[MOD] Fall from Heaven II

Civkid1991 said:
I agree! ever game i've played when ever the dragon pops i begin building up an army (which isn't really necessary but fun :D ) i get my ship and start my short journey to kill off the "great" dragon that is Archeron the Red.:goodjob:

Anyway, I think you show make him just a bit stronger in the next version. (in this one with 1 wiz with contagion and a good offence unit i could easily take down the barb army and the dragon in a few turns)

~CivKid~:)

What level do you guys play at...I have been playing on either noble or prince, and acheron is impossible to take one with warriors, axemen, low level units or even earlier heros...they get afraid of him or have 0% chance. Even with combat promotions these units have trouble.
 
I am having trouble growing my cities. I can only get the first three to grow beyond 3 and i cant build anything except walls and memorials. Oh yeah, im playing as the Kuriotates. I apologize ahead of time if this has been addressed already: There are SO many threads.
Im not complaining, i love the mod already and cant wait for the finished product!
 
SilasTomkyn said:
I am having trouble growing my cities. I can only get the first three to grow beyond 3 and i cant build anything except walls and memorials. Oh yeah, im playing as the Kuriotates. I apologize ahead of time if this has been addressed already: There are SO many threads.
Im not complaining, i love the mod already and cant wait for the finished product!

That is the way of the Kuriotates. They have 3 "super" cities and the rest are just minor settlements that cant produce units or most buildings.
 
Kael - quick question - In .14, I was able to build 4 main "super cities with the Kuriotates (in .13 I was only able to build 3). Did that change in .14 or was that just a fluke in my game that I had 4 main cities?
 
Rando said:
Kael - quick question - In .14, I was able to build 4 main "super cities with the Kuriotates (in .13 I was only able to build 3). Did that change in .14 or was that just a fluke in my game that I had 4 main cities?

It depends on your map size.
 
Kael said:
It depends on your map size.

So size does matter.

Does Razing a settlement (if you conquer it) give you the negative in diplomacy for razing cities? I think this is a bit severe, considering you dont have the option NOT to raze it. (When i was razing settlements, i didnt notice, if they were just mad and didnt want to talk, or if they didnt want to talk cause i razed their cities....i was too busy razing to notice.)

-Qes
 
I'm just finishing a game with the Kuriotates, and it's real fun to have a 43 sized city... without discontent (and actually going to grow it more, puting one of my archmages with the law III level spell).

Fire magic is... the best. Playing on Prince, having 3 liches and 3 archmages making meteors rain onto the poor enemies that I have in front of me (including a civ such as the Ilians that are magic ressistant... you only have to amass more units to finish off the city) feels like playing in god mode, really (for some reason, the domination spell fails just too much for my taste...). All this playing on Prince difficulty. The key is not the main attack, but the collateral damage of... a LOT of meteors.

About the red dragon, I honestly don't know how to take it with axemen and archers, really... unless you have like 20 of them, and that makes worth it wait for upgrading. The IA is certainly not going to take him down until it has III-IV tier units.

I have played quite a lot of civs right now (most at Noble difficulty), and I must say the most overpowered were the Ljossafar. The Malakim also feel too easy, but only because of the creative-financial combo, which I feel still like the strongest at prince or lower level of difficulty, as in Vanilla civ.

The Khazad, with their vault thing, are quite fun to play, always having to make sure to keep a good stash of gold. But I guess the funniest game I have had was with the Balseraph. All special units, and all special indeed in a way. The next thing I enjoyed most was in a Luichurp game... I did not know the 'Barnaxus' effect, but when I found it... well, it was so handy to have an island with barbarians...

By all means, Kael & Co. DONT leave this... it's just too good. And it's only the first stage of a Beta!
 
Lucius Sulla said:
I'm just finishing a game with the Kuriotates, and it's real fun to have a 43 sized city... without discontent (and actually going to grow it more, puting one of my archmages with the law III level spell).

Fire magic is... the best. Playing on Prince, having 3 liches and 3 archmages making meteors rain onto the poor enemies that I have in front of me (including a civ such as the Ilians that are magic ressistant... you only have to amass more units to finish off the city) feels like playing in god mode, really (for some reason, the domination spell fails just too much for my taste...). All this playing on Prince difficulty. The key is not the main attack, but the collateral damage of... a LOT of meteors.

About the red dragon, I honestly don't know how to take it with axemen and archers, really... unless you have like 20 of them, and that makes worth it wait for upgrading. The IA is certainly not going to take him down until it has III-IV tier units.

I have played quite a lot of civs right now (most at Noble difficulty), and I must say the most overpowered were the Ljossafar. The Malakim also feel too easy, but only because of the creative-financial combo, which I feel still like the strongest at prince or lower level of difficulty, as in Vanilla civ.

The Khazad, with their vault thing, are quite fun to play, always having to make sure to keep a good stash of gold. But I guess the funniest game I have had was with the Balseraph. All special units, and all special indeed in a way. The next thing I enjoyed most was in a Luichurp game... I did not know the 'Barnaxus' effect, but when I found it... well, it was so handy to have an island with barbarians...

By all means, Kael & Co. DONT leave this... it's just too good. And it's only the first stage of a Beta!

I am glad you are enjoying it.

FfH definitly won't be dropped. Even if the worst case happens and something comes up that makes me have to retire from modding I'll hand off to one very capable team members (probably Chalid) to lead and the mod will go on.

I understand that sometimes people have to drop their mod projects (its just a hobby afterall) but I always hate to see it happen when they have a team of people helping out and they don't leave any clear direction of handover to a new leader. I won't do that.

We try to structure the way the team works so that any persons absence won't keep it from progressing. Although anyone would be missed we can keep going with anyones loss (including my own). Actually the member that is the least replaceable is probably Talchas, because he designed and continues to improve this whole new system for spells thats new to the game.
 
Hey Kael,

Warlords is out and about today, at least at EBs all over America. So will we soon hear your plans for the FfH series now with the Warlordian bits (and you have to admit, the whole Warlords concept does fall in pretty well with your existing Hero and Great Commander units, eh?)?
 
LordGek said:
Hey Kael,

Warlords is out and about today, at least at EBs all over America. So will we soon hear your plans for the FfH series now with the Warlordian bits (and you have to admit, the whole Warlords concept does fall in pretty well with your existing Hero and Great Commander units, eh?)?

That and I believe the new traits would fit quite well with a few of the FFH civs.
 
I'm just wondering.... Where did you all learn how to program? I know that you all use python and some xml (both of which i sort of know) and when ever i go on the internet to find a good tutorial i usually get mixed up somewhere and the explaintions aren't really neebie friendly. I'm going to take C++ and Java programming at my highschool when the summer is over and was wondering if their were any C++ (or java) related things i could do when modding civ?

I was also wondering who/where did u learn to program from (and could u show/tell me how this person is or where their lessons are?) I'd really love to start programming in python but can't find a good tutorial/lesson. Please help...

~CivKid~
 
LordGek said:
Hey Kael,

Warlords is out and about today, at least at EBs all over America. So will we soon hear your plans for the FfH series now with the Warlordian bits (and you have to admit, the whole Warlords concept does fall in pretty well with your existing Hero and Great Commander units, eh?)?

There are no plans to move FfH to the Warlords codebase. If we did switch we could take advantage of some of the larger features like Vassels. Most of the smaller features like units, buildings, traits and such as possible to backrev. So we will be considering any features we like from Warlords for porting to FfH, but we will probably stay a Civ4 vanilla mod.

There are 2 reasons we probably won't switch. The first is that its a lot of work and testing that I would rather spend on other things. Secondly, and more importantly, if we converted to the Warlords codebase people that didn't have the expansion wouldn't be able to play FfH.
 
Semigall said:
Kael, coud u plz also put a link to my scenario in your first post in this thread ? :)

K, its added.
 
Hey, how does barnaxus work exactly?

I promoted barnaxus to combat II, built a wood golem, and the promotions did not appear with the wood golem when constructed.

Are they there and just not 'displayed' in the graphics, do i need to move barnaxus to the golem, or what?


Thanks!
 
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