[MOD] Fall from Heaven

Kerrang said:
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.

Whats the reference from?

Loki and some of the other folks here have done a done of work on the naval design. Im not so interested in ship names or stats, but of interesting game concepts. Its easy to make 5 different ships of different speed, strength and cargo capacity. Whats hard is differentiating the ships from each other to make them interesting.

For example, how cool would it be to create pirate units that earn gold by destorying other ships. When they win a battle a small amount of gold is taken from the losing ships civ and placed in the pirates hold. When the pirate ship gets back to one of the owning civs cities the pirates cargo is emptied and the civ gains that much gold.

Ideas like that are what Im looking for. Fun stuff to play with that the AI would be able to play correctly.
 
I like the idea of different ship types as well. Particularly race specific ships -like a dwarven iron clad that is slow but with a signficant defense advantage. Also an elven cutter or sloop that is especially fast and that has an extra chance to withdraw from combat.

Kael, is there any way for ships to transit through river hexes? That would also be allow a much different gameplay mechanic, but I don't know if the engine/coding would allow it.
 
Kael another bug found.
If you attack from a full a sea transport with a werewolf a new werewolf will spawn on the tile you attacked from.
If you move your transport away now you have a swimming werewolf.
I dissmissed it so i dont know if something wierd happens if you try to move it.
 
Chip56 said:
Kael another bug found.
If you attack from a full a sea transport with a werewolf a new werewolf will spawn on the tile you attacked from.
If you move your transport away now you have a swimming werewolf.
I dissmissed it so i dont know if something wierd happens if you try to move it.

K, it will be fixed in 1.0, thanks.
 
How about an entire necromancy tree? or sphere? Could have a promotion for Vampirism ... When hitting enemy units steal their health?? Skeletons can be summoned instead of warriors after researching Necromancy and maybe implementing a civic for it (Rituals of Death)? converting over to the darkest of arts? Skeletons could have various upgrades... Death Knights, Grave Guard, ect... Necromancers could be casters which summon skeletons or other untis..perhaps spread plagues? Could upgrade Necromancers to Lich's upon researching Lichdom?? I would also like to see new really unique traits for each race..I know you have implemented alot already :) Is it possible to have merfolk build city's upon water tiles? Frostlings upon Ice? Water about other spheres of magic as well? Specializations? dwarven rune wizards? I think some more flight units could be cool as well...maybe Genies? That way you could use humanoid models and still have flying. Dark elves could have a trait such as begins game with Slavery civic. free promotion + %dmg vs elves. Undead Trait... -1 to health in all cities due to necrotic arts. no anarchy and free Vampirism promotion? anyways loving the game and can't wait to see future stuff.
 
Whats the reference from?
It's the short film shown before Monty Python's The Meaning of Life, IIRC, in which the titular company's office sets sail for the big city and they launch a piratical attack on another office building, with filing cabinet cannon and swords made from ceiling fan blades. It's also better than the actual film :)

That vanpirism idea ought to be doable as a free healing effect on successful combat (or experience gain, probably easier to code that way).
 
BeefontheBone said:
It's the short film shown before Monty Python's The Meaning of Life, IIRC, in which the titular company's office sets sail for the big city and they launch a piratical attack on another office building, with filing cabinet cannon and swords made from ceiling fan blades. It's also better than the actual film :)

I have missed a Monty Python reference. I am so ashamed.
 
Morbius Wraith said:
Could have a promotion for Vampirism ... When hitting enemy units steal their health??

I dont think thats a good idea: Just thing a already strong unit that not only gets more XP if you have to fight it with weaker units but instead of getting damage gets even more health...
 
unless its a unit like a golem that doesnt get xp (so it never gets stronger 6 or7) that it might be possible to balance it out
 
Vamps don't get promotions? They should at least be able to cast body sphere spells. Maybe the body sphere spells give them health,but they can only do it when they level up.
 
Kael, found another little bug.

I completed the Blood of the Phoenix wonder when i had a large standing army and navy, right before i was about to go to war. During the course of the war, i lost quite a few ships, and upon being destroyed, they appeared back alive in my capital with half their strength. Only problem was, i was a landlocked country and my ships were sailing in the middle of the city. Had to disband 'em.
 
Leitmotif said:
Kael, found another little bug.

I completed the Blood of the Phoenix wonder when i had a large standing army and navy, right before i was about to go to war. During the course of the war, i lost quite a few ships, and upon being destroyed, they appeared back alive in my capital with half their strength. Only problem was, i was a landlocked country and my ships were sailing in the middle of the city. Had to disband 'em.

K, I'll block naval units from getting the immortal promotion. Thanks.
 
Kael said:
Corlindale wrote all of the tech blurbs, they are awesome (*hint* *hint* send more tech quotes Corlindale)

Well then, congrats to Corlindale!
 
Kael said:
1. Whats the reference from?

2. Loki and some of the other folks here have done a done of work on the naval design. Im not so interested in ship names or stats, but of interesting game concepts. Its easy to make 5 different ships of different speed, strength and cargo capacity. Whats hard is differentiating the ships from each other to make them interesting.

3. For example, how cool would it be to create pirate units that earn gold by destorying other ships. When they win a battle a small amount of gold is taken from the losing ships civ and placed in the pirates hold. When the pirate ship gets back to one of the owning civs cities the pirates cargo is emptied and the civ gains that much gold.
[\QUOTE]

1. Gasp i can't believe you missed that! Its shown at the begining of "The Meaning of Life" and is also referenced at one point in "TMOL" Its really funny.

2. You want five types? I'll give you five types.
a) Mage ships (duh)
b) Capital/Flag ship (capital ships are very high strength and powerful Cap of 3 per flagship. Flag ships have a medium strength, but are needed for fleets. Cap of one except that wonders /events will probably give more. Also, give a stacking bonus)
c) Demolition/ Ram ship (pretty obvoius, demo ships need gunpowder. Cap of 10 per flagship)
d) Small Ship (these guys can be mass produced but are very weak. Cap is 15 per flagship. Mostly useful against mage ships, because the mage its self is weak at can only summon one unit)
e) Pirate Ship (pretty obvious is what you just described. Not very strong but can attack civ's you aren't at war with. To make it easier for the ai gold goes directly to your treasury. Also, they get lotsa gold from pillaging costal improvments. This way enemy ships will chase them, so there will be many sea battles.

3. Good idea. On of the bonuses for the piracy civic is that all ships get the gold for kills ability.

Speaking of ai, can you have a trigger change a units use once something happens?
 
Possible Tavern bug report: The Sid's Tips report some of the Tavern's effects to be a hurry modifier reduction of 10%, as well as a +10% maintenance cost. The actual game information, however, only shows as +1 trade routes, +25% trade route yield, and +1 Great Bard points.

Oh, and I noticed that a couple of errors had snuck into my Infernal Grimoire description. ;)

The dagger exploded in the air, morphing into a fireball that made the city lite up in flames. Should be light.

Even his tower was destroyed, he abandoned the city, take refuge underground. Should be "As even his tower was destroyed, he was forced to abandon the city, taking refuge underground."

About Elder Councils, Obelisks and the like: do you think that their effects should be boosted a bit? After all, they get obsolete pretty quick: after the first bunch of turns, building or not building any of them doesn't really make much of a difference one way or the other. I just about never touch them in the late game.
 
loki1232 said:
Speaking of ai, can you have a trigger change a units use once something happens?

Im not sure what you mean by "use" but I can if the "something happens" has an event tied to it that I can link into. For exmaple finsihing completetion on the Bane Divine building turns all Disciple type units (Crusaders, priests, etc) into Prophets.
 
Xuenay said:
Possible Tavern bug report: The Sid's Tips report some of the Tavern's effects to be a hurry modifier reduction of 10%, as well as a +10% maintenance cost. The actual game information, however, only shows as +1 trade routes, +25% trade route yield, and +1 Great Bard points.

Oh, and I noticed that a couple of errors had snuck into my Infernal Grimoire description. ;)

The dagger exploded in the air, morphing into a fireball that made the city lite up in flames. Should be light.

Even his tower was destroyed, he abandoned the city, take refuge underground. Should be "As even his tower was destroyed, he was forced to abandon the city, taking refuge underground."

About Elder Councils, Obelisks and the like: do you think that their effects should be boosted a bit? After all, they get obsolete pretty quick: after the first bunch of turns, building or not building any of them doesn't really make much of a difference one way or the other. I just about never touch them in the late game.

You are right about the Tavern. I will fix it. I will clean up your Grimoire description. I did some editing on it to shorten it up and I think I went a little to far. :D

As for the "Lucky Charm" buildings, they aren't meant to be late game buildings, they are supposed to be early game slight boosters and impacting if you have many in many cities, but defintily not to much in a city or 2. That said I just fixed the bug where these buildings don't give negative values so it might be worth booting them a little.
 
hey Kael havent seen you since i didnt get the third add on to civ 3 LOL but now that i got civ 4 and been looking for add ons your fantasy mod is different but its big and epic and thats the way i like it if you need any help testing or anything just ask
 
Kael said:
Im not sure what you mean by "use" but I can if the "something happens" has an event tied to it that I can link into. For exmaple finsihing completetion on the Bane Divine building turns all Disciple type units (Crusaders, priests, etc) into Prophets.

lol i meant changing their "ai usage" value, not change their type.
 
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