[MOD] Fall from Heaven II

I meant to bring up the issue about game inflation. I read recently that patch C toned it down.

I played a couple games with patch C at Prince level, but the game pattern from turns 400+ seems to fall almost exclusively into city management. Basically, I end up trying to balance out income, happiness, health, crime, etc -- by the time I get to the last item on the list, I need to start again with the first one, on and on ad nauseum, to prevent things from falling apart. The problem with game inflation is that this player's boredom inflation grows twice as fast... provoking the "hit-exit-and-go-post-a-note-on-this-forum" bug... ;)

When I spend most of the time worrying about city management and very little about anything else (like war maybe), that's a problem. I understand that the pattern grows worse with game levels above Prince (haven't gotten there yet -- not sure I even want to). The pattern is worst with a growing empire, of course, especially when reaching the second half of the game. As a player, you end up swamped with city management and running out of buildings to possibly keep up with the ever growing needs for yet more income/health/happiness/etc.

What was that wonderful Chinese proverb? The Bureaucracy expands to support the needs of the expanding Bureaucracy... or something like that. This is nuts.

Some of the above isn't necessarily an exclusive feature of FfH but one that generally affects CIV games. But in FfH, since it is going through some pretty serious modding, there might be an opportunity to build in a feature helping to bring more dynamics to the second half of the game, both to curb the maddening inflationary spiral and to get the game to reach a timely ending. Just a thought...
 
I have a big request for the city art developers, I think it's time we develop some new art for the religions, Council of Esus needed some nice art that fit in, and I think order need a new art since you moved the original art to Eryphians religion. Council of Esus do not even have a temple, which is quite strange to see that I be able to see council of Esus Icon's when I play the civ that researched it first and gain that religion, but if someone else research it, nobody has that Icon, in other words, the Icon disappears when you play as a empire who did not researched it first.

I also wish to request different city art structures to the right environment, for example when I made a city in the tundra, I want to see different structures like norse halls and homes to fit the environment, or when I colonized in the desert, our houses and so forth are nomad huts. This will make our cities fit in the environmental area. However by religion, I also wish there was different types of homes for each religion on each terrain.
 
"10. No more fancy AI, Acheron has been duct taped to the ground. He won't be movable if captured by other players."

A coupla questions about this one.

1. What does no more fancy AI mean?
2. If the red dragon is now duct taped does this mean the clan world spell can no longer capture his city and goodes =) if so it was fun while is lasted.....
 
Bug?

I am being hit by about 2 or 3 Alazkan the Assassin each turn and they are killed each time I know each one has a turn limit in the discription. Isnt he supposed to make just one clone of himself?
 
After seeing my wife capture a Margalard in her game with a beastmaster and seeing how high its strength became (52!), I was VERY excited to see a Gurid show up on my land. I immediately dispatched three dwarven shadows (I am teh Luchuirp) who had been promoted to capture beasts (along with a gargoyle to bring down its strength -- 22). Well... Once satisfied that my shadows could take him, I attacked only to find that the Gurid died.

OK, I say to myself, I must not be able to capture a Gurid. Then, later, a Margalard popped up on my land. Again, I immediately dispatched a couple of dwarven shadows and a HERO hunter, all of whom could capture wild animals (and had successfully done so!). After bringing the Margalard's strength down to a safe level by attacking with a chariot (the coward retreated!!), I attacked. Again, the creature died...

My question is (for future reference), has the ability to capture these beasts been removed from the game by a later patch. Or do they need to be captured by a beastmaster (of which, being a Luchuirp, I have none)? Or is there simply something about the Luchuirps that cannot capture them?

Thanks.

You need a unit with subdue beasts, not just subdue animals. Beastmasters start with it. Also, recon heroes can learn it.
 
You need a unit with subdue beasts, not just subdue animals. Beastmasters start with it. Also, recon heroes can learn it.

Even after quite a few games, I never realized that there's a difference between "subdue beasts" and "subdue animals"... Is "subdue beasts" something to which dwarven shadows could promote given that the Luchuirps don't get beastmasters?

Thanks.
 
I've found two bugs.

I play with patch "b" but since they weren't adressed in the "c" fixes, I suppose they're still in.

1st: The Kazad have called in the Mercurians, and the Ashen Veil isn't even founded. No AV, No Infernals, but Basium is around.
Not that it's terrible - it's just strange because the mercurians only cause in that plane is to fight the Infernals...

2nd: I've been attacked by a barbarian ecclastic...
Barbarians trying to spread the empyrean? I guess not :D

Besides... Does anyone know if Spiders still produce babies?

Happy Holidays to the team!
 
Are there any plans to make armagedon (counter at 100?)a victory condition for the evil civs?

I wouldn't do that, it would be way to easy to win.


1. What does no more fancy AI mean?
2. If the red dragon is now duct taped does this mean the clan world spell can no longer capture his city and goodes =) if so it was fun while is lasted.....

What that means is that originally if you could capture the red dragon you could move it around, not you can only capture it, but it won't move.
 
Patch "d" is linked in the first post. It won't break version "c" save games, but will break versions before that. It fixes the following issues:

1. Fixed the Strong and Weak promotions icons and text strings.
2. Fixed a CtD caused by the Malakim World Spell (Religious Fervor).
3. Fixed a WoC error caused by an animal being trapped inside a players borders.
4. Fixed a CtD caused by exessive inflation.
5. Reduced inflation rates to BtS Levels.
6. Fixed a text string problem in the Sallos event.
7. Fixed specialist bonuses granted through civics.
8. You can't duplicate great commanders with the Mirror spell anymore.
 
War Chicken said:
I've found two bugs.

I play with patch "b" but since they weren't adressed in the "c" fixes, I suppose they're still in.

1st: The Kazad have called in the Mercurians, and the Ashen Veil isn't even founded. No AV, No Infernals, but Basium is around.
Not that it's terrible - it's just strange because the mercurians only cause in that plane is to fight the Infernals...

2nd: I've been attacked by a barbarian ecclastic...
Barbarians trying to spread the empyrean? I guess not :D

Besides... Does anyone know if Spiders still produce babies?

Happy Holidays to the team!

Number 1 is not a bug, you can now summon the Mercurians before the Infernals are in the game.

As for number 2, it's possible that the ecclesiastic had hidden nationality, so he would appear to you as a barbarian. It's also possible that the ecclesiastic had the promotion (enraged?) that has a %chance of making the unit go barbarian.

Don't know the answer to the spiders question, sorry.
 
I am in the process of playing a game with Cardith Lorda of the Kuriotates and came across a couple of things for which I have questions:

1. Earlier in the game I was able to at least schedule command posts in all my cities; three of the cities managed to complete them (I thought they all had them, but...). Later in the game I received a great commander and, much to my surprise, one of his actions was to build a command post in my capital. I went into the city and, sure enough, they had no command post and I was unable to schedule it (i.e. no icon to build it). My question is: What causes the command post to disappear from my queue? I hadn't change religions. Is this a civic option?

2. Given the fact that my settlements' territory was being eaten into by real cities (of my oponents), I was looking forward to being able to schedule Birthright Regain once I achieved Omniscience. Much to my surprise this ritual didn't show up in my list of things to build. What does it take to be able to schedule this ritual? Is it only for certain civs?

Another point: I scoffed a little at an earlier player that complained of performance as, after a couple of games, I hadn't had this issue. Well... In the Kuriotates game performance came a TREMENDOUS issue, especially later in the game. Every third or forth turn the game was aborting with one of those "Send error report" messages (inevitably tihs was happing between turns with the revolving world up). Also, the time between turns (again, the rotating earth) was exceptionally long -- sometimes in the range of a minute. Any plans to address these performance issues or is my experience so much in the minority that it isn't a concern?

Thanks.
 
1) Only civs with the Organized trait can build Command Posts. So I guess you switched out of organized since you are adaptive.
 
Can somebody please explain, why some people think it could be a bug, to tell which CIVs are members of the undercouncil?
I think, it is obvious, that everybody should know, who is in which concil.
Also, on the diplomatic screen, you can always see, which civ has which civic

Is the undercouncil supposed to be secret?
As there are no civipedia entries for the councils, how do you get this idea?
 
A pity that the inflation is lowered in patch d
I am playing 0.30b on emperor and inflation forces me to stop just rolling over my enemies by brute force in late game, so I actually have to have some strategy, thinking about economy, planning ahead etc.
 
Number 1 is not a bug, you can now summon the Mercurians before the Infernals are in the game.

As for number 2, it's possible that the ecclesiastic had hidden nationality, so he would appear to you as a barbarian. It's also possible that the ecclesiastic had the promotion (enraged?) that has a %chance of making the unit go barbarian.

Don't know the answer to the spiders question, sorry.

That would be an answer, if I hadn't played on a terra map, and that acclesiatic attacked me on the other continent, where no other civ yet arrived...

But thanks on the first answer - I seem have to missed that info.
On second thought this maybe is a good idea.
Beter prevent the Infernals than having to fight them, eh?

ichbinsehselber said:
A pity that the inflation is lowered in patch d
I am playing 0.30b on emperor and inflation forces me to stop just rolling over my enemies by brute force in late game, so I actually have to have some strategy, thinking about economy, planning ahead etc.

To be honest, I'm glad that the inflation was somewhat reduced. I like the strategy and research aspect much more than the economy aspect, and it bothers me having to build Marketplaces and Gabling houses, when there are Libraries and Archery ranges, that await construction. Sure everyone has a different taste, so finding the perfect balance here would be good.
 
Can somebody please explain, why some people think it could be a bug, to tell which CIVs are members of the undercouncil?
I think, it is obvious, that everybody should know, who is in which concil.
Also, on the diplomatic screen, you can always see, which civ has which civic

Is the undercouncil supposed to be secret?
As there are no civipedia entries for the councils, how do you get this idea?

Our goal is to hide the members of the Undercouncil from non-undercouncil members because we are planning on including some mechanics (maybe through overcouncil resolutions or events) that involve uncovering and destroying the undercouncil. As you note there currently isnt any gameplay effect of figuring out who the members are.
 
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