[MOD] Fall from Heaven

And to increase the chance of spawning a demon you could use a wonder that gives you 10 free spezialist called demon summoners, each +2GP for demon
 
loki1232 said:
I'm glad you liked that idea. WHat other military civic options do you think there should be?
Also, that one was "scorched earth policy". Basically you get lots of units and commanders, but you can't keep captured enemy cities. Maybe i could make the specialist bonus only if you are at war? Yeah, i think that sounds better.

Yup, this sounds much better! Without the change there would be no penalty in peace times, with a great bonus on the other hand.

What about point 4. "All units get +20% retreat chance."
Will you be able to push your camelriders or elephants above 100% retreat chance? If so, it might become too effective because you can attack without the chance of a loss. A limit of 95% should solve the problem (Maybe one unit can have 100%, would be fun!)

"+100% War Weariness for civs at war with you", this would definately break my neck in a lot of games. I get already about +30 unhappiness in the first round of a war, in case I declare war on someone I already fought years ago.(Even if he started the conflict in the very beginning).
Perhaps an other doctrine with the only bonus -50% war-weariness can be added to counter it.

Ohh and I am a big fan of those gameelements, which provide great boni along with heavy negative effects. e.g. "aristocracy",
because those are the chances to completely change your game feeling and play-style, and this military doctrine thingy would work this way
:goodjob:
 
Tesla23 said:
1. Yup, this sounds much better! Without the change there would be no penalty in peace times, with a great bonus on the other hand.

2. What about point 4. "All units get +20% retreat chance."
Will you be able to push your camelriders or elephants above 100% retreat chance? If so, it might become too effective because you can attack without the chance of a loss. A limit of 95% should solve the problem (Maybe one unit can have 100%, would be fun!)

3. "+100% War Weariness for civs at war with you", this would definately break my neck in a lot of games. I get already about +30 unhappiness in the first round of a war, in case I declare war on someone I already fought years ago.(Even if he started the conflict in the very beginning).
Perhaps an other doctrine with the only bonus -50% war-weariness can be added to counter it.

1. Maybe we could balance out the military civics by having some of them work while at peace and war (neautralism) and some only while at war.

2. okay, cap of 95%. I just wanted the mobile warfare civic to lead to an army that is very hard to track down and kill. ;) Maybe the mobile warfare one should also give "no units may fortify"

3. What if the war weariness was only if war was declared on you? I was veiwing this one as kinda a defensive doctrine, where the enemy attacks and your troops slow down his attack by defending in forests and hills (and peaks). The idea is that with this doctrine it becomes a close call to see if he will take your cities, or sue for peace first, since he has huge War Weariness.
 
Wow, i played this mod.. is like a new game! I still have to get used to the super promotions. And the combat works different dosent it? My warrior with +120% against melee and combat I and II lost to an enemy warrior on a desert with no promotions and only 0.2/2 of strenght... ??? My damaged warrior captured a city with walls protected by a fortified archer??.. (i wanted to kill my own warrior and ended with a new city lol).

I only wish the races could be more.. unique. The Merfolk should be able to walk on water, the frostlings should build farms on ice, etc. Still this mod is damn cool :goodjob:
 
Brancaleone said:
Wow, i played this mod.. is like a new game! I still have to get used to the super promotions. And the combat works different dosent it? My warrior with +120% against melee and combat I and II lost to an enemy warrior on a desert with no promotions and only 0.2/2 of strenght... ??? My damaged warrior captured a city with walls protected by a fortified archer??.. (i wanted to kill my own warrior and ended with a new city lol).

I only wish the races could be more.. unique. The Merfolk should be able to walk on water, the frostlings should build farms on ice, etc. Still this mod is damn cool :goodjob:

The mod doesn't change the combat odds, sometimes the RNG is just for or against you.

I definitly want to distinguish all of the civs and there are big plans for them. Those plans are so big that I pushed the civs to Phase 2. But because it seemed weird to have the normal civs with a fantasy Mod Haarbal made a seperate mod that added the fantasy civs you are playing with to the game. Because they are just a swap out of the civs (Haarbal didn't really have access to make deeper changes because it may have broke things in the mod) there hasn't been much done to make them play differently.

Still given that Haarbal only had the civs and leaderheads to play with he did an amazing job. In fact I was so impressed with his work that I have incorporated his civs into the 1.0 version of Fall from Heaven. When I begin phase 2 I will begin making new civs that play differently.
 
Kael shouldnt the blood of the phoenix give a free medic I promotion?
Because in my last game it didnt.
And my beastermaster still needed about 2486567 turns to complete a camp.

I wonder if you start hating me now because i report so many bugs today :)
 
Brancaleone said:
I only wish the races could be more.. unique. The Merfolk should be able to walk on water, the frostlings should build farms on ice, etc. Still this mod is damn cool :goodjob:

Definetly. Hey Kael, I hope you read this. I mean i know you read this, but doesn't this just give you ideas for two of the races whose barb encampments which you conquer to get a "enslaved merfolk". Then that unit is brought into a costal city and builds the "merfolk encampment" which lets you build merfolk. Only the merfolk need their encampment to be in a costal city.
Merfolk: The camps are in coast or ocean. They send out units that can go on both water and sea. The encampment allows you to build 2 units.
1. Merman Warrior. Basically like the drown for civ's that can't get drowns. Doulble movement on coasts.
2. Mer Magician. A water unit that can use water sphere spells. Also get better results from goody villages (in water they are called something different)
 
Oops forgot about frostlings:
frostling encampment allows one unit: Ice Man. A semi powerful "ice sphere" magic unit that can walk on Ice (even though its technically water)
Also, all military units build in a city with a frostling encampment get a "favored by frost" promotion which allows ships to go through ice, and land units to get double movement on tundra.
 
Chip56 said:
Kael shouldnt the blood of the phoenix give a free medic I promotion?
Because in my last game it didnt.
And my beastermaster still needed about 2486567 turns to complete a camp.

I wonder if you start hating me now because i report so many bugs today :)

I never hate anyone for reporting bugs, makes my life so much easier. Most of these things only take a minute to fix, but I just need to know that they are out there. For example, I fixed this same problem for the Rangers in 0.90, but never thought to check out the Beastmasters.

The Beastmasters will be fixed in 1.0. And I have no idea why the Blood of the Phoenix wasn't set to give out the promotion (I must have just missed adding it), but that is in now too.
 
Having Problems with Mod:

Alright fellas, this mod SOUNDS awesome. But unfortunately my minimal expereince in technology has prevented me from enjoying it fully thus far. I have a few things that are causing me headaches.

1. If i choose to move a unit by the "go-to" command, or set a unit to auto-explore, the game crashes when trying to select the other unit (in the very beginning of the game)

2. Civ IV crashes after ive moved each unit once manually(including building a starting city), and hit the return button (this happens regardless of what civ i play and whether or not i select a technology from the top of the screen).

3. I installed the "civ mod" that Haarbal had created, and it seemed to inconsistantly resolve #2, however, it always came up with a constant error message stating that "jingoism" was missing. Something that needs fixing from .8 to .9 im sure.

4. The units have very strange modifiers to combat - and i dont mean the ones that are intentional. Specifcally i mean the insanely large +s and -s to combat that affects every unit (e.g. -84410673% heal damage/turn in friendly lands). I took some screen shots. But i dont know how to post them on here.

A) This i believe also resulted in why my units randomly disappeared during the game. There are massive negs to healing, and I surmise that the unit just dies. Keep in mind the only units I had been able to experiment with were warriors and scouts - as the game never progressed farther without frustration setting in.

B) There is virtually NO exploration. The starting settler has a nice big sight radius, but that is the only thing that gets to see ANYTHING until you build another city, which then gets sight radius. I attribute this to the likelihood that the "-75 visability range" wierd modifiers affect every unit in the game.

C) After uninstalling and reinstalling both the .9 version, and the civs-add several times, it's also clear that these strange modifiers do NOT occur until a Unit moves. When a warrior is created, hes a healthy looking normally modified warrior (25% city defence). Full health. When he MOVES, he gets the crazy modifiers.

IT should be noted that the base strength of all the units seem to be intact (though the modifiers shrink the health bar to nil).

This mod SOUNDS awesome. But I'd love to know why my particular game's are giong to be 50-50 combat games for their entirety. :sad:

-El Scotto

Edit: I should also note that i never moved the starting Settler (habit from Vanilla Civ IV), so i do not know if he can gain crazy modifiers. As it is, the rest of you seem to be playing and having fun....so clearly something is either different for me, OR the .9 version isnt the one everyones playing and having a grand olde time with. So If someone can point me to a version that works and/or tell me why mines crapped out, ill be most pleased.
 
I figured id follow up with the full example of the scout and all his wonderful modifiers: 1str, no promotions, on flood plain, Year 1 Age of Rebirth

-75 visability range
+444596200 Terrain Movement Cost
Heals Extra -75% Damage/Turn in Enemy Lands
Heals Extra -262148% Damage/Turn in Neutral Lands
Heals Extra -84410673% Damage/TUrn in Friendly Lands (ouch)
Heals Units in Same Tile Extra -1146048327% Damage/Turn
Heals Units in Adjacent Tiles Extra -1094868825% Damage/Turn
-1380008530% Strength
-1397637448% City Attack
-1381258079% City Defence
+100% vs. Animals (at least he likes pets)
-4673103% Hills Defence

He's up for sale, if anyone wants him, and I also have a wonderful warrior who's just dieing to move elsewhere.

Edit: I think this explains (if im not the only one) Brancaleone's Experience with crazy combat situations...considering everything gets reduced to 0 Str, and 0 vs. 0 is a 50% chance.
 
QuasiEvilScott said:
I figured id follow up with the full example of the scout and all his wonderful modifiers: 1str, no promotions, on flood plain, Year 1 Age of Rebirth

-75 visability range
+444596200 Terrain Movement Cost
Heals Extra -75% Damage/Turn in Enemy Lands
Heals Extra -262148% Damage/Turn in Neutral Lands
Heals Extra -84410673% Damage/TUrn in Friendly Lands (ouch)
Heals Units in Same Tile Extra -1146048327% Damage/Turn
Heals Units in Adjacent Tiles Extra -1094868825% Damage/Turn
-1380008530% Strength
-1397637448% City Attack
-1381258079% City Defence
+100% vs. Animals (at least he likes pets)
-4673103% Hills Defence

He's up for sale, if anyone wants him, and I also have a wonderful warrior who's just dieing to move elsewhere.


Did you install the 1.52 Firaxis patch?
 
It says 1.52 in the build. And it also says there are no updates to be had, so yes i assume so.

-El Scotto

Edit: Specifically its 1.5.2.1736 (42422)
 
I had a similar problem where barbarian scouts would take my city with an axeman defending everytime. odds showed huge numbers and also had a TXT_?????????? showing in the window you get for the combat odds. So I unistalled the game as well as my games folder in my documents and reinstalled the game, with all the patches. Then I only loaded mods into the mod folder and not into my custom assets folder and it now runs great. And am loving the FFH Mod it excellent. hope this helps you QuasiEvilScott.
 
Crom131 said:
I had a similar problem where barbarian scouts would take my city with an axeman defending everytime. odds showed huge numbers and also had a TXT_?????????? showing in the window you get for the combat odds. So I unistalled the game as well as my games folder in my documents and reinstalled the game, with all the patches. Then I only loaded mods into the mod folder and not into my custom assets folder and it now runs great. And am loving the FFH Mod it excellent. hope this helps you QuasiEvilScott.


AHHA! We have found the culprit. Yes, my custom Assets (when deleted) destroyed the oddity of the mysterious modifers. All of #4 (as far as i can tell thus far) has been cured. As has the Initial Crash from #1. I guess i dont get the niceities of the custom assets so many people on this site worked so hard to produce if i wanna play FFH.

Thanks

-El Scotto :goodjob:
 
Still luvvin' the mod Kael, I hardly play vanilla civ any more. I was going to report a bug with the mages, but I see someone else beat me to it.

After taking a look at the planned civs for phase 2, particularly the pirates, I have a couple of suggestions.

First, I notice you haven't named them yet, I think "The Crimson Permanent Assurance" would be a great name for them, not sure if that will fit into the space allowed though...

The addition of a pirate civ simply screams for more naval units. Some possible naval ship types I think would make good units are Fire Ships, Cutters, Sloops, Hulks, Frigates, Line Ships (Ships of the Line of Battle), Gun Brigs, and Schooners. Probably too long of a list, but it could be trimmed down some, and still offer a nice variety for the naval minded.

If you are interested, I could probably work up some unit stats for the various ship types, as well as advancement options. Additional techs would likely be needed as well, and I can make some suggestions along those lines if you think this would be a good addition for the mod.
 
Kael, I might have missed this, but is there a way to reward a player money or technologies for killing units?
specifically very powerful 'barbarian' units? such as giants, and.. well, dragons?

The AI already tries to kill anything it sees, I think, so it should inadverdently take advantage of that too.

I mean, perhaps the dragons hoard wonder could actually be a quest, and things like that.


Also, this is a way to get unique, unresearchable technologies and access to units and buildings (and whatever) that other civs cant get except through trade.


You probably have this in your design doc already, but I dunno, I think its a great idea.
 
Lightzy said:
Kael, I might have missed this, but is there a way to reward a player money or technologies for killing units?
specifically very powerful 'barbarian' units? such as giants, and.. well, dragons?

The AI already tries to kill anything it sees, I think, so it should inadverdently take advantage of that too.

I mean, perhaps the dragons hoard wonder could actually be a quest, and things like that.

Also, this is a way to get unique, unresearchable technologies and access to units and buildings (and whatever) that other civs cant get except through trade.

You probably have this in your design doc already, but I dunno, I think its a great idea.

I agree 100%. These general ideas are in the design doc with the specifics to be worked out. The Dragons Horde, exactly as you suspect was a resource that you have to "conquer" and not a buildable in the design doc. I put it in as a test and it has been there ever since.

Yes, it's possible to do all of the stuff you mention by killing units. I had never thought of granting a tech through a kill but it would be an interesting way of giving the civ that kills a unit access to building new units or buildings.
 
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