[MOD] Fall from Heaven II

Chalid said:
The Information of the Leader Alone is not sufficent. The religion does change the Alignment too. So which religion are they?

Chalid,

I know.
I'm Overlord Octopus.
Beeri Bawl is now Overlord so he becomes Neutral. As me. So no malus/bonus of alignement.
Sabathiel has no Religion at that time.

The Frog.
 
Don't know if this has been mentioned yet:

The Hope spell gives a city +1 happy +4 culture, but only for one turn - is this intentional? Nothing is said in the pedia about it's being a temporary effect.
If intentional the spell is pretty much worthless IMHO... if intended to be permanent it's very nice indeed, but not working properly.
 
Kael, I think I narrowed down a bug I was seeing with reagents not appearing sometimes. It may only happen when you enter the world builder and re-create the world, much like the old seafaring bug in FFH 1. It seems like there are no reagents on the map after I do this on large or huge maps, pangea specifically. Haven't tested other settings.
 
felwar said:
Kael, I think I narrowed down a bug I was seeing with reagents not appearing sometimes. It may only happen when you enter the world builder and re-create the world, much like the old seafaring bug in FFH 1. It seems like there are no reagents on the map after I do this on large or huge maps, pangea specifically. Haven't tested other settings.

Id say if you recreate it in world builder you have to make sure there that you get reagents ;D.
 
felwar said:
Kael, I think I narrowed down a bug I was seeing with reagents not appearing sometimes. It may only happen when you enter the world builder and re-create the world, much like the old seafaring bug in FFH 1. It seems like there are no reagents on the map after I do this on large or huge maps, pangea specifically. Haven't tested other settings.

Yeah as Chalid mentioned the mapchecker runs when the world is initially created, if you recreate the world you lose its effects. I'll have the mapchecker run again after a few turns to make sure the resources are there.
 
Dragonlord said:
Don't know if this has been mentioned yet:

The Hope spell gives a city +1 happy +4 culture, but only for one turn - is this intentional? Nothing is said in the pedia about it's being a temporary effect.
If intentional the spell is pretty much worthless IMHO... if intended to be permanent it's very nice indeed, but not working properly.

Hope lasts as long as the caster stays in the city. One caster cant run around and hope all of your cities but he can hope one and keep it.
 
Chalid said:
You could add some new screenshots on the first page. I think we have much cooler things to show in the meanwhile. :D

They are there under the spoiler tag, pictures of your dragns and giant spider.
 
Kael said:
Yeah as Chalid mentioned the mapchecker runs when the world is initially created, if you recreate the world you lose its effects. I'll have the mapchecker run again after a few turns to make sure the resources are there.

This confuses me. Do you mean that it could add resources to the map several turns into the game? So reagents could suddenly appear next to a city?

I understand what you're saying with the initial function though. It strikes me as odd that the processes to recreate the world wouldn't be the same used to create one originally.
 
Kael said:
They are there under the spoiler tag, pictures of your dragns and giant spider.


How long have you been waiting to get that red dragon while spitting fire into the Sky. They never did that when i tried to take a Screenshot...

@felwar: exactly: Reagents, Mithril or those Smokes could spawn later..
 
felwar said:
This confuses me. Do you mean that it could add resources to the map several turns into the game? So reagents could suddenly appear next to a city?

I understand what you're saying with the initial function though. It strikes me as odd that the processes to recreate the world wouldn't be the same used to create one originally.

The "mapchecker" is a hookey little function I wrote to make sure there are enough resources in the game. It runs right after the game starts. If you regenerate afterwards then you lose anything the mapchecker did. And since it only runs when the game starts it wont check again.

If I have it run again after the 2nd turn (or whatever) it will count the resources and make sure there are enough. If there aren't (as in the case where the world has been regenerated since it last ran) it will place them and you could see regents pop up by one of your cities.
 
Chalid said:
How long have you been waiting to get that red dragon while spitting fire into the Sky. They never did that when i tried to take a Screenshot...

@felwar: exactly: Reagents, Mithril or those Smokes could spawn later..

Quite a while, as fearsome as they are they are quite camera shy.
 
Kael said:
The "mapchecker" is a hookey little function I wrote to make sure there are enough resources in the game. It runs right after the game starts. If you regenerate afterwards then you lose anything the mapchecker did. And since it only runs when the game starts it wont check again.

If I have it run again after the 2nd turn (or whatever) it will count the resources and make sure there are enough. If there aren't (as in the case where the world has been regenerated since it last ran) it will place them and you could see regents pop up by one of your cities.

Ah I understand. You're not running the function as part of the creation process, you're running it basically at the start of the first turn. That makes sense. Thanks for the explanation.
 
I agree with woodelf 100% in that Altar of Lunothar should automaticly re-bless any unit entering city. In has flavor and it makes wonder more useful.

What changes to tech tree are you doing? Towards which goal? Old tech tree isn't bad either.
 
TheJopa said:
I agree with woodelf 100% in that Altar of Lunothar should automaticly re-bless any unit entering city. In has flavor and it makes wonder more useful.

What changes to tech tree are you doing? Towards which goal? Old tech tree isn't bad either.

The tech tree was okay for FfH1 but we really needed a new design for FfH2. The base changes are here in the changelog:

11. Removed techs: Chivalry, Competitve Games, Craftsmanship, Dwarven Mining, Dwarven Studies, Elven Studies, Gunpowder, Militia, Polytheism, Survival and The Wheel.
12. Added techs: Cavalry, Armored Cavalry, Festivals, Military Strategy, Blasting Powder, Alteration, Elementalism, Way of the Wicked, Way of the Wise, Orders from Heaven, Crafting, Smelting, Way of the Earthmother, Arete, Exploration, Deception, Honor, Composite Bows, Recurve Bows, Precision and Way of the Forests.

But that really doesnt tell you much except some techs got added and removed.

The goal was to build a tree based on FfH. So its broader around the magic options and narrower around the government and technology options. The tree is more focused, with branches devoted to magic, religion, recon, crafting, technology, and growth. Basing the tree closer to the ai flavors allows us to cause the leaders to prefer different branches, and therefor build their empire differently.

There are some good/evil points in the tree, Way of the Wise and Way of the Wicked are both off of philosophy, and Honor and Deception are both off of Trade. In true FfH fashion players will be able to research both paths if they want to spend the time researching them, but they will also be able to choose just one side i they prefer.

The magic branch has been rewroked to account for all the sphere types. Now instead of having one tech that grants the ability to build all nodes you will only be able to build the nodes based on the techs you know (elementalism gives the ability to build earth, fire, water and nature nodes, etc). Writing and libraries no longer allow adepts, they are in the tech side of the tree and boost your research rate. The Mage Guild is required to build adepts and it is in the magic part of the tree.

We had to rename the elven studies and dwarven studies techs now that elves and dwarves are in the game and it doesnt make much sense that they are studing themselves.

In general I tried to keep the same sort of flow down to the tree although I would expect there to be a shorted tech list to choose from because it is more focused.

As in all major changes I epxect that it will less polished in 0.13 than the old tech tree in 0.12. But I think it will be significantly better when it all gets worked out, and allow usd a lot of opportunities to grow from if we decide to add stuff.
 
I don't know if this is working as intending and I am just not understanding the mechaincs, but regarding Great Persons.

If I look in my city window at the tooltip for GP points, and I see that I am only a turn or 2 from a GP, and the display/pop-up shows EG 13%Commander, 26%Merchant, 50% Prophet...

I guess I just thought that meant the GPP generated during this cycle leaned toward Great Prophet, and so he would emerge... but I find fairly regularly, that is not what happens. Example, I had a city with 3 various wonders/buildings generating Great Prophet points, and one Command post(generating only 1 Commander GPP), but nearly 50% of the time a Commander would spawn instead of a Prophet...

so, am I not reading those percentages the way I should be, is there a missing factor I am not seeing? or is this buggy?

Cheers!
 
Like the way you guys are thinking each and more everytime some changes occur. Great job. Are you later on when things get better and more the way you want it to change (sample) then the way the catapult looks its says Baleraph/Skull, look in the game are still the catapult, but the reskin looks GREAT.
Looked at Sevo's settler he has great ones.
ALso what is, if any, map generator/editor are the best for this FfH2?
 
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