[MOD] Fall from Heaven II

QES said:
When the red dragon appears it automatically has the horde. Hence why the dragon city tends to have a LOT of culture. I saw a rivals city being crushed by its culture. It's pretty hard to conquer the dragon city through culture...it usually takes military forces...sometimes its easy sometimes its not, i recomend ensuring your going to kill it, the first time you attack it, and with only ONE unit. Fear is a pain in the tukus. And it gets beefy too quickly for my liking :P.
-Qes

Now that you say it... I was thinking. Why is the dragon cult obtainable by the major civs. I think that it would make more since to have the dragon hoard be the holy shrine of the religion and when its built the dragon and its cult is born. So it would be like a barb religion. Rejected by most and thought as the lowest of all lows. After all the dragon cult has no benifits if gotten by a major civ and it would fix that culture problem that you were talking about.

When ever i play however i find it really easy to defeat. With a few mages and maybe an archer i can defeat it early in the game. Just plan a head and you can take them down. :)

But yea, i think that there should be a relationship between the Red dragon the dragond hoard and the Dragon Cult.
 
Civkid1991 said:
Now that you say it... I was thinking. Why is the dragon cult obtainable by the major civs. I think that it would make more since to have the dragon hoard be the holy shrine of the religion and when its built the dragon and its cult is born. So it would be like a barb religion. Rejected by most and thought as the lowest of all lows. After all the dragon cult has no benifits if gotten by a major civ and it would fix that culture problem that you were talking about.

When ever i play however i find it really easy to defeat. With a few mages and maybe an archer i can defeat it early in the game. Just plan a head and you can take them down. :)

But yea, i think that there should be a relationship between the Red dragon the dragond hoard and the Dragon Cult.

There already is a relation, i believe it has to exist first, and 2 civs are able to "discover" the appropriate tech to get the religion (awaken the ancients.) The consequence of this is that its set up BY MORTALS running around worshiping the dragon on far. THe dragon city itself is more or less (if i understand this correctly) ruled BY the dragon, and therefore all those people arnt so much worshipers, as underlings. I think its great as is. And having the culture ruin my rivals city didnt really bother me, my nearby city (built AFTER his) was doing fine, as it had culture production in it.

It would be great to see that dragon go hunting once and a while, or build lots of units to actually grow the barbarian empire. But the idea of "this is my city" really does suit dragons as a whole.
-Qes
 
Is there a thread on the Ffh forum for quest design? And if there isnt would i be able to make one?
 
Ok, despite my best efforts to the contrary, i had huge deficit spending - completely my fault...
HOWEVER, there are certain units i question the "disbanding" of. For one, my hero, whome was sooooo incredibly uberized, 5 star and heroic str II, plus anti Melee (mmm delicious) who was disbanded, as well as my super early gotten ritualist. I question the games thoughts on loyalty of said units.

Another thing, in a DESPERATE attempt to not have units go on strike (i saw it coming) i switched to CITY STATES........yes....on purpose. And i found i was losing MORE MONEY than i was with GOD king..........thats right....God King.

CITY STATES simply must be changed. I have said so in other threads, but after the debacle that was the loss my hero and ritualist, not to mention my lovly hill giants that gave me sole posession of my island, i felt there was no better recourse than to rant about it here.

Secondly.....when one has 0 unit maintenance......and everything else is "city Maintenance" and one switches to -80% (via city states) you would think that'd stem the hemroging tide of money bloodletting....but no.

Literally, because of the speed at which i expanded (quite nicely) i started to hemorage. Which, frankly is a cool idea, and i think it should be costly. However, there was NOTHING i could do to stop it, and the loss of my hero forced me to exile myself to my personal isle of CIV IV Shame.

So 2 things to have it hurt (but not to the point where i quit) a little less.
1) Maybe heros are immune to disbandment (at least through striking?) they serve ME not the state!
2) Make city states a stop-gap to crying aloud in ones home and having the neighbors wondering why. http://forums.civfanatics.com/showthread.php?t=159365&page=6
-Qes
 
Yeah, I've never used City States. I don't know if I'm missing something, but I always pass it up.

- Niilo
 
Today, for the first time, I saw Acheron breath a cloud of fire into the air. It was freakin' awesome!

- Niilo

P.S.: Then I killed him.
 
Are dwarves not supposed to get rangers?

- Niilo
 
vorshlumpf said:
Are dwarves not supposed to get rangers?

- Niilo

I think they do, but they dont get them right yet. I think (dont trust this) that i remember kael and the team talking about that they were going to do something for dwarves in this capasity (or already have). But im uncertain.
There was talk of a dwarven priestly thing, but I know that's not satisfactory as an answer. *shrug*
-Qes
 
This may well be the wrong forum, but I think it'd be awesome if the barbarians could produce settlers. I've thought so since the first time I saw a barbarian worker.

Would it be difficult to implement something like this?
 
Grillick said:
This may well be the wrong forum, but I think it'd be awesome if the barbarians could produce settlers. I've thought so since the first time I saw a barbarian worker.

Would it be difficult to implement something like this?

The barbarians make cities all the time. I dont think they use a "settler" persay, or maybe the get them free on the maps (in order that they make cities). I've never seen a settler, but they DO get cities......sometime an annoying number of them.
-Qes
 
Hello, I have a problem installing this mod.
When civ starts it tells me that there are problems with python module civinterface, and when the game begins i only see the land but no control panels at all.
What could it be?
Thanks
 
QES said:
The barbarians make cities all the time. I dont think they use a "settler" persay, or maybe the get them free on the maps (in order that they make cities). I've never seen a settler, but they DO get cities......sometime an annoying number of them.
-Qes

Yes, i know the answer to this. Like barbs themsleves the cities pop up randomly in spaces that you can't see. Have't you ever noticed when you have some land with a bit of un see space in the corner and you put a unit there barbs never "appear" in the spot u see. If you are on a contenent and have a cities and culture that allow you to see the hole contenent you never see barbs pop up or their cities. That's why.
 
Civkid1991 said:
Yes, i know the answer to this. Like barbs themsleves the cities pop up randomly in spaces that you can't see. Have't you ever noticed when you have some land with a bit of un see space in the corner and you put a unit there barbs never "appear" in the spot u see. If you are on a contenent and have a cities and culture that allow you to see the hole contenent you never see barbs pop up or their cities. That's why.

I know, its because barbarians do not spawn in seen areas. However, cities are produced (my guess) by randomly spawned "barbarian settlers". So yes, if your entire continant is seen, you wont have any barbarians.
-Qes
 
giaino said:
Hello, I have a problem installing this mod.
When civ starts it tells me that there are problems with python module civinterface, and when the game begins i only see the land but no control panels at all.
What could it be?
Thanks

I would recommend checking the following:

1. Make sure you applied the full mod (183 meg) and not the patch (2 meg).
2. Make sure you dont have any conflicting files in the CustomAssets directory by renaming it to CustomAssets.old.
3. Make sure you are running the latest civ patch (1.61).
4. If all of those things are right you may want to redownload the mod and try to reinstall it in case something went wrong with the download.
 
Patch "D" is up and linked int he first post. It fixes the following issues:

1. ExtraCombatStr retained through capture and upgrade.
2. No divide by 0 error when the Khazad don't have any cities.
3. You cant build pirate coves on area 1 islands (and get the CTD).
 
Kael said:
\
3. You cant build pirate coves on area 1 islands (and get the CTD).

That seems like the "most pirate-y" place to put it? No worries about a full flegged city that draws maintenance fees, just a little port of call for your ships if you want to retreat them out of danger? Granted, it might be impossible coding, but the tiny "pirate isles" seem awesome in theory.
-Qes

P.S. It is in NO way important, and it should be said that this is merely asethetic virtue. - Unless the "Captin Jack Sparrow" hero idea is used, in which case he should get pirate coves on little islands :P.
 
QES said:
That seems like the "most pirate-y" place to put it? No worries about a full flegged city that draws maintenance fees, just a little port of call for your ships if you want to retreat them out of danger? Granted, it might be impossible coding, but the tiny "pirate isles" seem awesome in theory.
-Qes

P.S. It is in NO way important, and it should be said that this is merely asethetic virtue. - Unless the "Captin Jack Sparrow" hero idea is used, in which case he should get pirate coves on little islands :P.

Yeah, I agree but its the easiest way to avoid the CTD.
 
Just out of pure C++ programmer's curiosity : I can see how creating an improvement in the middle of a city is likely to trigger runtime errors, but that single-time-island one does surprise me... may I ask for a brief explanation ?
 
SchpailsMan said:
Just out of pure C++ programmer's curiosity : I can see how creating an improvement in the middle of a city is likely to trigger runtime errors, but that single-time-island one does surprise me... may I ask for a brief explanation ?

Sure. The game breaks all of the land and water groups into objects alled "Areas". That is how it determines the difference between a inland lake which may contain only 5-6 water tiles, and an ocean that contains much more. An area check is why you can build ships on an "ocean" but not on a smaller water body.

The game is pretty forgiving of messign with areas. I can add and remove tiles from them pretty dynamically. But a Pirate Cove is technically a water plot. So when I take a 1 tile island (land area with 1 plot) and drop a water tile on its only plot the game kinda freaks out (there is a land area with no land) and CTD's.

It could probably be fixed in other means, I havent messed with the area code at all. But thats why it crashed and why I blocked coves on single tile islands to stop it.
 
As i was fulling around with the world builder i was lookeing at some of the buildings. I found it interesting that there's a human and elf cage. Does this mean that later we'll be able to take people as slaves and even later cage them for our own pleasure? (simillar to the tiger or bear cage?)
I also saw a building with a pic of Micheal Jackson and the building's name was "freak show" :lol: I was just wondering if this would be abtainable by all civs or just the Balseraphs? (if u have it for the other civs i'd hate to think of what the kids in the cities would say! :joke: :lol: )

Just wanted to know....

~CivKid~
 
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