[MOD] Fall from Heaven

I have been following this thread for miles and I didnt think i would like the mod because i love history so much(I do recommend europa europa mod), but what impressed me was the creative forces at work with all you guys making suggestions. The process alone is instructive and entertaining, so i kept reading.

But what amazes me most is this Kael guy. Tho he is a busy person he seems to read all the posts and responds to all ideas.

And gosh darn it but the cumulative effect of all those posts made me wonder ... MAYBE I would like FfH...

So I down-loaded it and even tho i am computer illiterate it worked great.

But one question; Where does all the time go when you are playing this mod? I been at this for hours. And how do i explain it to my historical wargame playing friends?


Your Obedient Servant,
O.O. Howard
 
Deathling said:
Weren't you going to give out religions back when we talked about civs?
Also have another idea... You could make a "Portal" resource that would cause lesser skellie to be summoned there every few turns, the veil could build some improvement (when it's in their land) that would make the lesser skellie their own. Later on with a higher tech they could build another improvement that would make it a stronger skellie (like 4 strength). I'm assuming it would be impossible to require the earlier improvement to build the later improvement...

Yes, the dwarves and the elves will found their religions if they are in the game.

And the gate that occasionally summons units was introduced in 0.90. It is Gate to the Abyss and it summons demons. I had talked about making a lesser non-armageddon spell version called Skeleton Teeth that summoned a skeleton every few turns but it was never implemented, and probably won't be in phase 1.
 
O.O. Howard said:
I have been following this thread for miles and I didnt think i would like the mod because i love history so much(I do recommend europa europa mod), but what impressed me was the creative forces at work with all you guys making suggestions. The process alone is instructive and entertaining, so i kept reading.

But what amazes me most is this Kael guy. Tho he is a busy person he seems to read all the posts and responds to all ideas.

And gosh darn it but the cumulative effect of all those posts made me wonder ... MAYBE I would like FfH...

So I down-loaded it and even tho i am computer illiterate it worked great.

But one question; Where does all the time go when you are playing this mod? I been at this for hours. And how do i explain it to my historical wargame playing friends?


Your Obedient Servant,
O.O. Howard

That Kael guy has WAY to much free time.
 
Kael said:
Yes, the dwarves and the elves will found their religions if they are in the game.

And the gate that occasionally summons units was introduced in 0.90. It is Gate to the Abyss and it summons demons. I had talked about making a lesser non-armageddon spell version called Skeleton Teeth that summoned a skeleton every few turns but it was never implemented, and probably won't be in phase 1.

Yes, I know but wouldn't a resource be so much more fun? :) Can't you see it? Crusaders struggling to hold the walls up while the veil takes control over the skellies and go to take over another portal (no more than 3 per game)... If you missed my comment earlier:

Deathling said:
About my suggestion earlier, will it be hard to make barbarians spawn in already taken terretory? I know it would also require some balance, other religions could build blockades and have it connected with a trade route for +2 culture per turn (and +2 culture if you're working the land) while the veil could get +1 happiness per city or something like that...

It could allow that veil to build skellies or skellie summoners (which would summon a skellie for a turn)...
 
Deathling said:
Yes, I know but wouldn't a resource be so much more fun? :) Can't you see it? Crusaders struggling to hold the walls up while the veil takes control over the skellies and go to take over another portal (no more than 3 per game)...

I see what you mean (just read your updated posts). Yeah, I had planned to have "monster nodes". They would generate barbarian versions of the monsters from time to time. If the node is captured the node is destoried and 3 (possibly more or less depending on the type) friendly monster emmigrants are created. These emmigrants can be taken to one of your cities and used to build a district/pen/etc that allows the city to create those sorts of monster units from that point on.

So, for example, there may be a Lizard men node that occasionally kicks out barbarian Lizard men. If the node is taken and the requirments are met (maybe only rangers, beastmen and druids can do lizardmen) then 3 lizardmen emmigrants are produced and the node is destroied. Those Lizardmen can be taken to cities and used to a build 'Lizard Men District' that allows the city to produce lizard men troops.
 
Hey Kael

I came across a bug in your FFH 0.90. When I try to cure my Baron Duin Halfmorn with my Arthendain, but it doesn't work. The screen goes black, and then the game just quits. I just get an error message that Civ 4 has encountered an error and needs to close.

Great Mod by the way. You and the gang are doing an awesome job!
I love it!
 
Robby said:
Hey Kael

I came across a bug in your FFH 0.90. When I try to cure my Baron Duin Halfmorn with my Arthendain, but it doesn't work. The screen goes black, and then the game just quits. I just get an error message that Civ 4 has encountered an error and needs to close.

Great Mod by the way. You and the gang are doing an awesome job!
I love it!

Reproduced your crash. I added a special effect when you cast Haste, Bless and Cure Disease. I wasn't able to get the effect to clean up like I wanted so I removed it before I issued 0.90. Well.... I thought I removed it. The code is still in Cure Disease, and thats causing your crash. It will be fixed in 1.0. Thanks for reporting it.
 
Robby said:
Kael
Have you implemented the reagents resource yet?
I never get any of it on my maps.

Yeah, they are definitly in. Im wondering if they are getting used up because I always see them in my starter maps, but I have had late game problems with reagents to, like they are being obsoleted. I will check it out.
 
A friend told me about a rare bug:
If the Orthus-Axe is passed to a fire-elemental or other summoned units the game crashes
 
Kael said:
I see what you mean (just read your updated posts). Yeah, I had planned to have "monster nodes". They would generate barbarian versions of the monsters from time to time. If the node is captured the node is destoried and 3 (possibly more or less depending on the type) friendly monster emmigrants are created. These emmigrants can be taken to one of your cities and used to build a district/pen/etc that allows the city to create those sorts of monster units from that point on.

So, for example, there may be a Lizard men node that occasionally kicks out barbarian Lizard men. If the node is taken and the requirments are met (maybe only rangers, beastmen and druids can do lizardmen) then 3 lizardmen emmigrants are produced and the node is destroied. Those Lizardmen can be taken to cities and used to a build 'Lizard Men District' that allows the city to produce lizard men troops.


This sounds great, I would suggest that the number of specailist units is limited however. Also will you consider making it possible to get upgrades for these specail units, i.e. capture the Giants node, being able to create your own Hill Giants, then being able to create an upgraded version such as Hill Giants boulder throwers that can be used to bombard cities. (these could be given their own specailst unit count, or it could be combined with the basic unit)

Further thinking on specailist units, is it possible to alter the amount of specail units you can have in game - for example you can have 1 per x cities, or have a specailist group so you could have in total no more than x paladins, giants, sheildwalls but it would be upto the player / ai to decide on the balance.
 
Kael have you seen c.roland's red sea graphics, if you could attach them to the veil religion that would be so cool, if you have veil religion, water within your borders runs red. or else would work mighty good with your planned hell region
 
Kael a few questions about gate to the abyss
is it intentional that it only costs 500 production while the other armagedon cost between 3000 and 5000?
Do the the demons only spawn if you play veil because in my last game there didnt spawn any demon.
edit:
Just saw that you use GP points to create demons. That explain why i didnt see one...
Build almost all wonders and gate to abyss in my capitol. If you need about 2000 Gp points get one and then there is only 1% chance for a demon its no wonder i didnt got one. At least the +25GP increased the spawn of GP a lot :)
Maybe you should chance it to Heavens Enlightment and just let it produce great prophets until there is a way to spawn demons without GP points.
 
Chip56 said:
Kael a few questions about gate to the abyss
is it intentional that it only costs 500 production while the other armagedon cost between 3000 and 5000?
Do the the demons only spawn if you play veil because in my last game there didnt spawn any demon.
edit:
Just saw that you use GP points to create demons. That explain why i didnt see one...
Build almost all wonders and gate to abyss in my capitol. If you need about 2000 Gp points get one and then there is only 1% chance for a demon its no wonder i didnt got one. At least the +25GP increased the spawn of GP a lot :)
Maybe you should chance it to Heavens Enlightment and just let it produce great prophets until there is a way to spawn demons without GP points.

You could make it a dark portal rare resource (1 per map to make it a "world improvement", unlike my idea of 3 lesser portals) like I said and then it could take workers the amount of time it takes to build the gate to abyss... I don't know if it would be easy to make a unit spawn out of nowhere, but atleast like this you won't have to work with barbs spawning or GP point...
 
Kael said:
So, for example, there may be a Lizard men node that occasionally kicks out barbarian Lizard men. If the node is taken and the requirments are met (maybe only rangers, beastmen and druids can do lizardmen) then 3 lizardmen emmigrants are produced and the node is destroied. Those Lizardmen can be taken to cities and used to a build 'Lizard Men District' that allows the city to produce lizard men troops.

Nice idea. Very similar to MoM, bu still really cool.
 
Chip56 said:
Do the the demons only spawn if you play veil because in my last game there didnt spawn any demon.
edit:
Just saw that you use GP points to create demons. That explain why i didnt see one...
Build almost all wonders and gate to abyss in my capitol. If you need about 2000 Gp points get one and then there is only 1% chance for a demon its no wonder i didnt got one. At least the +25GP increased the spawn of GP a lot :)
Maybe you should chance it to Heavens Enlightment and just let it produce great prophets until there is a way to spawn demons without GP points.

I told Kael this but did he listen? NOOO. Sorry, I just like to imaturly say "It told you so!"

Why can't you just have it be a wonder that produces demons regularly? They had lots of those in CivIII, and i think they are possible in CivIV.
 
Deathling said:
You could make it a dark portal rare resource (1 per map to make it a "world improvement", unlike my idea of 3 lesser portals) like I said and then it could take workers the amount of time it takes to build the gate to abyss... I don't know if it would be easy to make a unit spawn out of nowhere, but atleast like this you won't have to work with barbs spawning or GP point...

that's a nice idea. But no offense, what's with you and portals?

I actually think that the demon summoners should be able to build a really cool improvement much like the one you described. It makes its tile give no gold, food, sheilds at all, but each of these in a city's radius add +50 GP points towards a demon. Also, they have a high spread rate so pretty soon your empire will be entirely hell portals.
 
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