[MOD] Fall from Heaven

QJaxun said:
Ive got a question for you Kael. Im using 8 religions in my mod and im having trouble getting all the graphics to show up properly. Specifically, how did you get the Code of Junil to show the right icon in the pedia for the religion spread and commerce changes? I have temples that act like the unique shrines in vanilla, i gave them all the proper religions but cant get them to show the correct icon. 7 of the temples show the wrong icons and the 8th doesnt show any icon at all.

For 4 of the temples im using your religion .dds's and the other 4 use the old images for now.

You must go where many have gone but few have returned (much like Bea Arthurs bedroom). The ..\Assets\res\fonts\GameFont.tga and ..\Assets\res\fonts\GameFont75.tga files. They are all of the mini-icons in the game. The files are.... touchy, and frustrating (much like Bea herself).
 
0.9 is working splendedly, but the more i play it the more this Pyramid thing is getting on my nerves. Figured i would bring up a suggestion to fix it, unless you are really dead set on keeping it the same way. Take it or leave it.

*The* most annoying thing in this mod is when a computer opponent completes the Pyramids. They automatically switch to "Republic", and people in my cities instantly become unhapppy. This can happen as fast as 60 turns into the game, and i have between 1-5 unhappy faces to deal with until the end of time. Playing on Emperor and above with this is nearly unbearable, as without a ton of luxuries, you have to stunt the growth on your cities just because a neighboring civ completed a wonder. I would suggest a few things.
Either...

-Remove the unhappy faces penalty for civs without republic.

I know you want to pressure people to changing to republic as the game enters the late stages, but having the Pyramids enable a quick Republic just makes things absurdly hard.

OR

-Completely re-do the Pyramids wonder, and while doing so change the type of civic line it opens up, as well as the name of the wonder. For example, we could have a wonder much like the Pyramids that did a slightly different thing.

"The Granite Spade"
COST: 450
CULTURE: +6
GREAT ENGINEER: +2
Enables all LABOUR civics
More likely to generate great engineer
Double production speed with stone

I'll even write a pedia entry for you if you want.

That's just off the top of my head, but everything matches the discription of the pyramids besides the name and the civics it enables. This would really be a good fix to implement, because having unhappy faces most of the game that you can do nothing about until you actually get Constitution really sucks.

Also on another note, having the vanilla civ wonders along with the dynamic, creative FfH wonders seems kinda ho-hum. I hope, Kael, that you have it on your list to replace the vanilla civ wonders with FfH ones, even if they use the same city art or have the same effects (like how you changed the Angkor Wat to the Prophecy of Ragnarok). It just kinda takes away from the overall fantasy experience to have the Spirtal Minaret right next to the Dragon's Horde. If you're pressed for time, i could drum up of list of suggestions for you.
 
Hey Kael,

I noticed that you did not mention anything about the fixing of negative bonuses from building particular buildings (-1 culture or -1 commerce). I suppose you haven't implemented it yet?
 
So is equipment going to stay promotions? I mean if you're going to add equipment, will a unit be able to have both Orthus' axe and another weapon? Maybe you could make equipment units with 0 movement that can be carried by most units in different slots... Like every warrior that is created would get a low quality club, then say with barracks you could give him a low quality axe and make him an axeman or you could give him a higher quality club. With weapon smithing you could get your weapons sharpenned or something. This way a unit could kill Orthus (or someone else) and give the axe to a hero.
 
Kardyn said:
Hey Kael,

I noticed that you did not mention anything about the fixing of negative bonuses from building particular buildings (-1 culture or -1 commerce). I suppose you haven't implemented it yet?

This is a game engine problem (it ignores negative icommerce values on buildings). I've reported it to Firaxis. hopefully they will resolve in a patch.
 
Deathling said:
So is equipment going to stay promotions? I mean if you're going to add equipment, will a unit be able to have both Orthus' axe and another weapon? Maybe you could make equipment units with 0 movement that can be carried by most units in different slots... Like every warrior that is created would get a low quality club, then say with barracks you could give him a low quality axe and make him an axeman or you could give him a higher quality club. With weapon smithing you could get your weapons sharpenned or something. This way a unit could kill Orthus (or someone else) and give the axe to a hero.

Equipment as a new object type, similiar to what you describe, is what I had planned. Its actually wouldn't be that hard to make the equipment from a code perspective (its just a unit with 0 move like you say). The delya is with the art. I am going to need a sword unit model, axes, armor, etc etc. The nice thing is they don't need animation so they shouldn't be hard to do once we have the ability to make unit models.
 
Kael said:
Equipment as a new object type, similiar to what you describe, is what I had planned. Its actually wouldn't be that hard to make the equipment from a code perspective (its just a unit with 0 move like you say). The delya is with the art. I am going to need a sword unit model, axes, armor, etc etc. The nice thing is they don't need animation so they shouldn't be hard to do once we have the ability to make unit models.

Workers could start with mishedis, mining picks and other equipment, which would allow them to pass their equipment on to other units and have like working heroes :P ... btw, is it possible to give units seperate slots? I know you can restrict the slots to certain units, but will it be possible to make units carry 1 chest piece and 1 sword or will it just be a number of slots for any type of equipment?
 
Kavok said:
Just a thought..

Why not increase the strength of the city garrison promotions(the city defense+)?

I mean at that stage in the game you typically have two options for city defense:

1. Axemen (50% to melee units)
2. Archers (50% to city defense)

Okay how often, except late game, do you actually get attacked by something that -is not melee-? The Axeman is essentially not only the same strength city-defense wise but he is also capable of being mobilized and kicking some serious butt.

I can see two ways for making Archers for feasible for city defense imho.

-Give them not only the city-defense promotion on build but also give them level 1 of -all- defense promotions. (Hills, jungle etc.) This would make them versatile units that would be not only excellent for defending well placed cities but could also protect advancing stacks(armies) from attack.
-Up the city-defense promotion percentage value to 75% min. I'd prefer 100% tbh.

I would actually prefer to deal with this by adding some "flair" to the archer units instead of just boosting strength. Maybe the first strike chances need to be increased to boost the relative power of the unit without chanign the strength.

I would love to give archers the ability to use their "first strike" ability when other units in their stack are attacked. That would probably require the SDK.

For the short term, any ideas on somes creative that could be done with archers to make them a little more unique?
 
Can you deal collateral damage when defending?

Enemy stack attacks city, archers defend casuing collateral damage on the stack.

This would weaken the enemy army as a whole or force them to make multiple attacking stacks.

It seems to be fairly realistic aswell.
 
hi!

great mod :)

I have one minor issue, or maybe even not...

I am just playing a game, and I think the medival music was missing, or maybe I have just overheard it. if yes then it is probably because of how the eras are set, but how about rearranging the music folders then?
 
dreiche2 said:
hi!

great mod :)

I have one minor issue, or maybe even not...

I am just playing a game, and I think the medival music was missing, or maybe I have just overheard it. if yes then it is probably because of how the eras are set, but how about rearranging the music folders then?

You are right about the eras. Your music is decided by the era you are in. Since religions are eras they choose your music. Right now that means most of them set you to reinisaunce music. I would like to go through and pick out different tracks for the different religions, so the game will sounds different if you are playing the Ashen Veil than it would if you were playing the Order.
 
Leitmotif said:
0.9 is working splendedly, but the more i play it the more this Pyramid thing is getting on my nerves. Figured i would bring up a suggestion to fix it, unless you are really dead set on keeping it the same way. Take it or leave it.

*The* most annoying thing in this mod is when a computer opponent completes the Pyramids. They automatically switch to "Republic", and people in my cities instantly become unhapppy. This can happen as fast as 60 turns into the game, and i have between 1-5 unhappy faces to deal with until the end of time. Playing on Emperor and above with this is nearly unbearable, as without a ton of luxuries, you have to stunt the growth on your cities just because a neighboring civ completed a wonder. I would suggest a few things.
Either...

-Remove the unhappy faces penalty for civs without republic.

I know you want to pressure people to changing to republic as the game enters the late stages, but having the Pyramids enable a quick Republic just makes things absurdly hard.

OR

-Completely re-do the Pyramids wonder, and while doing so change the type of civic line it opens up, as well as the name of the wonder. For example, we could have a wonder much like the Pyramids that did a slightly different thing.

"The Granite Spade"
COST: 450
CULTURE: +6
GREAT ENGINEER: +2
Enables all LABOUR civics
More likely to generate great engineer
Double production speed with stone

I'll even write a pedia entry for you if you want.

That's just off the top of my head, but everything matches the discription of the pyramids besides the name and the civics it enables. This would really be a good fix to implement, because having unhappy faces most of the game that you can do nothing about until you actually get Constitution really sucks.

Also on another note, having the vanilla civ wonders along with the dynamic, creative FfH wonders seems kinda ho-hum. I hope, Kael, that you have it on your list to replace the vanilla civ wonders with FfH ones, even if they use the same city art or have the same effects (like how you changed the Angkor Wat to the Prophecy of Ragnarok). It just kinda takes away from the overall fantasy experience to have the Spirtal Minaret right next to the Dragon's Horde. If you're pressed for time, i could drum up of list of suggestions for you.

I switched it to the Labor civics like you suggested.
 
Do most people use siege weapons at all? Or do you all find it too easy just to use your overly promoted city attacker to take the city? Perhaps it would be a good idea to increase the defence of a city given by culture, what do you think?
 
kevjm said:
Do most people use siege weapons at all? Or do you all find it too easy just to use your overly promoted city attacker to take the city? Perhaps it would be a good idea to increase the defence of a city given by culture, what do you think?

Isn't it already done like that?
 
Isn't it already done like that?

I think the point is that he wants the effect of culture to be even larger.

I don't use actual Siege Weapons a lot myself. My general tactic for taking cities is to pelt it with Fireballs or Meteor Showers, then perhaps follow up with expendables like Demons and Elementals and finally send in a promoted city attacker to conquer.
The bombard strength of Fireballs and Meteors seem rather low, only 1% per hit, which means that it is almost always more effective to use them for collateral damage. Is this intentional? And how do the actual siege weapons compare to this?
 
Just used siege weapons myself to do some conquering - was necessary as i was slightly behind in tech but had some great production sites. Used about half a dozen suicide catas on each (well defended) city, and it worked as effective as in vanilla civ. Dunno if they get obsolete later on but before you discovered mages(archmages) they're certainly still usefull
 
Riffraff said:
Just used siege weapons myself to do some conquering - was necessary as i was slightly behind in tech but had some great production sites. Used about half a dozen suicide catas on each (well defended) city, and it worked as effective as in vanilla civ. Dunno if they get obsolete later on but before you discovered mages(archmages) they're certainly still usefull

Did you atleast bomabrd the city's defese on those attacks or did you just cause collateral damage?

Just saw "Sir Not Appearing in this Mod"... I'm assuming it's not the only Monty Python reference in the mod ^^
 
I'm assuming it's not the only Monty Pythos reference in the mod ^^

I'd be very surprised to see a reference which isn't related to Monty Python in this mod. And thank Junil for that.
Too bad Anarcho-Syndicate was changed to Republic, though. But I guess it wouldn't do to alienate those unfamiliar with Monty Python, their lives are probably miserable enough as it is...
 
Corlindale said:
I'd be very surprised to see a reference which isn't related to Monty Python in this mod. And thank Junil for that.
Too bad Anarcho-Syndicate was changed to Republic, though. But I guess it wouldn't do to alienate those unfamiliar with Monty Python, their lives are probably miserable enough as it is...

True dat..
 
Back
Top Bottom