[MOD] Fall from Heaven II

There is a check to make sure that the goody is valid for you. For example recon units can't get bad goodies, so you will never pop barbarians with a scout.

Like healing cant be popped unless you unit has over 60% damage, experience cant be oppped by expanding cultural borders, etc etc.
 
I really like the burnt forest tiles, nice touch. I haven't had a fire since .20 and assume they are new to .21. Congratulations to Kael & Co. again for your continued innovations.
 
But the point if making orcs stronger is that promotions are "sick" strong. Combat I +20% and its 5 xp (usually 2 fights) and you got lvl 3 or sometimes lvl 4.

The Clan are in the position to eliminate a neighbor early game, before second cities are even out. Even more so than the Doviello who have expensive units, the Clan can walk alongside the barb spawn and take one or two good positioned (most map scripts even give starting positions extra bonuses) cities, while eliminating competition. Even if the barbs take the city after you weaken it, you can pop out Rantine early with only Bronze Working and transfer it to yourself.

Yes, if you sit in your borders and don't engage aggressively, the Clan will be a weak play for you. Don't do that.
 
in my last game whith the elves archeron spawned next to my borders burning down my forests, but he couldnt heal himslef and i got treents spawning in an ancient forest next to me, then i killed him whith my hero archer, and my forests got growned up again... All thanks to this elve religon...
 
Where did the music for the Calabim come from? That awful moaning is, well, awful. :lol: I can't imagine someone making a CD with that in it. :crazyeye:
 
One thing I've noticed (after comparing with non-mod civ 4) is the absence of those little animations that you get when you complete wonders. Is that just going to be left out entirely or is it just not the most high-priority item on the list of future updates?
 
uhhh im soo confused. I dunno if this is the right place to ask this, but i cant get your mod to work? I mean, i really wanna play it, cuz it looks fantastic. ALSO ive already check the FAQ and stuff, and the wiki, and the forums, but its not helping me. Ive got the 1.61 civ 4 patch installed, and the custom assets folder is renamed to the "old" version. The "unit health" bar is disabled, and i downloaded from the link that you gave me... http://forums.civfanatics.com/downlo...p?do=file&id=1 <--- that one. Yet, whenever i try and start the mod, it crashes at the loading screen. (the one that loads up the world, you know... right before you get into a game?) Ive looked everywhere for help, and ive got nowhere else to turn. Help me? please?
 
@Spoothead910:
Do you have a map script (like smart map or continents or whatever) enabled? If so, try to start a game with no map script, but vanilla settings.

Hope this helps and welcome to the forum! :)
 
One thing I've noticed (after comparing with non-mod civ 4) is the absence of those little animations that you get when you complete wonders. Is that just going to be left out entirely or is it just not the most high-priority item on the list of future updates?

Don't know, definitly not high on our list. At most we would probably include static images with the wonders abilities over it. Probably not full movies like in vanilla.
 
The Clan are in the position to eliminate a neighbor early game, before second cities are even out. Even more so than the Doviello who have expensive units, the Clan can walk alongside the barb spawn and take one or two good positioned (most map scripts even give starting positions extra bonuses) cities, while eliminating competition. Even if the barbs take the city after you weaken it, you can pop out Rantine early with only Bronze Working and transfer it to yourself.

Yes, if you sit in your borders and don't engage aggressively, the Clan will be a weak play for you. Don't do that.

Yes, but AI Sheelba is the most pacifistic and furious in 30+ armageddon counter towards me civ.
 
Kael, I wanted to bring up something that occured to me during my latest game. Certain civs, like Calabim for example, would seem to not engender much loyalty amongst their people. Is there a game mechanic that would make Calabim (and other applicable evil civs) cities easier to assimilate and less likely to generate unhappiness about rejoining the mother country?


The logic being that an oppressed populace would be relieved to be "liberated" by a good or even nuetral civ. Of course the same logic would apply in reverse. Just wondering how feasible that would be because it seems logical to me.
 
Don't think I could do this for at least another few months, as I currently lack the software, but I could do animations for wonders and such. Maybe not the whole construction-thing (that might take awhile), but a kind of pan-around, look-at-the-pretty-building kind of thing.
 
Kael, I wanted to bring up something that occured to me during my latest game. Certain civs, like Calabim for example, would seem to not engender much loyalty amongst their people. Is there a game mechanic that would make Calabim (and other applicable evil civs) cities easier to assimilate and less likely to generate unhappiness about rejoining the mother country?


The logic being that an oppressed populace would be relieved to be "liberated" by a good or even nuetral civ. Of course the same logic would apply in reverse. Just wondering how feasible that would be because it seems logical to me.

While I could perhaps agree that some evil civs (orcs? Doviello? Svartalfar? Hardly.) would be less likely to complain about wanting to rejoin their old people once they had been part of a more benign nation, I do not think they would be more likely to culturally switch. Let's face it, if you were a poor peon doing back-breaking labor and every day hoping that your undying vampiric overlords will not swoop down to feat on you and your loved ones, do you really think you would be so keen on betraying them and risking that their vengeful wrath fall upon you? I don't really think so. At the very least I don't think they would be any more inclined to do it than any other civ would be to switch sides, which represents a pretty drastic thing in any case.

It would also create a whole new level of benefit/penalty that would need to be balanced for it to work, because if implemented blanket-wise as suggested here, all it would do would be to make the evil civs weaker.
 
to JDexter. thanks for the positive help, i was really expecting some harsh rebuff or something.

Anyway, i have absolutely no clue on how to disable the map script settings, so i can go vanilla. Any tips? :D
 
Just a few notes, played through completely to the last turn. Some pluses and some notices. One the biggest plus, reason why I actually went to the last turn. Don't know if it's from moving a lot of the python scripting to the SDK or the previous H patch before fire v20 but I did not need to tone down my graphics or shut anything off to maintain the same performance. Normally there's a delay between turns, or moving from one part of the screen to the next is choppy, but not this time. Same way I've played, kept my graphics to an average capability (128MB card, 1.5GB ram 2400+ AMD) There was no more than 8-10 seconds of delay at the end turns. WITH NO choppy performance. So a big congrats on that, those reasons are the only reasons I hardly play this game to the ending. It also looks like patch C took care of the archeon problem. I didn't have him leaving the city at all. (was playing as the dovilleos or however you spell that) Hybroem had a horrible start, I was the one to found Ashen Vail, but Hybroem was spawned in a single tile. He had an X for cultural border. Perhaps an idea to have him scout out or take over a city before founding right in the middle of a powerful civ? And another idea, the armaggedon counter be affected by how many civs there are? 70 is hard to reach with only six total civs. (Was never able to build Messaber of Dis) Frigates can upgrade to queen of the lines, however upgrading to a queen of the line gives you two less in strength?! Kinda pointless, granted you have more cargo space, but a Galleon has 5 strength and 5 cargo, while the Frigate has strength of 6 and the queen of the line only 4. Really no incentive to have queen of the lines. (skipped those after the first upgrade and realize they were inferior to the frigates) Any way to get workers to build snake pillars in automated mode? (or if my mistake does a snake pillar need hell terrain?) Had Baron Half Durionmon (or however you spell the name, the werewolf) Sometimes lycathorpy (however you spell it) would spread, it would state that it would spread, but no ravenerous werewolf. I know some units it won't happen to (non-living and some disciple units). Is there are a way to have a "superior werewolf?" Perhaps setting the bloodwerewolf to increase to a greater werewolf after ten or five kills and then after 20 or more a superior werewolf with a strength of 15+?. As you may have guessed the werewolves were my main units and that blessed ring of flames spell to wipe out most of the other cities. 3 Inquistors and 1 High priest ring of flames were able to take out 5+ units in a city with 6 strength or higher just so Madero could walk in and take the city. Intentional? There's more but just can't think of it all at the moment, will write more as I discover other things/bugs.
 
@ lamotti: On the ring of flames thing, any time you have massed arch spell casters, you can crush cities. Amurites on OO with Hemah, Govanon, 3 lich 3 archmage (ive done it before) absolute 100% undiluted pwnage. The AI doesn't know to leave the city and rush the spell casters, it's the same for any large group o' high level units. I think that snake pillar needs hell and that there is something higher than blooded wolf.


While I'm posting, Kael and the team have done an awesome job inproving the combat system with new strategy etc:goodjob: . I woulod really like to see a defender/ non defender upgrade like the skeleton crew etc for the ships. The upgrade would have no strength effect, but would allow you top select certain units to be priority defenders and non defenders, regardless of strength. Strength would still decide priority within the set of defenders, unmarked, nondefenders. The reasonful, as it could target the group that they dont want killed and 2, If I have 8 strength 6 fighters defending my archmages, My archmages with promotions will have higher strength, but Obviously I dont want them to fight:rolleyes: , thats what the fighters are for. I dont know how much programming this would take, but I think it would add excellent new depth to the combat.
 
@ lamotti: On the ring of flames thing, any time you have massed arch spell casters, you can crush cities. Amurites on OO with Hemah, Govanon, 3 lich 3 archmage (ive done it before) absolute 100% undiluted pwnage. The AI doesn't know to leave the city and rush the spell casters, it's the same for any large group o' high level units. I think that snake pillar needs hell and that there is something higher than blooded wolf.

While I'm posting, Kael and the team have done an awesome job inproving the combat system with new strategy etc:goodjob: . I woulod really like to see a defender/ non defender upgrade like the skeleton crew etc for the ships. The upgrade would have no strength effect, but would allow you top select certain units to be priority defenders and non defenders, regardless of strength. Strength would still decide priority within the set of defenders, unmarked, nondefenders. The reasonful, as it could target the group that they dont want killed and 2, If I have 8 strength 6 fighters defending my archmages, My archmages with promotions will have higher strength, but Obviously I dont want them to fight:rolleyes: , thats what the fighters are for. I dont know how much programming this would take, but I think it would add excellent new depth to the combat.

We actually have modified the code that picks the defender. Heroes tend to be protected when they are weak, and the Guardsman promotion means that units strength will be counted as 50% more when picking a unit to defend.
 
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