[MOD] Fall from Heaven II

I'm stilling getting crashes- I've installed the patch, and the version for vanilla Civ 4 works fine.

If you get a crash as soon as the game starts (after the main menu and stuff, when the map loads), then you don't have BtS patch 3.13.
 
I've played my first game as COE in a long, long time (maybe since light) and my goblin killed a wolf. why was the automatic creation fo a wolf rider removed?
 
I don't know, and I miss it too. I've tried to add it back many times, but always failed.

I think I'll add a "mount" spell available to goblins on the same tile as a wolf/wolf pack, which replaces both units with a Wolf Rider. (I may add a similar mechanic for dark elf scouts allowing them to mount on giant spiders to make a new Spider Rider unit)
 
I don't know, and I miss it too. I've tried to add it back many times, but always failed.

I think I'll add a "mount" spell available to goblins on the same tile as a wolf/wolf pack, which replaces both units with a Wolf Rider. (I may add a similar mechanic for dark elf scouts allowing them to mount on giant spiders to make a new Spider Rider unit)

What a great idea! Both of them! Kael, how about incorporating this into your standard version - haven't tried Magisters ModMod yet and I'd prefer to stay with your original version.

Edit: BTW, what wolf packs, Magister? Haven't seen a wolf pack in ages, I thought they had been removed?
 
They are still in the game (or at least in world builder) but I too haven't seen one without cheating in a long time.
 
I've played my first game as COE in a long, long time (maybe since light) and my goblin killed a wolf. why was the automatic creation fo a wolf rider removed?

We dont run the combatresult python function because its expensive (kicsk out to python after every battle). We tried to convert everything that used to be in that check into attribute functions, which is more flexible for modding and doesnt have the performance hit. But the goblin wolf rider upgrade got caught in the middle. It wasnt easy to build an attribute function around it, and it wasnt worth keeping the python routine on every combat just to check and see if a goblin had defeated a wolf.

Im thinking about placing a python combat won and python combat lost function on the unit object. If a unit doesnt have on then nothing is done. If the unti does have one then the python function for that unit is run after combat. If I add that then I put the goblin upgrade back in.
 
We dont run the combatresult python function because its expensive (kicsk out to python after every battle). We tried to convert everything that used to be in that check into attribute functions, which is more flexible for modding and doesnt have the performance hit. But the goblin wolf rider upgrade got caught in the middle. It wasnt easy to build an attribute function around it, and it wasnt worth keeping the python routine on every combat just to check and see if a goblin had defeated a wolf.

So thats why I've failed at over a dozen attempt to use these functions for my modmod (about half of which were trying to re-implement the goblin to wolf rider mechanic)

Im thinking about placing a python combat won and python combat lost function on the unit object. If a unit doesnt have on then nothing is done. If the unti does have one then the python function for that unit is run after combat. If I add that then I put the goblin upgrade back in.

I specifically requested this a few weeks ago and you said no (well, I think you actually said it is highly unlikely). I'm glad you are reconsidering! Hope it makes it. (this could also easily fix the problem with Donal not getting recruiter back, plus help me implement many things I've been wanting to add to my modmod)

Also, I think it would be better for these (as well as the pyperturn tag/ability currently in CIV4PromotionInfos.xml) to be found in both CIV4UnitInfos.xml and CIV4PromotionInfos.xml
 
Hey Kael et al,

One of my favorite civs in this game is the Hippus and the concept that they are generally a Mercenary civ. I generally don’t get the feel that they truly are such. I have been banging my head about this. They are "known" to sell their services to the highest bidder, but in actual game play they do not. I was thinking more about this in the TAM mod when what you did came to mind. The Hippus palace grants them one horse unit so that they can build their unique units and add to their flavor. Why not add another "resource" to their palace. This resource would only be allowed by the Hippus and would give them the ability to sell off their "services to the highest bidder". The resource would then allow the other civ to build a unique unit call the Hippus Mercenary. This would also allow the Hippus to build this unit when they have "no contracts" to fill. As the game advances so will the strength of this unit (ie by upgrading to a stronger type as techs and money allow).

This way we can keep the existing mercenary system and add the Flavor to the Hippus to go with this back story...
 
Hey Kael et al,

One of my favorite civs in this game is the Hippus and the concept that they are generally a Mercenary civ. I generally don’t get the feel that they truly are such. I have been banging my head about this. They are "known" to sell their services to the highest bidder, but in actual game play they do not. I was thinking more about this in the TAM mod when what you did came to mind. The Hippus palace grants them one horse unit so that they can build their unique units and add to their flavor. Why not add another "resource" to their palace. This resource would only be allowed by the Hippus and would give them the ability to sell off their "services to the highest bidder". The resource would then allow the other civ to build a unique unit call the Hippus Mercenary. This would also allow the Hippus to build this unit when they have "no contracts" to fill. As the game advances so will the strength of this unit (ie by upgrading to a stronger type as techs and money allow).

This way we can keep the existing mercenary system and add the Flavor to the Hippus to go with this back story...


Very very nice idea imho, would add a lot of flavor to the faction.
 
Hey Kael et al,

One of my favorite civs in this game is the Hippus and the concept that they are generally a Mercenary civ. I generally don’t get the feel that they truly are such. I have been banging my head about this. They are "known" to sell their services to the highest bidder, but in actual game play they do not. I was thinking more about this in the TAM mod when what you did came to mind. The Hippus palace grants them one horse unit so that they can build their unique units and add to their flavor. Why not add another "resource" to their palace. This resource would only be allowed by the Hippus and would give them the ability to sell off their "services to the highest bidder". The resource would then allow the other civ to build a unique unit call the Hippus Mercenary. This would also allow the Hippus to build this unit when they have "no contracts" to fill. As the game advances so will the strength of this unit (ie by upgrading to a stronger type as techs and money allow).

This way we can keep the existing mercenary system and add the Flavor to the Hippus to go with this back story...

very nice, if only there was like an auction-like thing that could happen that can do that stuff...
 
Yea that is why making it via a resource that only the Hippus palace has would at least make it work through the diplomacy screen and with only one it would be a unique unit and easy to implament.

very nice, if only there was like an auction-like thing that could happen that can do that stuff...
 
Maybe there could be a resolution, and thus game mechanic, for the Overcouncil/Undercouncil to hire the Hippus to fight proxy wars?
 
that would be cool too...!!

Maybe there could be a resolution, and thus game mechanic, for the Overcouncil/Undercouncil to hire the Hippus to fight proxy wars?
 
btw I dont understand how the council/undercoucil works ? I am member of the UC and I dont get any resolution...Also the Elohim forbid me from passing by their country although I do have a RoP with them, I had to cancel the RoP, wait many turns and then re sign it and only then it got "fixed".

Oh and while I'm at noob questions, playing as the Khazad I never found a way to build magic nodes, can anyone help pls ?
 
the Kazad have no magic

Not quite true: they can build Adepts, but can't upgrade them to Sorcerers or Summoners.
The Adepts can use Level 1 spells though - and I seem to remember that the Adepts can develop mana nodes normally. Just remember that you have to have the required technology to develop a mode - if you don't have any of those techs (like Alteration, Elementalism etc.) you can't develop nodes
 
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