[MOD] Fall from Heaven

Kael said:
I like the flavor idea of the gargoyle but I don't see a functional use. The bonus vs demons function is already held by the diciples/crusaders line.

What if the holy buildings (catherdral) gave you one free gargoyle, a specialist. It would give a defense bonus against attacking demons.
 
Right you are then.
I don't know if it'd be possible, but perhaps it could have Recon owing to the fact its winged?
Anyhow, I'll try and think of something practical and interesting, if I can.
 
Samael said:
Right you are then.
I don't know if it'd be possible, but perhaps it could have Recon owing to the fact its winged?
Anyhow, I'll try and think of something practical and interesting, if I can.

I should say that the overall theme for this mod is "Dark Fantasy". So Gargoyles from a flavor perspective are perfect, just gotta find a use, like you say (and a decent model to make them look like gargoyles).
 
Kael said:
I should say that the overall theme for this mod is "Dark Fantasy". So Gargoyles from a flavor perspective are perfect, just gotta find a use, like you say (and a decent model to make them look like gargoyles).

You don't like my specialist idea? Too bad.
 
loki1232 said:
You don't like my specialist idea? Too bad.

Its more direct to just have cathedral give the bonus then work through a gargoyle specialist.
 
Kael said:
Its more direct to just have cathedral give the bonus then work through a gargoyle specialist.

I dunno. There could be various buildings that give the gargoyles, and every so often a gargoyle unit would appear, at which point all the gorgoyle specialists would dissapear. When he died they would reappear.
 
Potentially Cathedrals, Temples, Walls, Castles, Dungeons, Towers and Asylums (?) could contribute to gargoyles if they were made to be a specialist, perhaps?
 
Samael said:
Potentially Cathedrals, Temples, Walls, Castles, Dungeons, Towers and Asylums (?) could contribute to gargoyles if they were made to be a specialist, perhaps?

I'm not sure about asylums...
These aren't "crazy" gargoyles...

I like the others though.
 
Why not have a gargoyle improvement like the bear totem?

Also, unless I missed it, there was never a response on the mason/forge ideas, I thought they were really good.

One more thing: I was disappointed at how easilly the Avatar of Wrath was killed, I was hoping he'd be a near-impossible unit to kil who would go on a killing spree through the whole map...
 
kevjm said:
Why not have a gargoyle improvement like the bear totem?

Also, unless I missed it, there was never a response on the mason/forge ideas, I thought they were really good.

One more thing: I was disappointed at how easilly the Avatar of Wrath was killed, I was hoping he'd be a near-impossible unit to kil who would go on a killing spree through the whole map...

He is the highest strength unit in the game, but not invincible. And a lot of him depeneds on what units he gets when he is created.

And I like the fact that the building effectiveness will be determined by the resources that are available. I have a similiar idea down for phase 2 but instead of effectiveness I have buildings that are only "on" as long as you have the reosurce. If you lose the reosurce the building is swapped out with an "off" version that doesn't provide any benifit, but is available to turn back on if the resource returns.

So, for example, you could have a Leatherworkers shop that requires Fur and Dye and produces a finished resource "Leather Vest". Leather Vests would be required to build certain units, etc. But if you ever lose Fur or Dye the Leatherworkers shop is replaced with an "Abandoned Leatherworkers Shop" that doesn't produce anything.

Its all phase 2 stuff, i have to rego through the role of resources, units and then see if i want to use a "manufacturing process" for some of the higher end units.
 
I think you should tone down the "abandoned building" idea just a tad. It's redundant with units requiring resources, and it provides a double penalty in the event you lose access to something in the event that the building provides some other benefit.


In a recent game, I lost access to Reagents because the only civ who had any declared war on me. It was bad enough not being able to make any mages, but losing the science output on my wizard's towers added on would have been a harsh blow.

What it amounts to, as far as I can see, is requiring one resource to make another resource, and basing a unit's availability upon that. But it sounds like alot of extra work when gameplay won't be affected that much or only negatively, IMO.
 
Lunargent said:
I think you should tone down the "abandoned building" idea just a tad. It's redundant with units requiring resources, and it provides a double penalty in the event you lose access to something in the event that the building provides some other benefit.


In a recent game, I lost access to Reagents because the only civ who had any declared war on me. It was bad enough not being able to make any mages, but losing the science output on my wizard's towers added on would have been a harsh blow.

What it amounts to, as far as I can see, is requiring one resource to make another resource, and basing a unit's availability upon that. But it sounds like alot of extra work when gameplay won't be affected that much or only negatively, IMO.

Dont stress it to much, we are just talking about a huge list of ideas that have been jotted down to be gone through for phase 2. If they aren't fun, they get cut.
 
Downloaded and played this a few hours ago, and I am really impressed - this is great work. I can't wait to see it after you are able to add custom models and such, it'll be like a whole new game! Couple of questions, though:

I recognized the title music from HoMM4, but it sounded like a different version of it. Was it a direct rip from the game, or do you actually know who performs that music and where I can find it?

Also, I see people talking about a history write-up of the gameworld, but I'm dumb and can't find it anywhere. I'd really like to have some background information for my next game, can you point me in the right direction?

edit: Also, I notice that my horsemen who I select the +40% v. melee troops promotion for, don't seem to have this bonus applied when fighting Hunters. Is this Working As Intended or a bug?
 
The Bramble said:
I notice that my horsemen who I select the +40% v. melee troops promotion for, don't seem to have this bonus applied when fighting Hunters. Is this Working As Intended or a bug?

Hunters are recon units and there aren't any bonuses vs recon units...
 
Hi, here I am again with another little error in the civilopedia I think you missed. In the entry for mine the mithril resource is listed as getting 7 extra hammers after you put a mine over that resource. I get something similar if I put my mouse over a mithril mine, although I do get the correct number of hammers in the city screen.
 
Kael what what you think about giving other relegions than fellowship a way for quick production (plant wood, cut it down, repeat) without sacrificing it (dwarfes).
I think it would be good if could put dwarfes and set order them to mine minerals (could send about 5 production to nearest city).
Veil units could raise temporary zombies to increase production.
Have to think about something for Overlords and Order.
 
Kael said:
Dont stress it to much, we are just talking about a huge list of ideas that have been jotted down to be gone through for phase 2. If they aren't fun, they get cut.

The way i see it, the secondary resources would be used to make "equipment". Without the leather vests you could still make your archers, but they would have less strength. Later, when you got access to the resources, you could upgrade the archers.
 
Chip56 said:
Kael what what you think about giving other relegions than fellowship a way for quick production (plant wood, cut it down, repeat) without sacrificing it (dwarfes).
I think it would be good if could put dwarfes and set order them to mine minerals (could send about 5 production to nearest city).
Veil units could raise temporary zombies to increase production.
Have to think about something for Overlords and Order.

IDK. IMO by phase two most of the infinite shield stuff will be taken out. What i mean is that fellowship (or at least elven civs) will lose the ability to cut down forests, making this abuse not work,
 
yeah.
I don't have a beef with the ability to get lots of production in certain ways, but what I do mind is the added layer of micro-managing.
anything that adds that adds unnecessary button clicking to the game, I hate. :)

I do hope elves lose that ability.
 
Back
Top Bottom