[MOD] Fall from Heaven II

I've noticed that all the barbarian races are pretty much unviable by the middle of the game. I've pretty much never seen them in the top half of the races by the time optics and astronomy roll around. I understand that it's part of their theme to be "uncivilized," but the heavy science disadvantage pretty much cripples them. It's not just the 10%, but also the inability to build libraries or alchemy labs, and the lack of a starting technology. They build impressive militaries, to be sure, but they're full of warriors, maybe some archers and axemen if they did really well economically. The barbarians consistently end up more advanced than the clan or the doviello.

So. Maybe the doviello, clan, infernals need a building like the monument in place of the regular elder council. A +3 science elder council for these races instead of the traditional +2 might help them to be more than just an XP pool for leveling up your macemen to make them immortals. Although that strategy works really well, especially with a great commander or two.
 
So far as I know, it was intentional that different civilisations peak at different points. The barbarian races are very strong in the early period: the Clan are well-suited to an early settler rush and can raise large numbers of troops quickly, and the Doviello's weapons promotions mean that their melee units essentially arrive a tier early. Combined with very high-strength siege weaponry and their ability to promote in the field, they can maintain a lot of momentum in a conquest rush.

In the same way, the Khazad and Sheaim are geared for a much later start. If you let either survive into the late game in multiplayer, they'll probably steamroll over you with obscene production or excellent summoners.

The only problem with the Barbarian races is in single player, where the necessary AI adjustments to allow them to adapt to the changes from Vanilla haven't been made yet. But if you stick them in a game with Raging Barbarians on and a large amount of empty starting space (try the Europe or Asia maps), you'll find that they emerge at the top of the charts almost every time.
 
I think perhaps Doviello and Clan should have libraries availible. When they were removed from their build lists, they were mage prereq buildings, which atm they are not, mage guilds are. So perhaps leaving libraries out for them was an oversight?
However, Doviello weapon mechanics make them extremely viable right now, so it's not critical.
 
I think perhaps Doviello and Clan should have libraries availible. When they were removed from their build lists, they were mage prereq buildings, which atm they are not, mage guilds are. So perhaps leaving libraries out for them was an oversight?
However, Doviello weapon mechanics make them extremely viable right now, so it's not critical.

One suggestion is to give some races, like Doviello or Clan, the an ability to acquire technology when they conquer an enemy city? This might give them a way to progress technologically without having to have the Clan build libraries (not too many studious orcs out there I think). This would not solve the problem of the prereq building but would give the barbarian races a way to keep up with techs while staying true to their warlike nature.
 
I wish there was barbarian clans in this mod, when there is a bunch of barbarians, I wish to see there barbarian's clan name in the scoreboard as well but unable to contact them...
 
I wish there was barbarian clans in this mod, when there is a bunch of barbarians, I wish to see there barbarian's clan name in the scoreboard as well but unable to contact them...

IDEA: make it so that there are multiple barbarian clans... like in teh LEADERs xml and make it so that they have a leader unit/UU/etc... all the same color of course.... about the scoreboard... i have no clue man....
 
As barbarians derive all of their "research" per other nations progress, not their own, the scoreboard entry would be pretty much useless. And you can't do different "true" barbarian factions without a lot of changes to the sdk.
 
Sorry to keep annoing people but i havent' got a response yet

2 things
1. I mentioned this before but i must have missed the answer, can you make it so that there are no "city noises" eg the clip clopping and market noises, I like the music a lot better
2. Can you give the kuriotates some sort of option to make captured cities settlements, I know you can just raze and rebuild them but if you take a city with wonders or religion home city, it would be very nice to let them stay and be settlements. Maybe a choice when resistance ends or a buildable building just like city hub is

also, in a recent game, my computer told me that the calabim (on another continent) built losha valas 4 times... is that a bug or intentional?
 
Sorry to keep annoing people but i havent' got a response yet

2 things
1. I mentioned this before but i must have missed the answer, can you make it so that there are no "city noises" eg the clip clopping and market noises, I like the music a lot better

We probably wont change that gobally.

2. Can you give the kuriotates some sort of option to make captured cities settlements, I know you can just raze and rebuild them but if you take a city with wonders or religion home city, it would be very nice to let them stay and be settlements. Maybe a choice when resistance ends or a buildable building just like city hub is

I didnt code this just because I assumed that it wouldnt be very often that players were out conquering cities like you describe (with wonders and things they would like to keep) and still not have reached their minimum city hubs.

also, in a recent game, my computer told me that the calabim (on another continent) built losha valas 4 times... is that a bug or intentional?

Yeah, Losha gains immortality each time she kills a living creature. So what you were seeing wasn't be being rebuilt, but being reborn.
 
Hello everyone. First off, congratulations and thank you for creating such an amazing mod. This is the first mod I've ever downloaded, but the amount of effort that went into it is evident and amazing. I appologize if this is a stupid question, but is there a way to change the language the characters are speaking, it doens't seem to be english. I believe I have the .016a version. Also, what race/leader is best if I want to get lots of heroes? I just started playing, and that seems like a really cool part of the game. Thanks, and take care.
-Matteo
 
Hello everyone. First off, congratulations and thank you for creating such an amazing mod. This is the first mod I've ever downloaded, but the amount of effort that went into it is evident and amazing. I appologize if this is a stupid question, but is there a way to change the language the characters are speaking, it doens't seem to be english. I believe I have the .016a version. Also, what race/leader is best if I want to get lots of heroes? I just started playing, and that seems like a really cool part of the game. Thanks, and take care.
-Matteo

Which characters? It's all in English (unless you have a bootleg version), but some of the music and unit noises sound foreign.
 
All the Civs have thier own Hero unit that is built and kept. Each Religion has 2 Heroes, one low-mid tier and one high tier unit. You can only build these units if your state religion is that belonging to the Heroes, if you have built one of the Heroes for that religion,and you change religions, it leaves you. There is a nifty Civ, the Grigori, which are Agnostic, which means they can't have a state religion, but they have a unique Great Person, the Adventurer, which is esentially a Hero.. and you chose which unit to upgrade him to. so, as the Grigori you could have multiple Hero Spellcasters...

Also, there are several, nonspecific "Heroes", that is, they are generally powerful unique units, but they don't have the Hero promotion, so they don't gain automatic XP, or get the Hero Strength Promotions... typhoid Mary, the Baron(werewolf, very cool unique ability!), the trojan Horse... I am sure I am missing some, but there you go!

Cheers!
 
And some heros are immortal/rebuildable.
And you can get heros back with the Ressurection spell.
And that the balseraphs don't have a military hero.
But that's about all you missed.
 
also teh amurite hero, govannon is awesome (50 skeleton time) but isn't a "Hero" either, that is he doesn't gain exp as fast as others such as Hemah.
 
Hmm.. Well, Thats all good stuff too!

But I think I covered the essentails well without getting into those sorts of little details :)


Since I am posting, and its closing in on the end of the year, was wondering if ANY details at all about the next release would be available soon.. I know its still some time out, was just curious what was being worked on for the initial release and so on...

Cheers!
 
I just installed "patch 16i", but it has several problems. First, the "mood music" and the artwork are not in the game! In short, I prefer "patch 11"! Where can I find that version?
 
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