[MOD] Fall from Heaven II

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" 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! )

All of this is in, but only for the Balseraphs. The Freak Show is for caging the humanoid slaves. Balseraphs can also build a taskmaster unit to capture slaves, so you're not forced to use Octopus Overlords to aquire them.
 
10. Updated the SpellCode to revision 77, hopefully this fixes the multiplayer OOS issue with targeted spells.

Still a problem. Played a game with Garrett/Skavian last night or so, and it still gives the same thing. So apparently that still haunts us. Alas.

Anyways, just thought I'd let you know.

Cheers!
 
Corlindale said:
All of this is in, but only for the Balseraphs. The Freak Show is for caging the humanoid slaves. Balseraphs can also build a taskmaster unit to capture slaves, so you're not forced to use Octopus Overlords to aquire them.

I see... Well i haven't played as that civ yet. They sould very ummm... special. I usually play as one of the elves. But i guess i'll try going to the evil side for a change. :cool:

~CivKid~
 
thealien_83 said:
10. Updated the SpellCode to revision 77, hopefully this fixes the multiplayer OOS issue with targeted spells.

Still a problem. Played a game with Garrett/Skavian last night or so, and it still gives the same thing. So apparently that still haunts us. Alas.

Anyways, just thought I'd let you know.

Cheers!

Thanks, thats what I needed to know.
 
Kael said:
Thanks, thats what I needed to know.

You guys run pretty smoothly. I have to say you guys make an awesome development team. I read your "how to make a mod" thing, and im quite impressed. WHen its done (take your time) i'm sure this mod will be what keeps players playing civ 4 for a long time to come.
-Qes
 
Kael, judging from your screenies this Mod looks AMAZING!!! Only one problem, whenever I try to load it via Advanced it simply conks out on me :(. Any idea what might be going wrong? Thanks in advance.

Aussie_Lurker.
 
Aussie_Lurker said:
Kael, judging from your screenies this Mod looks AMAZING!!! Only one problem, whenever I try to load it via Advanced it simply conks out on me :(. Any idea what might be going wrong? Thanks in advance.

Aussie_Lurker.

The mod has to be copied into cache before it will run. On slower computers that can take a while (3-4 minutes). You will need to have about 500 meg free on your hard drive or the copy will fail and the mod will never load.
 
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
I know there are barbarian cities. How else would we get the Dragon's Hoard? My point was that what I'd really like to see is a Barbarian NATION. Not so much as the Clan of Embers type, but a literal barbarian nation, with contiguous cities and expansionistic tendencies, but without diplomatic options, research, trade routes, and the like.

That being said, if such a nation were to come to exist, I'd like to see Clan of Embers, and Charadon of Doviello able to engage in diplomacy and trade with the barbarians. After all, even barbarian civilizations crave resources they don't have. Why do you think they're always attacking everybody?
 
Grillick said:
I know there are barbarian cities. How else would we get the Dragon's Hoard? My point was that what I'd really like to see is a Barbarian NATION. Not so much as the Clan of Embers type, but a literal barbarian nation, with contiguous cities and expansionistic tendencies, but without diplomatic options, research, trade routes, and the like.

That being said, if such a nation were to come to exist, I'd like to see Clan of Embers, and Charadon of Doviello able to engage in diplomacy and trade with the barbarians. After all, even barbarian civilizations crave resources they don't have. Why do you think they're always attacking everybody?

Cause their drunkin fudgin barbarians! They need a reason to attack like a frog needs a reason to hop (no offence Hilan). Rape - Pillage - and burn, thats what they do! If we started considering them "civil" or "coordinated" then we, as civilized peoples, would try to talk and be diplomatic with them. Right? As you said, "no options" but i think thats the point of the Doviello, and The clan of embers...they EMERGE out of the barbarous ways. The rest of the barbarians...well...dont. Besides, i think that "late game" barbarians will be more "monsters". And we dont really want a "monster" civ. Yes, actually im sure we do, but i dont we should get one. Just like im sure if I say the words "Dragon Civilization" a goodly portion of people will geek out and start drueling over the concept, that doesnt mean it ought to be done. :P.
-Qes
 
QES said:
Cause their drunkin fudgin barbarians! They need a reason to attack like a frog needs a reason to hop (no offence Hilan). Rape - Pillage - and burn, thats what they do! If we started considering them "civil" or "coordinated" then we, as civilized peoples, would try to talk and be diplomatic with them. Right? As you said, "no options" but i think thats the point of the Doviello, and The clan of embers...they EMERGE out of the barbarous ways. The rest of the barbarians...well...dont. Besides, i think that "late game" barbarians will be more "monsters". And we dont really want a "monster" civ. Yes, actually im sure we do, but i dont we should get one. Just like im sure if I say the words "Dragon Civilization" a goodly portion of people will geek out and start drueling over the concept, that doesnt mean it ought to be done. :P.
-Qes
But that doesn't explain why the Clan and the Doviello (only one of the two Doviello leaders has the barbarian trait, BTW) can't engage in any kind of diplomacy with the Barbarians. If I'm near the dragon city, why can't I try to trade for the resources in its boundaries? Or spread my religion into it? Why can't I allow the animals to enter my lands? They can enter barbarian lands, and the Clan is just a slightly more settled form of barbarians, isn't it?

I'm not suggesting a monster civ, per se. I'd just like to see the barbarians, if they manage to get their feet planted, actually become a contentious force. Why wouldn't there be smaller subservient settlements spread out around the whereabouts of the Dragon City? This powerful dragon, whose arrival is announced to the entire world, can't go unnoticed by the 'locals.' Wouldn't they start to settle a bit more, in order to more effectively pay tribute to the dragon?
 
Kael said:
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.
Thanks, that makes it clear. It's really nice of the Team to take the time to answer so many questions, even when they don't have much to do with the actual mod dev or testing; I really appreciate that and I'm sure I'm not the only one in this case.
 
Grillick said:
But that doesn't explain why the Clan and the Doviello (only one of the two Doviello leaders has the barbarian trait, BTW) can't engage in any kind of diplomacy with the Barbarians. If I'm near the dragon city, why can't I try to trade for the resources in its boundaries? Or spread my religion into it? Why can't I allow the animals to enter my lands? They can enter barbarian lands, and the Clan is just a slightly more settled form of barbarians, isn't it?

I'm not suggesting a monster civ, per se. I'd just like to see the barbarians, if they manage to get their feet planted, actually become a contentious force. Why wouldn't there be smaller subservient settlements spread out around the whereabouts of the Dragon City? This powerful dragon, whose arrival is announced to the entire world, can't go unnoticed by the 'locals.' Wouldn't they start to settle a bit more, in order to more effectively pay tribute to the dragon?

ON the locals....never underestimate the power of denial.

But your right on the inabilities to talk to the barbarians. Maybe we are thinking of it in the wrong way. These "civilizing" civs dont talk to the barbarians becuase they're headed in the direction of civilization, instead of barbarism. The barbarians dont talk to anybody, because they're not organized. For teh barbarian cities that DO become founded, (and are supposed to function as 'minor civs' it does make more sense to barter and negotiate with them. My only thinking is this. They dont want to. There are times when civs get pissy and wont talk to you. Perhaps the cities are just in this state initially. There are plenty of instances in our own real history in which minor civs behaved like that. They usually got conquered. Or did a lot of the conquering themselves and changed into something different.

I think the latter are represented, by the clan etc.
The former are the barbarian random cities.
The Dragon? Mabye he's greedy and thinks only in the terms of himself and his one city. He doesnt want to create infastructure and an empire to his own, he just wants shinies and to be left alone, which of course we all know he wont be.
-Qes
 
Hey Kael, thanks for the advice. It did work, I was merely being impatient!! Well, I have only had time to play a few turns but already I can say-WOW!!!! The production values for this 'Mod' (more like an entire game unto itself if you ask me!) are incredibly high! I am incredibly impressed and I tip my hat to the entire design group-especially Kael himself!

Aussie_Lurker.
 
Unlike the last 2 weeks, I should have some time this weekend to play FfH2. I'll probably start a new game, so I wondered if there was some particular feature that needed testing. I've not tried the Khazad yet, as I thought everybody would have rushed to them, but after reading the Dwarves&Gold thread I'm a bit tempted to make an attempt (if only to try going for a non-Runes strategy). Is there any other particular feature the team needs feedback for ?
 
SchpailsMan said:
Unlike the last 2 weeks, I should have some time this weekend to play FfH2. I'll probably start a new game, so I wondered if there was some particular feature that needed testing. I've not tried the Khazad yet, as I thought everybody would have rushed to them, but after reading the Dwarves&Gold thread I'm a bit tempted to make an attempt (if only to try going for a non-Runes strategy). Is there any other particular feature the team needs feedback for ?

Theres a lot of contention about Kahzad, you should give em a try and give your two-four cents.
-Qes
 
I've been offline awhile and now, when i'm back, i see wonderful progress :) Thx, Kael, u're really making civfanatics happy [party]

Dl'ing the newest version now... looking forward to play that diplomatic race, who has peace with barbs :king:
 
@ QES:

Have you got a problem with Frogs ? ;)

More seriously, i read some of the posts about barbs and Doviello/Clans. These last ones are not far away from barbs : agressive, no library building, strong bonus against war penalty,.... The only difference beetwen them and true barbs is that they (try to) make some diplomacy.
About barb, i feel disapointed by theis short living time. That's just my opinion... I would prefer stronger barb that really defend their cities and make life harder for the more elaborate civs. In fact, i never saw a finished gameplay with a barb city still existing...:(

The Frog (who salute you ! ;) )
 
I am playing Charadon of the Doviello right now. My people swallow live FROGS whole!!! Ugh!!!

I'm sacking, burning, pillaging and spreading of all things, The Order.
 
SchpailsMan said:
Unlike the last 2 weeks, I should have some time this weekend to play FfH2. I'll probably start a new game, so I wondered if there was some particular feature that needed testing. I've not tried the Khazad yet, as I thought everybody would have rushed to them, but after reading the Dwarves&Gold thread I'm a bit tempted to make an attempt (if only to try going for a non-Runes strategy). Is there any other particular feature the team needs feedback for ?

Nope, just play and have fun. 0.14 was more of a balance release than anything else. If I need anything more specific I'll throw up a post in the FfH forum for people to check out.
 
Broken Hawk said:
I am playing Charadon of the Doviello right now. My people swallow live FROGS whole!!! Ugh!!!

I'm sacking, burning, pillaging and spreading of all things, The Order.


Hi,

swallow lives frogs whole ??? What does that means ?

Don't hurt frogs ! ;)

The Frog.
 
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