[MOD] Fall from Heaven

Farae said:
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. :)



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. :)

The world is all based off of a D&D game i ran for about 17 years, so its about as origional as any D&D game ever is (meaning I blatantly stole ideas, characters, and situations from any book/movie/game I was reading/watching/playing at the time). You are more than welcome to take anything from this and change it however you want.

If you want more of the religious stuff you should read the History Extract on the 2nd post in this thread. I doubt there will be much more wirting on the religions in 1.0 (I have a ton of writing to do already to get the pedia entries done for all the units/techs/buildings). But as the Civ's start coming in in phase 2 you are gonna see a lot more world history.
 
hi,

I am having a great game right now, and a bug to report:

my arch mage lost his ability to cast somehow (actually just when I finally had him in range of the enemy city after travelling the whole continent :p ). I think it happend when I cast meteor storm after having fortified him (maybe it was the other way round).

Others have mentioned similiar things before in this thread, but I don't remember if it was already addressed.


Also, shortly after that I had a full crash when one of those strange surviving meteor storms was attacked...
 
Hmm, recently the mod hasn't been loading the interface. Been getting "Failed to load pythonmodule CvEventInerface" error. I don't think I changed anything and the interface works on all other mods, anyone have any suggestions on how to fix it?
 
dreiche2 said:
hi,

I am having a great game right now, and a bug to report:

my arch mage lost his ability to cast somehow (actually just when I finally had him in range of the enemy city after travelling the whole continent :p ). I think it happend when I cast meteor storm after having fortified him (maybe it was the other way round).

Others have mentioned similiar things before in this thread, but I don't remember if it was already addressed.


Also, shortly after that I had a full crash when one of those strange surviving meteor storms was attacked...

This is fixed in 1.0. There is a list of known bugs in the first post and this issue is the top of that list.
 
Adrynlyn said:
Hmm, recently the mod hasn't been loading the interface. Been getting "Failed to load pythonmodule CvEventInerface" error. I don't think I changed anything and the interface works on all other mods, anyone have any suggestions on how to fix it?

It sounds like something changed. I would redownload the mod (if something in the mod files changed) or reinstall civ4 if something in assets/custom assets files changed.
 
ok good to know about the bug list.

Now I have another strange thing happening which is not on the list. That's the situation:

I have already won a cultural victory and have a permanent alliance with Frederick. However I have never played so far before so I want to try out the final wonders. Now suddenly without reason everyone declares war on me... including Frederick and myself :mischief:

I know there were problems with the meshabber guy before, and actually I have build him, but he has just been standing around for several turns and even if I disband him a turn before it still happens.

Instead it seems to be something with the Apocalypse, because Frederick completes it just in that turn (which is strange, cause just one turn before it still reads something like 59 turns building time left for the Apocalypse.)

I can send you the savegame somehow If you want, Kael.

Oh and finally another thing: The fire aura of the Meshabber is a little bit big, isn't it? I can't hardly see half of the visible map with him standing around...:crazyeye:
 
dreiche2 said:
Oh and finally another thing: The fire aura of the Meshabber is a little bit big, isn't it? I can't hardly see half of the visible map with him standing around...:crazyeye:

Yeah. Could you make it so the aura is toned down unless he is selected?
 
..or is it actually intended that everyone declares war on you when you build the apocalypse? cause then probably it is because there is no check for permanent alliances?

the game even crashed on me when that happens... well I don't complain, it is the friggin' apocalypse after all :)
 
dreiche2 said:
..or is it actually intended that everyone declares war on you when you build the apocalypse? cause then probably it is because there is no check for permanent alliances?

the game even crashed on me when that happens... well I don't complain, it is the friggin' apocalypse after all :)

Well as long as it doesn't crash then its fine.
And it has to just not make you declare war on yourself.
 
yes of course.

like I said I would suppose it's the permanent alliance... everyone declares war on Frederick including me, and because we have an alliance I consequently declare war on myself. Well let's see what Kael knows about it...
 
loki1232 said:
Yeah. Could you make it so the aura is toned down unless he is selected?

I cant change it depending on if he is selected or not, but I can tone it down some if you want. You think it would be better taken in some?
 
dreiche2 said:
yes of course.

like I said I would suppose it's the permanent alliance... everyone declares war on Frederick including me, and because we have an alliance I consequently declare war on myself. Well let's see what Kael knows about it...

Yeah, I should probably break all permanent alliances before I have people start declaring war, let me work on it.
 
1) The 'defensive' promotion should come with some kind of AI tweak, if possible.
I'm being attacked by shield walls left and right :)

2) I know its impossible to fix at this point, but the AI doesn't know how to use summoned units.
they move as far as they can on the way to their target in the turn they have, next turn they die, so the computer summons them again, and again they walk as far as they can on the way to their target, and die again.
kind of silly, hope the SDK gives lots of access to AI scripting.

3) I'll check again with an island map, but in my last 2 games (continents) the AI never once tried invade my home continent.
Maybe it has some trouble using caravels? I dunno.
 
Lightzy said:
1) The 'defensive' promotion should come with some kind of AI tweak, if possible.
I'm being attacked by shield walls left and right :)

2) I know its impossible to fix at this point, but the AI doesn't know how to use summoned units.
they move as far as they can on the way to their target in the turn they have, next turn they die, so the computer summons them again, and again they walk as far as they can on the way to their target, and die again.
kind of silly, hope the SDK gives lots of access to AI scripting.

3) I'll check again with an island map, but in my last 2 games (continents) the AI never once tried invade my home continent.
Maybe it has some trouble using caravels? I dunno.

The AI isn't "aware" of the defensive promotion, but it does understand relative strength (not that that cant be improved). So it should attack with a shield wall if it has a good chance of winning. But it sounds like you arent seeing that.

As for summoned units, your right. To keep from having to make a choice on it the AI is just incented to summon an elemental every turn. Its a waste of cpu cycles, but it's okay for now. And better than trusting the AI to determine when and if it should cast.

I played on an islands map last ngiht and the AI was definitly using transports. But im playing with 1.0 so something may have changed. 1.0 adds a lot to the naval side of the game (which is why I was testing on an island map) so this should be a lot better soon.
 
This is my first post but I have played since .7 and I must say excellent work. Right now the game is an absolute joy to play, in fact I had stopped playing civ4 until I found this mod. Once you make more improvements (really looking forward to the better navy you were talking about as I felt that even in vanilla civ4 it was lacking) both to game play and the graphics I think everyone will be blown away (can't wait to use a dragon as a stealth bomber :devil: . I did notice something with the spell casters that I thought made them a little over powered and that is casting a spell does not count as a movement point, and you can cast a spell and attack or bombard in the same turn. While I definitely take advantage of this I think that even if casting a spell does not use up a movement point, a unit should not be allowed to attack in the same turn that it has summoned for example.

I can’t think of his name off the top of my head but the werewolf hero is a little overpowered I think as well. I love the idea and I make sure I build him first but he becomes in effect a one-man army. Maybe the chance of lycanthropy spreading should be reduced a little bit. I almost hate to say anything because it’s some much fun to replenish my army as I move along but to late now.

The other issue that I can think of right now is a bug. When I would attack a city and kill the last defender my attacking unit would move into the city and I would chose to keep it. After doing so a crusader would appear, the thing is it would appear in the city I had just occupied with my unit. I am not sure if this was intentional but I don't think you want two opposing forces sharing a tile. It didn't cause any problem with game stability, (it just meant I had to keep at least one unit in reserve) however I never left one alive to find out what would happen the next turn. I didn't see anything about this in the OP but as I don't have time to read 135 pages of posts I was not able to check elsewhere. Thanks for putting in the time and effort into making such a great mod and reviving my interest in this game.
 
Kael, there's a way of making fireballs and meteors work better though. and be more sensible.
of course I never tested anything and I have no idea if it can actually work or not, but why not make meteors and fireballs air units like fighters/bombers in the vanilla game? perhaps in balance too.
that way they have better range, are less overpowering (good support but you'll still need land units to capture cities and to finish off units you weaken with them), and they'll either attack if they have a target in range or not attack. they won't just move around, so it'll be less wasteful in terms of cpu cycles too.

um.
edit: oh, and of course you'll be rid of those stupid moments where a knight hacks away at a small fireball, and using the meteors/fireballs would be much quicker and more convenient.
 
Is it possible to make a Fall from Heaven EXE file, too make loading this game a lot quicker, if it doesn't mess up the cd check that is.
 
SlayerofDeitys said:
This is my first post but I have played since .7 and I must say excellent work. Right now the game is an absolute joy to play, in fact I had stopped playing civ4 until I found this mod. Once you make more improvements (really looking forward to the better navy you were talking about as I felt that even in vanilla civ4 it was lacking) both to game play and the graphics I think everyone will be blown away (can't wait to use a dragon as a stealth bomber :devil: . I did notice something with the spell casters that I thought made them a little over powered and that is casting a spell does not count as a movement point, and you can cast a spell and attack or bombard in the same turn. While I definitely take advantage of this I think that even if casting a spell does not use up a movement point, a unit should not be allowed to attack in the same turn that it has summoned for example.

I can’t think of his name off the top of my head but the werewolf hero is a little overpowered I think as well. I love the idea and I make sure I build him first but he becomes in effect a one-man army. Maybe the chance of lycanthropy spreading should be reduced a little bit. I almost hate to say anything because it’s some much fun to replenish my army as I move along but to late now.

The other issue that I can think of right now is a bug. When I would attack a city and kill the last defender my attacking unit would move into the city and I would chose to keep it. After doing so a crusader would appear, the thing is it would appear in the city I had just occupied with my unit. I am not sure if this was intentional but I don't think you want two opposing forces sharing a tile. It didn't cause any problem with game stability, (it just meant I had to keep at least one unit in reserve) however I never left one alive to find out what would happen the next turn. I didn't see anything about this in the OP but as I don't have time to read 135 pages of posts I was not able to check elsewhere. Thanks for putting in the time and effort into making such a great mod and reviving my interest in this game.

Glad you are enjoying it. The reason spells don't cost an attack or a movement is that it is hard to get the AI to understand the cost. If castign spells cost a movement point the AI would do nothing but sit in its cities and cast spells. The spell system is being reworked from the ground up for phase 2 so this will all be radically different, but thats why it is the way it is in phase 1.

As to the navy. There are 2 new ships in 1.0. An arcane barge that shoots fireballs and a Queen of the Line that is a late game ship with a higher strength and cargo capacity than the boats currently available.

The reason ships have been so lacking is my fault. I have never liked naval combat or having to transport my troops so I have played Pangea maps for as long as I can remember. So when it came time to make the mod I didn't think much about naval units.

I will say, cruising along my opponents coast, shooting fireballs in at his cities or units i can reach inland is fun. Likewise their mages are free to shoot fireballs back at me. I also loaded up a ship full of mages last night and took it out to sea, each of the mages can cast spells while onboard so they were fireballing everyone. It was fun.

The chance for a unit to contract Lycanthropy isn't a striaght number. It is 100% minus 3% for every werewolf you already have. So the larger your werewolf army, the less liekly you are to get a new one. If I was going to change anything about it I would probably adjust this number my the map size, so you get less werewolves on smaller maps and more on larger ones. But I have been pretty happy with the werewolves outside of that. I probably won't be making that change in 1.0, but it will be considered with a group of dynamic "difficulty" adjustments that are scheduled for phase 2 (in phase 2 Orthus is scheduled to have his starting abilities balanced by your difficulty, Orthus on Monarch difficulty will be much tougher than Orthus on Settler difficulty).

The crusader bug will be fixed in 1.0.
 
Lightzy said:
Kael, there's a way of making fireballs and meteors work better though. and be more sensible.
of course I never tested anything and I have no idea if it can actually work or not, but why not make meteors and fireballs air units like fighters/bombers in the vanilla game? perhaps in balance too.
that way they have better range, are less overpowering (good support but you'll still need land units to capture cities and to finish off units you weaken with them), and they'll either attack if they have a target in range or not attack. they won't just move around, so it'll be less wasteful in terms of cpu cycles too.

um.
edit: oh, and of course you'll be rid of those stupid moments where a knight hacks away at a small fireball, and using the meteors/fireballs would be much quicker and more convenient.

:) Air units are much less flexible than ground units. The AI uses them in diffrerent ways and there is an entirely different set of (pretty limited) scripts for them. Origionally spells were all air units, but I had to stop using them like that because the AI was so bad with them.
 
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