[MOD] Fall from Heaven

Sweet, glad you liked Zealot.

Thought of some more for leaves

Priest:
Cleric

Disciple:
Neophyte

or translate Priest and Disciple into elven equivalents. I found "Amandil" = Priest but couldnt' find a lot of resources on translation. Probably someone with a D & D book has some lore on that.
 
Bringa said:
Veil:
Revenant (I'm not sure, but maybe the German term might be even cooler; you'll have to decide that as an English native speaker ;) The German term is "Widergänger"; I think I heard it in English contexts, but I'm not sure)
Embalmer

I like Revenant for Veil Priest. Nice macabre feeling.
 
I have a word for this mod creator. The mod is awesome! What amazes me is that kind of complicated mod was released so soon (only 2 months after Civ4 premiere).

Dear creators, I admire your work. And thank you. I wish there were many more mods of this quality like yours.

I wish you all best
 
I want to point out few things about civics and other stuff (all changes are moddable in XML files)

I see you changed city states, but they are still underpowered. I always end up losing more cash when I try them, not to mention research. They should be –25% ONLY GOLD, not *total commerce* like now. Either that or no maintenance from mumber of cities. Because even when I annexed other civilization and lost about 40% of my budget to maintenance, it was still cheaper to start building dungeons and courthouses than to adopt city states.

Elder council building should be more powerful- it should give +3 research instead of just +1, or remove -1 culture penalty. You could add Tribal council government, which should be starting one, low upkeep and +1 happy from elder council building. Despotism should be more militaristic government, available with warfare or some other early tech, and have medium/high upkeep, less war wearines, +25% maintenance from distance to capitol.

Shouldn't Arete give more industry? Or +1 industry from mines instead +20% GP modifier? Guardian of Nature should definitely provide 1 more food or gold from lumbermills, so that you have better reason to keep (and plant) forests. Serfdom shouldn't decrease food, but that's probably already corrected.

Paganism should give +1 happy from pagan temple, and *Pagan temple shoud obsolete* with some latter tech. Paganism should also give unhappines from state religions, so that you have to change it. When I played game, I found that it is best to keep paganism because it gives no penalties and has low upkeep. Pacifism is badly underpowered. It should be +100%GP, since you already increased upkeep to low and gave happiness penalties to colloseum and hippodrome.

I love adepts ability to cast haste on my stack and increase their movement, but you should give Adept few more spells. For example, shield spell, gives +10% strenght until next turn.

Sorry to bother. Congratulations on great mod!
 
Kael said:
Open call for suggestions. As somebody mentioned a while ago the priests and disciples should have different names for the different religions. Its a good idea but fell into the cosmetic bucket that I am going through now as I prep 1.0. These are the name I currently have, let me know if you guys think they can be improved:

Priests:
Ritualist of the Veil
Stonewarden of Kilmorph
Priest of Leaves
Confessor of the Order
Heretic of the Overlords

Disciples:
Fanatic of the Overlords
Thane of Kilmorph
Disciple of Leaves
Acolyte of the Order
Savant of the Veil

How about Servant of Order, and then Keeper of Order.

Also on a side note, I think I might have found a "cheat" in the building of temples - Taking a worker and upgrading them to a disciple and then having them build a temple in a new city is a LOT cheaper than building a new temple from production, or buying one.
 
Kael said:
Doh, I suddenly have more cool names than I have unit to name. Be careful what you ask for :D . I particuarly love the Tentacles, I mean Cuthulu, I mean Overlords names, specialy the Cultist and Daolothian titles.

And I think you are right about the religion names, I will probably cut them like you suggest.

Well you only have yourself to blame now get your nose ready too be pressed back to the grindstone for phase 2. We will give you lots of names for new and specailist units, you will just have to do the work to make them :)

Cheers and thanks again for ruining my life and making sure I rarely see sunshine or my bed.
 
I would really like to see someone start a Succession game using this mod after 1.0 comes out (or maybe a little later after any game-stopping bugs are fixed) or maybe after 1.1 is releasd.

I would like to see the stategy that some of you incorporate with the spells, religion, build choices etc...This mod is so great that I think it would blow other succession games out of the water. Nevermind how much larger the fan base could grow when they see us casting spells. :eek:

Come on someone, what say you? ;)

Edit: Spelling correction.
 
TheJopa said:
I want to point out few things about civics and other stuff (all changes are moddable in XML files)

I see you changed city states, but they are still underpowered. I always end up losing more cash when I try them, not to mention research. They should be –25% ONLY GOLD, not *total commerce* like now. Either that or no maintenance from mumber of cities. Because even when I annexed other civilization and lost about 40% of my budget to maintenance, it was still cheaper to start building dungeons and courthouses than to adopt city states.

Elder council building should be more powerful- it should give +3 research instead of just +1, or remove -1 culture penalty. You could add Tribal council government, which should be starting one, low upkeep and +1 happy from elder council building. Despotism should be more militaristic government, available with warfare or some other early tech, and have medium/high upkeep, less war wearines, +25% maintenance from distance to capitol.

Shouldn't Arete give more industry? Or +1 industry from mines instead +20% GP modifier? Guardian of Nature should definitely provide 1 more food or gold from lumbermills, so that you have better reason to keep (and plant) forests. Serfdom shouldn't decrease food, but that's probably already corrected.

Paganism should give +1 happy from pagan temple, and *Pagan temple shoud obsolete* with some latter tech. Paganism should also give unhappines from state religions, so that you have to change it. When I played game, I found that it is best to keep paganism because it gives no penalties and has low upkeep. Pacifism is badly underpowered. It should be +100%GP, since you already increased upkeep to low and gave happiness penalties to colloseum and hippodrome.

I love adepts ability to cast haste on my stack and increase their movement, but you should give Adept few more spells. For example, shield spell, gives +10% strenght until next turn.

Sorry to bother. Congratulations on great mod!

Elder council has been boosted from +1 research to +2 in 1.0. But the -1 culture actually works now (a bug kept any building from being able to give negative icommerce values).

The end results for city states is that it drops maintenance costs but increases the chance of a civil war, but that won't happen until phase 2. I'll see what I can do to strengthen it for the time being.

There won't be any new spells in 1.0. There are 63 spells planned for phase 2 so I do want the kind of selection you are talking about. I just have to do a lot of work to get the AI to understand when to use which spell.

I never thought about obsoleteing buildings, there was a general rule made when the mod started that nothing would obsolete. You are right that it might make sense with the pagan temple, Ill think about it.
 
You need to have a level 6 unit (i think its 6) to build Form of the Titan. Thats why it sometimes doesn't seem available to you.

I had a wee look through your code for Form of the Titan, due to irregular apperances, what I have found is althou you have entered 6 in the requiered field for a wonder to require a unit with experience that field is actualy the Level of the unit not the EXP, so in effect you need a character with 35 EXP(Level 6) to build Form of the Titan. The description states that you require a unit with EXP of 6, Recommend Description change :) confuesed me for ages!!
 
DCMage said:
I had a wee look through your code for Form of the Titan, due to irregular apperances, what I have found is althou you have entered 6 in the requiered field for a wonder to require a unit with experience that field is actualy the Level of the unit not the EXP, so in effect you need a character with 35 EXP(Level 6) to build Form of the Titan. The description states that you require a unit with EXP of 6, Recommend Description change :) confuesed me for ages!!

So IOW its just a typo by Kael.
 
RogerBacon said:
Hi Kael,

Do you mind if I use the Assassin.dds in a mod I'm making? I'm artistically challenged.

Roger Bacon

Nope, the more good mods out there the better. Help yourself to anything you would like.
 
Kael said:
Nope, the more good mods out there the better. Help yourself to anything you would like.

Okay then Kael, do you mind if i use everything in your mod and just rename it mrkingkong's fantasy mod? :p

No but seriously, fantastic work (iv said this strategically after every 250 posts! :lol: )

mrkingkong

ps.wens the next one out, if i may enquire?
 
mrkingkong said:
Okay then Kael, do you mind if i use everything in your mod and just rename it mrkingkong's fantasy mod? :p

No but seriously, fantastic work (iv said this strategically after every 250 posts! :lol: )

mrkingkong

ps.wens the next one out, if i may enquire?

Scheduled for Feb 10th. But there is a dependancy that is outside of my control that may push it back a week.
 
I have a question that is totally off topic.
Why do some people finish all of their posts with their username, or a slight variation of it?

Also, here's a bug:
I conquered an enemy fellowship city with my saverour.
Then I razed it.
However, the terrain around it remained the OO graphics even though they had never really been under my control.
 
loki1232 said:
I have a question that is totally off topic.
Why do some people finish all of their posts with their username, or a slight variation of it?

Also, here's a bug:
I conquered an enemy fellowship city with my saverour.
Then I razed it.
However, the terrain around it remained the OO graphics even though they had never really been under my control.

There is some weird stuff going on around razing. To my surprise you do actually control the city for a short amount of time (hence the problems we ran into with generating crusaders from citys you raze) which is why you are seeing the graphics switch.
 
Kael said:
There is some weird stuff going on around razing. To my surprise you do actually control the city for a short amount of time (hence the problems we ran into with generating crusaders from citys you raze) which is why you are seeing the graphics switch.

I had a crash to desktop a turn after raising a city. Focus was on one maceman who had just fought the turn before and focus wouldn't leave him, even when I double click some other city. Esc key wouldn't exit the city view and some keystroke soon after that crashed to desktop. I saved the game the moment that behavior started, CTRL-S still worked. I haven't loaded Civ4 again to see if the game is corrupt, or just something that will go away with a restart of the game.
 
I have a question that is totally off topic.
Why do some people finish all of their posts with their username, or a slight variation of it?


It's proper decorum in letter writing - I guess some people can't help themselves in the forum format.

Thanks - Seamus;)
 
andrew_yaweb said:
I had a crash to desktop a turn after raising a city. Focus was on one maceman who had just fought the turn before and focus wouldn't leave him, even when I double click some other city. Esc key wouldn't exit the city view and some keystroke soon after that crashed to desktop. I saved the game the moment that behavior started, CTRL-S still worked. I haven't loaded Civ4 again to see if the game is corrupt, or just something that will go away with a restart of the game.

The problem is that the religion spread event kicks even when relgions are being rmeoved from a city (and all the religions are removed from a city before it is destroyed). I have bypassed all these issues in 1.0 by skipping the religionspread event when religions are removed.
 
Hello Kael, I have come to say a few things.

1) Excellent work! I only wish I could mod anything! I heartily enjoy this mod!

2) What have you based this off of? Or is this all your own original creation?

If the latter, I name thee a Civ IV Fantasy Mod God! If the former, the title is still yours!

3) I am thinking of using a game of mine in this mod for another story in the Stories section of these forums. :)

I request permission to edit a few things, such as religious things, to help my story along. :)

Priests:
Ritualist of the Veil
Stonewarden of Kilmorph
Priest of Leaves
Confessor of the Order
Heretic of the Overlords

Disciples:
Fanatic of the Overlords
Thane of Kilmorph
Disciple of Leaves
Acolyte of the Order
Savant of the Veil

Why not Warlock of the Veil for priests. And the Priest for the Order could be the Seneschal of the Order.

4) In 1.0, you should add more history and detail to the background of the religions. I love reading the Civlopedia, and I would like to know the history of the religions. :)
 
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