[MOD] Fall from Heaven II

I've never seen the AI with a high priest, much less use this spell.

Thats what hes saying, that the AI is thanking god that the spells been nerfed a bit.
 
Just finished (ok, quit) my first whole game as the Vampires and thought I might post my thoughts.

- My planned strategy (armageddon) never came to fruition. Though I was evil, founded the Veil, gated in the Infernals, etc., I could never build Elegy of the Sheaim. Why is this? I tried raising the counter through conquest, but there just weren't enough cities on the map.

- This is the first game I didn't shoot for archmages with meteors and decided to give the other spheres a chance. I have to say, death magic is really, really INCREDIBLY powerful.
Late in the game I had about 8 mages grouped together with a military escort. 8 simultaneous 'contagion' spells will 100% depopulate any city so a skeleton can conquer it. Magic resistance didn't matter. Actually nothing stood against it, not even level 13 heroes.

- Ditto for Priests of the veil and their ring of fire. This is a unit available early in the game who can get Fire II as its first promotion, making them able to cast ring of fire immediately.
Rings of fire are dangerous to the user, can start accidetntal wars (oops,) and don't do that much damage by themselves. Stack a bunch of veil priests up though and they're unstoppable. My 6-7 priests wasted a stack of 20 units, the toughest of which was a high level heavy crossbowman, in a single round.

- The broken lands. When this began to spread there were a lot of resources on burning sands tiles, making them unworkable. I was able to work this out myself by using 'spring' to put out the fire before moving a worker/adept in. The AI never figured it out.

- When I sent my stack of heroes/mages/priests/skeletons into enemy territory, the enemy responded by sending assassins. Did they attack my liches, archmages, or my patriarch? Nope, they wanted to assassinate the skeletons. Go fig. That descision cost that AI player (Auric) the game.

- Though I was the vampires, I never got a unit high enough level to make Vampire lord. That made me very sad.

- I was playing Prince level, but the only AI spells I saw were a couple low-level conjurer spells. When do the AI actually use their magic? These guys were supposedly more powerful than me.

- The Infernals didn't die this time, but they didn't do much either.

ok, let me see here

- My planned strategy (armageddon) never came to fruition. Though I was evil, founded the Veil, gated in the Infernals, etc., I could never build Elegy of the Sheaim. Why is this? I tried raising the counter through conquest, but there just weren't enough cities on the map.

Elegy of the Sheaim, obviously belongs to the Sheaim Civ.

- This is the first game I didn't shoot for archmages with meteors and decided to give the other spheres a chance. I have to say, death magic is really, really INCREDIBLY powerful.
Late in the game I had about 8 mages grouped together with a military escort. 8 simultaneous 'contagion' spells will 100% depopulate any city so a skeleton can conquer it. Magic resistance didn't matter. Actually nothing stood against it, not even level 13 heroes.

Nice tactics right there, Seem to prove that it can be slow down as any horseman or cavalry can destroy them cause of there quick strength and their movement points.

- Ditto for Priests of the veil and their ring of fire. This is a unit available early in the game who can get Fire II as its first promotion, making them able to cast ring of fire immediately.
Rings of fire are dangerous to the user, can start accidetntal wars (oops,) and don't do that much damage by themselves. Stack a bunch of veil priests up though and they're unstoppable. My 6-7 priests wasted a stack of 20 units, the toughest of which was a high level heavy crossbowman, in a single round.

I accidentally started a war thinks to the ring of fire. quit after that cause I got bored and tired of the massive amount of lag I've obtained.

- The broken lands. When this began to spread there were a lot of resources on burning sands tiles, making them unworkable. I was able to work this out myself by using 'spring' to put out the fire before moving a worker/adept in. The AI never figured it out.

There something that the AI need to be fix on, I also hope that this will work on burning forest and also regrow the burnt forest as well!

- When I sent my stack of heroes/mages/priests/skeletons into enemy territory, the enemy responded by sending assassins. Did they attack my liches, archmages, or my patriarch? Nope, they wanted to assassinate the skeletons. Go fig. That descision cost that AI player (Auric) the game.

The reason why is cause they want to get rid of the weak before they get rid of the strong, that way the amount of damage will double if the Assassin's group together against a single strong unit.

- Though I was the vampires, I never got a unit high enough level to make Vampire lord. That made me very sad.

Try sending more in stacked with other units.

- I was playing Prince level, but the only AI spells I saw were a couple low-level conjurer spells. When do the AI actually use their magic? These guys were supposedly more powerful than me.

That is something that the AI did not do to me, not even on deity level. They use regular units and don't even cast spells against me.

- The Infernals didn't die this time, but they didn't do much either.

aye, they didn't do much when I have summon them while playing as the vampires as well! I even summon them while playing as the Shieam.
 
aye, they didn't do much when I have summon them while playing as the vampires as well! I even summon them while playing as the Shieam.

They need to be more like Basium. Ally with a strong civ and go straight into asskicking mode from the beginning. Whatever he was summoned to do, by God he needs to do it.
 
Nuts to that, I'm eating the citizens of other civs. Preferably Elohim or Bannor. God I hate those guys.

But isn't God on their side so to speak? :lol:

Speaking of Basium, as mentioned above, I don't like the fact that he comes into the game immediately declaring war either. I must admit I am playing him for the first time but he and his host civ, the Bannor :king: :) , are in no position to be declaring war on anyone.

How much control does Basium have over the host civ other than researching the tech tree? Civics? Also, are Basium's fortunes tied to those of the host civ? If true, I think a change might be in Order, pun intended :) , like Basium having more control over the host civ. For example, I sent Basium off to pick up some xp and promotions in preparation for taking on Hyborem. While I (he) was gone, Sabathiel had one city razed and a lot of improvements pillaged before I felt compelled to return and bail him out. I do not think the AI is very good at handling sieges and invasions in general. If I had control over the Bannor army, I do not think I would have had to send Basium back.
 
Any remote idea when Shadow will be released? I'm looking forward to the Sidar and Svartalfar being playable. Will Sureshot's mod be integrated?

Will the Illians ever be playable? They are listed as a minor civ in first post.
So are the Infernals for that matter. That should be updated I guess.
 
But isn't God on their side so to speak? :lol:

Speaking of Basium, as mentioned above, I don't like the fact that he comes into the game immediately declaring war either. I must admit I am playing him for the first time but he and his host civ, the Bannor :king: :) , are in no position to be declaring war on anyone.

How much control does Basium have over the host civ other than researching the tech tree? Civics? Also, are Basium's fortunes tied to those of the host civ? If true, I think a change might be in Order, pun intended :) , like Basium having more control over the host civ. For example, I sent Basium off to pick up some xp and promotions in preparation for taking on Hyborem. While I (he) was gone, Sabathiel had one city razed and a lot of improvements pillaged before I felt compelled to return and bail him out. I do not think the AI is very good at handling sieges and invasions in general. If I had control over the Bannor army, I do not think I would have had to send Basium back.

Two civs on a team share tech research and ally on wars. But outside of that they are seperate (so they dont share civics).

Any remote idea when Shadow will be released? I'm looking forward to the Sidar and Svartalfar being playable. Will Sureshot's mod be integrated?

Will the Illians ever be playable? They are listed as a minor civ in first post.
So are the Infernals for that matter. That should be updated I guess.

The Illians will become playable in the "Ice" phase. No ETA on "Shadow" except to say that its no time soon. 0.22 for "Fire" will probably come out later this month and I suspect there will be a 0.23 for "Fire" as well in June/July.

Sureshots mod won't be integrated, but we may incorporate parts of it that we like (we already adopted her excellent tree design). I will definitly be going through all of her Svartalfar units looking for ideas.
 
I just started playing this mod and I'm really enjoying it. Thanks for the great work.

I noticed something in my first game though. When I used a pyre zombie to attack a barbarian in a forest/jungle tile, the zombie failed and ended up setting fire to that tile. The fire soon spread to burn down the entire jungle above it. But, when the burnt forest grew back, jungles that were previously burnt down would now be converted to forests.

Was that intended behavior? Seems like a cheap method of de-jungling early on in the game; plus it destroys ruins too. Not that I didn't like it though. Didn't realize that bronze working only let's you cut down forests but not jungles and accidentally built a city next to a whole bunch of jungles. Once the fire got past the city I was all set.
 
The Illians will become playable in the "Ice" phase. No ETA on "Shadow" except to say that its no time soon. 0.22 for "Fire" will probably come out later this month and I suspect there will be a 0.23 for "Fire" as well in June/July.

So fire 0.23 will be the last step before you start using Beyond the Sword as your base for the mod? just judging by the eta release dates ;)

That would definately make Beyond the Sword a must have for me, I need to have crazy dark elfs roaming around taking out those IMO truly overpowered ljosalfer with all their living in trees bull... hehe... no offence Kael, I love the civilization, they are just my favorite civ to hate because I always want to be able to build in ancient forrests when I'm playing the game :D
 
I just started playing this mod and I'm really enjoying it. Thanks for the great work.

I noticed something in my first game though. When I used a pyre zombie to attack a barbarian in a forest/jungle tile, the zombie failed and ended up setting fire to that tile. The fire soon spread to burn down the entire jungle above it. But, when the burnt forest grew back, jungles that were previously burnt down would now be converted to forests.

Was that intended behavior? Seems like a cheap method of de-jungling early on in the game; plus it destroys ruins too. Not that I didn't like it though. Didn't realize that bronze working only let's you cut down forests but not jungles and accidentally built a city next to a whole bunch of jungles. Once the fire got past the city I was all set.
It is intended, though the rate of spread of fires and regrowth of forests is open to adjustment.
 
Playing today on raging barbs, I was being a bit overrushed by barbs. I tried to attack with my last unit in my second city, but it lost.
So, with my city empty, I was allready counting on my 2nd city to be lost.

But to my suprise, barbs seem to favor pillaging nearby resources instead of taking empty cities!

This is wrong, I feel. I should have lost that city.

(Note; if you still have a unit in your city, it is likely the barb WILL attack it and capture the city)
 
Speaking of trees, we need different types of trees for each race, in different places there are different trees in our world. Ample, Pine, and other things. So what I have in mind for this game, is that I want to see each and every race have a different type of trees they can grow around there city culture radius. Hyborem have the hell trees or flaming trees, The Basium have the Holy White Trees, and the Elves have them green giant trees since they are tree worshippers.

If you don't like that plan, how about changing the trees to that type of religion, Hell Trees, White Holy Trees, Green Giant Trees, Undead Trees, any type of different trees that have different effects to the cities, they could produce more food, be able to grow more, or be more productive. It can also be useful for battle, and maybe cause the enemy some damage from the haunted trees when they cross that tile.

What do you think keal?
 
Speaking of trees, we need different types of trees for each race, in different places there are different trees in our world. Ample, Pine, and other things. So what I have in mind for this game, is that I want to see each and every race have a different type of trees they can grow around there city culture radius. Hyborem have the hell trees or flaming trees, The Basium have the Holy White Trees, and the Elves have them green giant trees since they are tree worshippers.

If you don't like that plan, how about changing the trees to that type of religion, Hell Trees, White Holy Trees, Green Giant Trees, Undead Trees, any type of different trees that have different effects to the cities, they could produce more food, be able to grow more, or be more productive. It can also be useful for battle, and maybe cause the enemy some damage from the haunted trees when they cross that tile.

What do you think keal?

I think the specifics of this are to specific. But in general its a good idea (the religion effects the terrain). In fact we already have that, but it could definitly be broadened. SeZ has some very interesting ideas to decorate hell terrain, expect tortured souls, battlefield remains, etc.

I would like to see more changes, but for the overlords that may be swirling dark waters, not anything as specific as a tree for each civ or religion.
 
Regarding the terrain effects, what terrain could the runes have. Differnt mountain sounds reasonable at first, but I can't really imagine a religion changing a whole mountain, Maybe they can start being covered in holes...

Sure why not these mountains could have paths made through them. They could slowly replace regular mountains similar to the forest religion.
 
what civs are the most complete at this point in the game? I saw some being spoken of as being complete in Ice and Shadow but I cant find where the previous levels were.
 
what civs are the most complete at this point in the game? I saw some being spoken of as being complete in Ice and Shadow but I cant find where the previous levels were.

If you can play them they are laregly complete (we retain the right to make changes). The Sheaim, Lanun, Grigori, Bannor, Kuriotates, Ljosalfar and the Calabim are very popular.
 
1) Can you Add a Team Sequential Turn option, as is coming out with Beyond the Sword, that lets all players on a each team move/attack at the same time? As it is, Sequential Turns are almost never used. However, with some of the powerful spells available in this mod, who can click first can make the difference between winning and losing the game. Even MORE usefull would be an option that can allow players/game hosts to switch from simultaneous to sequential timer, say at some point late in the game just before a climactic battle. There is an editor program that allows saved files to be edited... but could this be done in game, to avoid having to reload? Perhaps if the majority of players vote for it?

2) Can you Add or Alter the Team Research so that players can be on the same team, but do their own research? Seems to me that many civs should jealously guard their secrets from potential clan rivals... This would REALLY help scenario makers who want to ally different races/civs, so that they can see what's going on in their allies' territory, but want them to have their own unique techs/research tree. Better yet, just change open borders so that players can see what's going on in the territory opened, but not see city production. I made a WWII scenario where I had Churchill, Roosevelt, and Stalin at permanent peace, aligned against Germany and Japan, but, as in real life, I didn't want them sharing tech secrets. America didn't volunteer Nuclear weapons to anyone.... And soon afterward the former allies became rivals...

3) Can you add a teleporter? I would like to create little 'side quests' where a teleporter represents a cave entrance, for example, that teleports units to another part of tha map which is blocked off by impassable terrain, which could represent another dimension.

4) More Ambitiously: Add a separate mini-map that represents underground, with a tab to toggle back and forth between the surface and underground. Then, cave entrances could be made that essentially teleport the units to the surface and vice/versa. Players could maker terrain that represents impassable stalagmites, etc.


5) Quick Suggestion: for ring of fire and other powerful spells/abilities: How about use a max_damage instead of maximum damage percent? This would help powerful units when faced by spells that do a percent damage, which of course is much higher if the unit has a much higher strength. Also, if players are stacking units with powerful area spells, in addition to toning down the spell, increase the cost of the units by 50% or so... so that these units become more of a vital support unit, like artillery or aircraft, rather than the core of an army. Also, why can mages lob spells at enemies, but catapults can't? Can Ranged bombardment be brought back for ships and catapults? If you do, you'll also have to increase cost of them accordingly, of course....

Bigben34
 
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