotions before doing anything more with my "real" adepts."

Third, it just feels wrong when playing certain civs and religions to have adepts with certain promotions. Life loving civs don't want death adepts! :) Maybe I am just role playing too much here.
 
Hian the Frog said:
Hi,

OMI, barb trait is one of the most difficult to play. You can not get xp, neither hunt animals and beast, you can not destroy a barb city built near your land.... Yes, it's a hard trait.
On the other hand, when players chose to play with raging barb, like me, it's also a very good one. You can expand without early barb attacks. You can also, if you are Clan civ, try to capture some wolves with your gob to build some Worg Riders. It's a very good early unit.

So, leaders with this trait had to be played differently from others. There are both malus and bonus.
I would only change one thing: they would be at war with barb when they reach the first place with 20% more points than the 2nd (and no 50% more ).
I also think that the trait scorched earth is a biggest problem than barb trait...

The Frog.

And you dont want to mess with orthus the barb king :king: .
hi is a pain for the non barb trait civs.
and with the scorched earth you can turn on the no city rasing button in custom games and that makes that trait worthless...


beorn said:
Do I have this correct? As your adept gains XP, he can add magical promotions, but once a particular promotion has been chosen, that promotion is not available to any other adept until adepts have gone through the entire list of available promotions?

First, doesn't his make the AI stupider? I can't believe the AI can plan how to use those promotions in any logical way.

Second, I may be missing something, but it seems to lead to a lot of needless micromanagement: "Okay, I've got my main bunch of adepts I with the promotions I really want, but now I have to build some extra adepts just to soak up the unwanted promotions before doing anything more with my "real" adepts."

Third, it just feels wrong when playing certain civs and religions to have adepts with certain promotions. Life loving civs don't want death adepts! Maybe I am just role playing too much here.

The adepts could be upgraded to mages and sooner arcmages
And the manas makes all the first promos and sooner you could promo so much you want with each of your adepts until i think its lvl five he could be upgr. to mage with promos nb 2 and arcmages nb 3.

I think this is all!
 
Hian the Frog said:
Kael, The team,

Maybie i'm wrong but don't i read somewhere that a "Cult of the dragon Temple" or some thing like that would be added ? it's probably a mistake of my own, i just want to know if i was dreaming or if i have a memory failure.:crazyeye:

The Frog.

We want to introduce an religion shirene for the holy city, yes.

beorn said:
Do I have this correct? As your adept gains XP, he can add magical promotions, but once a particular promotion has been chosen, that promotion is not available to any other adept until adepts have gone through the entire list of available promotions?

First, doesn't his make the AI stupider? I can't believe the AI can plan how to use those promotions in any logical way.

Second, I may be missing something, but it seems to lead to a lot of needless micromanagement: "Okay, I've got my main bunch of adepts I with the promotions I really want, but now I have to build some extra adepts just to soak up the unwanted promotions before doing anything more with my "real" adepts."

Third, it just feels wrong when playing certain civs and religions to have adepts with certain promotions. Life loving civs don't want death adepts! Maybe I am just role playing too much here.

No you do not have this correct. As ghandi wrote you can promote each Adept to every sphere. You get the Promotions free for spheres where you have the mana.
If your Adept is level 3 (in the next version lvl4) you can upgrade him to an Mage or conjurer and get acess to the second level of sphere promotions. On level 6 the upgrade to Archmage/Summoner becomes available (with third level sphere promotions)
 
Chalid said:
We want to introduce an religion shirene for the holy city, yes.



No you do not have this correct. As ghandi wrote you can promote each Adept to every sphere. You get the Promotions free for spheres where you have the mana.
If your Adept is level 3 (in the next version lvl4) you can upgrade him to an Mage or conjurer and get acess to the second level of sphere promotions. On level 6 the upgrade to Archmage/Summoner becomes available (with third level sphere promotions)
Then I am very confused. I give adept #1 the sorcery promotion, and now the other adepts do not have the sorcery promotion availailable, although all other promotions are. I give adept #2 the body promotion, and now the others have everything avialable except body and sorcery.
 
Ah i think you are not promoting the Guys but actually casting the spells.
The body I promotion allows you to cast the Haste spell. (The red symbol whith the foot).
Every unit in the stack then gets the Haste promotion for the turn. When every unit in the stack already has the hast promotion you can not cast Haste again. The next adept can cast another spell, but this is again given to all units in the stack and so forth.

Or you have selected the entire stack and promoted all of them with body. Ther is not such a thing as a sorcery promotion you can promote for, as the sorcery promotion is only given on upgrade to mage.
 
Chalid said:
No you do not have this correct. As ghandi wrote you can promote each Adept to every sphere. You get the Promotions free for spheres where you have the mana.
If your Adept is level 3 (in the next version lvl4) you can upgrade him to an Mage or conjurer and get acess to the second level of sphere promotions. On level 6 the upgrade to Archmage/Summoner becomes available (with third level sphere promotions)


Now i understand its 3 not 5 you could upgrade it tnx
 
strategyonly said:
I was wondering if the amount of time as been increased for each unit, lately?

I used to get a settler for around 10-15 turns, and now its around 30-35 turns (on quick)?

Nope, I havent changed anything.

EDIT: Also i was just playing as Beeri Bawl (Dwarf) - i had the holy city of Runes of Kilmorph, i had the Temple of Kilmorph, but was still unable to build a Runevault? Is there more requirements?

You have to have 5 temples of kilmorph before you can build a runevault.
 
samari_tycoon said:
Hi Kael, I just had a few questions about the Lanun...
Theres a weird promotion that sometimes is on a worker called pirate, and I was wondering what do I do with it... It has to do with the Pirate coves right? Also I noticed that you have a parrot unit, but its not buildable by the Lanun. Don't you think they should? Arrgg...

I thought about that but I would need to make a 2nd version of the parrot to do it. The real reason the balseraph have a parrot instead of a hawk is because they cant build hunting lodges, so i needed a bird that was attached to the freak show instead. Since the lanun cant build freak shows if i gave them access to the existing parrot they wouldnt be able to build it anyway.

You won't see the pirate promotion on workers with 0.13, that was the old way I distinguish what units were able to make a pirate cove. Nowdays its integrated in the spell system so i dont need the promotion.
 
chocmushroom said:
After the last patch, thought it would be a good time to try and play with the greenskins again (with the new pillage rules)
I do find that the Barbarian leader is...... well, a strange trait.
The loss of reseach is hard,
No starting tech is hard
The ability to run-around and not be scared of them monsters of other orcs is fun..... to start with, but I don't think all that good. Why, well, after the last pop-up where I was 1st in population, I think the barbarians just on my island are the biggest forces in the game, I now cannot expand anymore cities as they have cut-off the rest of the land. So, I decided to attack them, get some money from the cities & build my own. Except the city which cuts off the rest of the island, Had that big red dragon in it :-(
My problem is, none of my troops have any xp due to fact i've not got any by fighting the barbarians.

In my other games, the barbarians give me xp and happieness (captured animals)

Does anyone else think the barbarian trait is not as good as it first seems?

Of course players are welcome to play however they choose, but in my opinion ou cannot give up the early game xp. If you are at peace with the barbarians you have to be at war with the other civs. The barbarian civs have a huge civilization wide negative to their war weariness (check the palace for the exact amount) and when I play the Clan I am attacking from the begining.

It makes for an early aggresive game and the Clan (in my mind) is forced to do it to counter the tech penalty they recieve.

So it really depends on how you play them. If you prefer to play a peaceful early game, growing and expanding, then the Clans weaknesses will hurt you and their strengths wont be of much use.
 
Hian the Frog said:
Hi,

OMI, barb trait is one of the most difficult to play. You can not get xp, neither hunt animals and beast, you can not destroy a barb city built near your land.... Yes, it's a hard trait.
On the other hand, when players chose to play with raging barb, like me, it's also a very good one. You can expand without early barb attacks. You can also, if you are Clan civ, try to capture some wolves with your gob to build some Worg Riders. It's a very good early unit.

So, leaders with this trait had to be played differently from others. There are both malus and bonus.
I would only change one thing: they would be at war with barb when they reach the first place with 20% more points than the 2nd (and no 50% more ).
I also think that the trait scorched earth is a biggest problem than barb trait...

The Frog.

That's what I mean, the barbarian trait is meant to be a good trait, and an extra trait, which is why they then have the scorched earth trait to balance it out. The way I see it it's not a good enough trait to counter-balance the scorched earth drawback.

I must admit, if the trait just made you freind with the barb civs and not the animals then it would be a lot better, but as someone already mentioned this cannot be done :(
 
I was a bit curious on finding somethin' that would read/edit dll files (for the sdk) without having Visual Studio, I have that back in the states but not currently available here. I wanted to incorporate the revolution/autoplay and culture influences mods. I finally downloaded the python tool, so I now have the special advisors now added in. Appreciation to anyone who knows specificly on the net to get such a tool will be highly thanked. Either way, if not, anytime kael when you would add the revolution mod by chance?
 
no we won't add revoulutin we have discussed it and came to the concusions that revolutions andrebellions would not be fun for most of the casual players.

Adding it yourself will be nearly impossible as the SDK codebase changes daily...

Ps.s you can not read the .dll you have to get the entire source and compile that into the .dll.
 
Barbarian trait is incredible.
you just have to play differently.

as barbarians with scorched earth I completely steamrolled over everyone last game :)
Make many settlers and workers and markets. don't bother with military units or city defenses :)
You'll grow so fast that -10% tech wont bother you much, and you'll have more special resources than others due to having more land. thats how it worked for me anyway.

When you're not barbarian, you waste a LOT of early game turns on making defenders. not just for cities (And replacing those lost defenders), but also to fortify at key locations and to guard resources.. all of this, in addition to a ton of time, takes maintenance money :)

As barbarian, you can roam free and happy in the first stages of the game where other civs are having growing pains. I think its probably the best trait there is.
barbarian+creative would be absolutely horrific
 
Does anyone else find Hannah the Irin extremely annoying? She reminds of Isabella from vanilla Civ only more powerful. Mental note for the future: Take her out early before she becomes a problem.
 
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