[MOD] Fall from Heaven II

Part of the balancing of the heroes is that they are available at different times of the game. Basium for example is available rather early and weak but can make a difference at his time, the golden dragon on the other side comes relativly late.

With the special abilities i meant that part of the unit pedia were all abilities of a unit are listed. I think the information to which civ a hero belongs would be seen at that spot at a glance, in contrast to the Pedia Description.
 
Belizan said:
The problem with this is that rivers then become largely meaningless to the Elves for production purposes.

Not really- You need still need them for farming... and in the beginnig not everything is full of woods so they get the advantage there as everyone. (At least until you get bloom.)
 
I was thinking about the heroes...perhaps they should have levels...but they already do (tiers 1-4)...and you can stretch tier value by promoting for specific tasks...What's missing?...The ability not only to promote w/ hero promotion, as all heroes tier 1-4 can do, but the ability to jump tiers. Perhaps a heroic task must be undretaken to get the tier jump in value....Example: you get a Bambur tier 2...can upgrade him into competitiveness w/ tier 3, but by four, he's usless, less than a grunt. So to keep him heroic, give him quests...at least one to jump to tier 3, and one to jump to tier 4...add plot devices...this would create lasting character value...and perhaps heroes of a certain level should bring culture to the cities they garrison in? Babbling now.
 
Also how do you erase a mana node? I built an earth one, and can't get it to go away so I can get another? I got them through the Runes holy building, so now I have two.

I'm playing a game as the Lurchip end of tier 2 Monarch, late mid game. Love it. Only real gripe is that if you have laylines, or that type building, you should be able to upgrade existing golems for a price. Lets retool these bad boys...along those lines can we do some fun things...specialized golem promotions? (ie spice other than city defender, faster, stronger...but keep these too) Kind of like you have only 3 of a kind units, maybe 3 of a kind promotions? Nature's Hand - an upgrade for only 3 mud golems? Greater terriforming ability, plant gardens/parks/forests, and other mixed sphere powers. Heart of the Mountain (city has to have peak in city radius) - Religious Golems for Runes. Rune breakers - Magic Resistant, can also make superior armor, Etc...

Another note I made - Pigs should = dwarf cavalry. Not horses. They should switch values and purpose, and dwarves can eat equine delight.
 
Hi there, first time poster and just wanted to say Fall from Heaven II is an amazing mod and the only reason I am still playing CIV4. I am enjoying trying each civ to play into their theme for multiple ways to win the game

I am finding it very hard in the begining with the Grigori (which is a very cool concept civ) as they cannot expand their cities. This is unlike other civs where a prophet can give an a city maximizing effect to use all the squares of the city if that civ doesn't have Creative attribute.

Yet the Malakim has the Creative attribute but also the Light bringer unit which is a better prophet in that one doesn't need a pagan temple or religion for a culture boost to the city which can be overkill. This makes the Malakim Light Bringer unit not as advantageous as it could be.

My suggestion would be give the Grigori the Creative attribute as their civilization would have to concentrate on other means for culture, (carnival and obelisk bonus). As for the Malakim, Philisophical or Spiritual would seem to better fit their theme in the game.

Fenrii
 
Kael said:
Orthus's Axe gives +25% and the Blitz promotion.
Oh, my bad!!!! sorry...
I had another crash I will check my memory, a second crash in a new game on the same game, what are the odd :sad:
 
@Fenrii: Welcome at CivFanatics.

@Starship: I'm coding the tier advance of heroes (in a way) since yesterday....
Mana nodes can be erazed/exchanged by pillaging, but there is a 5% chance that the node will vanish to prevent misuse.
 
Chalid said:
Its a question of UNIT_AIs. Most probably you killed all units that were UNITAI_CITY_DEFEND. the other unist probably were of some AI_type that does not defend cites (have to check if there ris one, if there is it has to be changed....)

I'll add your observation to the AI behavior to check thread.

EDIT: Hill giants you said? Most probably animals don"t defend cities and Hill giants use the Animal_AI. Will be changed in the first release that includes major AI changes.

Uhmmm... cant remember if they were hill giants or what... just saw them there... when I attacked the city the Orcish archers did the defending... and after that they were gone...

No idea what happened to the Dragon as I have since explored the whole island and he 'aint there...... which makes me wonder if other civs were strong enough to kill him, how come they couldnt take out the poor Orcsies....

Ah, but this is a fun game!
Onward my brave golums, death or glory awaits!
 
Found an issue, not sure if its implimentaion or documentation.
I can't remember the Civ off-hand, but they have a biulding - Cave of Ancestors that says - All Arcane units produce in a city with a Cave of Ancestors gain 1 xp for every mana resource the city has access to.-

I was kicking around with spellcasting and added that building and built an adept. Under the City screen it showed I had nearly 26 Mana resources(I was testing... not really play :| ), that was multiple per most mana, but I definitely had one of each(13 or 14 currently in game I think). I also had Training Yard, Apprentice Civic, and I can't remember the other building, but I did get 9 xp at unit creation.. it didn't seem to apply any XP bonus for the mana, per the Cave.

Cheers!
 
Starship said:
I was thinking about the heroes...perhaps they should have levels...but they already do (tiers 1-4)...and you can stretch tier value by promoting for specific tasks...What's missing?...The ability not only to promote w/ hero promotion, as all heroes tier 1-4 can do, but the ability to jump tiers. Perhaps a heroic task must be undretaken to get the tier jump in value....Example: you get a Bambur tier 2...can upgrade him into competitiveness w/ tier 3, but by four, he's usless, less than a grunt. So to keep him heroic, give him quests...at least one to jump to tier 3, and one to jump to tier 4...add plot devices...this would create lasting character value...and perhaps heroes of a certain level should bring culture to the cities they garrison in? Babbling now.

Every hero is speced for a quest in "Shadow" that will change him into an upgraded t5 unit.
 
Fenrii said:
Hi there, first time poster and just wanted to say Fall from Heaven II is an amazing mod and the only reason I am still playing CIV4. I am enjoying trying each civ to play into their theme for multiple ways to win the game

I am finding it very hard in the begining with the Grigori (which is a very cool concept civ) as they cannot expand their cities. This is unlike other civs where a prophet can give an a city maximizing effect to use all the squares of the city if that civ doesn't have Creative attribute.

Yet the Malakim has the Creative attribute but also the Light bringer unit which is a better prophet in that one doesn't need a pagan temple or religion for a culture boost to the city which can be overkill. This makes the Malakim Light Bringer unit not as advantageous as it could be.

My suggestion would be give the Grigori the Creative attribute as their civilization would have to concentrate on other means for culture, (carnival and obelisk bonus). As for the Malakim, Philisophical or Spiritual would seem to better fit their theme in the game.

Fenrii

You may be right abotu the trait changes, let me talk to the team about it.
 
Sweet! That is really great news on the heroes! Thanks for the mana node tip.

Will it be possible to upgrade currently existing golems for the Lurchiup, at some point, or is it supposed to be that way?
 
Starship said:
Sweet! That is really great news on the heroes! Thanks for the mana node tip.

Will it be possible to upgrade currently existing golems for the Lurchiup, at some point, or is it supposed to be that way?

They are intended to be "front-loaded". You get a very nice unit when built but it doesn't scale. It forces a different play style (which is what we want from our civs).

The exception to this is Barnaxus (luchuirp hero), he is a golem with 2 differences. First he can learn, and secondly he has a connection with all of the golems in his empire.

In game terms this means that Barnaxus can level and gain promotions. But more importantly any of the Combat I - V promotions that Barnaxus has are shared with all golems in his empire. I played a game with him last night and I had a good time leveling him up to teach him the ways of combat. With Barnaxus the Luchuirp are deadly (maybe to much so, some balancing may be in order) but if Barnaxus dies his promotions go with him.
 
When I try to play Doviello as Charadon it seems his Barbarian trait isn't working correctly, at least not in the first set of turns (I had quit after running into this). Barbarian trait means I should be at peace with the barbarians, correct? But they keep ganking my scout units :(. The fix lists says something about barbarians declaring war on you if you're over 50% higher score than the next civilization...maybe that is being taken into account too early in the game?
 
Grakl said:
When I try to play Doviello as Charadon it seems his Barbarian trait isn't working correctly, at least not in the first set of turns (I had quit after running into this). Barbarian trait means I should be at peace with the barbarians, correct? But they keep ganking my scout units :(. The fix lists says something about barbarians declaring war on you if you're over 50% higher score than the next civilization...maybe that is being taken into account too early in the game?

That should be fixed with 0.12b. Let me know if that is the version you are running.
 
Golems question. Thanks for the feedback. I figured you would have thought of that, and the strategy of the frontloading golems makes sense. Hooray Lurchip! I still think you could add some fun promotions, instead of or in addition to, the basic "normal promotions". Insert creativity.

Question: Is it planned to give the civs flying units at some point? Dwarven gyrocopter, gobbo lobber, griffon riders, etc...I know dragons have a very unique and rare place in the world, but please allow us to subdue great beasts for aerial cav....griffons, flying castle, wyvern, pegasus (not unicorn :)), broom stick for a witch spellcaster line, etc...
 
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