From the readme file:Kael said:The readme file in the mod/Fall from Heaven 2 013/ directory has the version number in it.
Fall from Heaven 2
Version 0.13d
From the readme file:Kael said:The readme file in the mod/Fall from Heaven 2 013/ directory has the version number in it.
Kael said:Yeap he cant attack, and when he gets to 100xp he wont level any more (there are a few ways to get him more xp, but all obscure things and nothing to useful).
It is possible that he will get an additional free xp for being an arcane unit, but that chance gets lower the more xp he gains so its unlikely (i think it bottoms out at about a 2% chance per turn).
strategyonly said:HEY Kael, Team!
Like "my" new Infernal Flag, LOL![]()
Duane_Loone said:I've been enjoying your mod for some time now, thanks to mr. thealien_83. Now, I'm no Civ ace or anything. But playing as the Elohim got me thinking. They're supposed to be very defensive and all, good for peaceful players. But the Homeland promotion... It's ok I guess. But what about some attrition damage to enemy units entering their lands, Rise of Nations style? It could be an infinitesimal amount of damage that really wouldn't slow down a large army, but it would at least deter the occasional raider from pillaging their countryside. Of course, an Open Borders agreement wouldn't cause attrition damage. Now, I'm not sure it's even doable, but wouldn't it be cool?Cheers
hawkeye72 said:I was curious about how far you could push the domination spell:
I couldn't even select Acheron to try to cast it on him.
I cast it on Rosier the Fallen. Being that he's a hero for a different religion I didn't know if I could do it. Instead I discovered that Corlindale is now working for the other team.
Nice twist.
Some additional text about the spell failing... "and <caster's name> has been twisted and warped into aligning himself with <target nation's name>." Or something like that.
Good thing I was saving often to try to repeat that druid disappearance... no luck on that so far, but I still need another treant.
Kael said:^2 Chancy: Mechanics that relly to heavily on random components. They tend to encourage players to reload until they get the desired result.
TheJopa said:I dont like chancey
Duane Loone are you that guy who couldn't see resources?
TheJopa said:Duane Loone are you that guy who couldn't see resources?
Resources exist to be consumed. And consumed they will be, if not by this generation then by some future. By what right does this forgotten future seek to deny us our birthright? None I say! Let us take what is ours, chew and eat our fill.
thealien_83 said:ps#2. Speaking of Domination, do you know your chance of success when casting it? I've never tried myself, but I would be very dubious of doing it if I had no idea of how big a risk I ran of losing my precious precious caster. And anyway, what determines the % of success?
def isResisted(target,caster,iModify):
iResist = gc.getDefineINT('SPELL_RESIST_CHANCE_BASE') + iModify
iResist = iResist + (target.getLevel() * 5)
if target.isHasPromotion(gc.getInfoTypeForString('PROMOTION_MAGIC_RESISTANCE')):
iResist = iResist * 2
if target.isHasPromotion(gc.getInfoTypeForString('PROMOTION_HERO')):
iResist = iResist * 2
iResist = iResist - (caster.getLevel() * 2)
if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING2')):
iResist = iResist - 10
if caster.isHasPromotion(gc.getInfoTypeForString('PROMOTION_CHANNELING3')):
iResist = iResist - 20
if cf.FFHHasBuilding(gc.getPlayer(caster.getOwner()), gc.getInfoTypeForString('BUILDING_TOWER_OF_ALTERATION')):
iResist = iResist - 10
if iResist >= gc.getDefineINT('SPELL_RESIST_CHANCE_MAX'):
iResist = gc.getDefineINT('SPELL_RESIST_CHANCE_MAX')
if iResist <= gc.getDefineINT('SPELL_RESIST_CHANCE_MIN'):
iResist = gc.getDefineINT('SPELL_RESIST_CHANCE_MIN')
if (CyGame().getSorenRandNum(100, "Bob") <= iResist or target.isHasPromotion(gc.getInfoTypeForString('PROMOTION_MAGIC_IMMUNE'))):
CyInterface().addMessage(target.getOwner(),True,25,'Spell resisted.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Promotions/Magicresistance.dds',ColorTypes(8),target.getX(),target.getY(),True,True)
CyInterface().addMessage(caster.getOwner(),True,25,'Spell resisted.','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Promotions/Magicresistance.dds',ColorTypes(8),target.getX(),target.getY(),True,True)
return True
return False
hawkeye72 said:I was using Corindale to cast domination. Not sure how that figures into the mage/archmage equation... It seemed like a 50/50 chance of turning a level 3 assassin, but if I stayed in the same city I lost Corlindale every time on the second cast for another assassin. If I went up the coast to the next city, then I could get another catch. (Back and forth, but it seemed if I stayed in one city I would lose my caster. From what Kael is saying this seems like complete coincidence. Interesting how the brain creates patterns.)
hawkeye72 said:Altar of Luonnotar: It seems that the blessed promotion applies to all units built on the continent (or every where?), but the definition says it should only apply to units built within the city.
thealien_83 said:I see, I see. That certainly sheds some light on the likely outcomes of using said spell. Much obliged.
But, just to be precise, the game itself won't go ahead and show you these odds outright, comparative to for example how it shows you clearly what odds you have to win a fight. So in order to assess said odds, I would either have to make a vague estimate on my own or sit down and calculate the odds based on the numbers provided. If possible to add, it might not be a bad thing. But hardly vital.
I am decidedly more inclined to start using the spell now, anyhow.
Cheers!
Oh yeah, almost forgot. What is this 'Tower of Alteration' mentioned? I don't believe I've run across any such building/wonder, and I tend to have a decently good memory of such stuff. Something yet to be implemented, or just something I've managed to miss?