[MOD] Fall from Heaven

I actually really like the idea of limiting some buildings. For example, for the boats i think that all capital chips must be produced by a "shipyard" and you would have a limit of shipyards that you can have.
 
O.O. Howard said:
kael, you are doing more than making a fantasy mod, you are showing the possibilities to all of us!

You really have Firaxis to thank for that, they have made an amazing gmae engine that we are only begining to dig into.
 
Farae said:
I have to agree with him, I might actually try to find out how to mod something. You are showing what we can do, and providing a KICK ASS mod pack at the same time. :)

All bow down to the Gmae engine!

JK.

I might even mod somethign as well, keep in Kael's tradition of stealign ideas from just about everything.

EDIT: *borrowing ideas*
 
Kael said:
The title music is actually from a Half-life II fantasy mod called Eclipse. I have heard a few people say that it is from HOMM4 but I don't believe that is the case. It may be derived from one of the pieces, or just similiar. You will have to do some google searching for eclipse, but I think it kept its soundtrack as a seperate download if you want to check it out.

http://students.guildhall.smu.edu/~eclipse/downloads.html
 
Holy crap, 70 pages? Awesome! Btw, I love the Archmage icon from Monty Python and the Holy Grail.

There are some who call me....Tim...
 
"A good artist knows how to copy, a truelly great artist knows how to cover his sources"
 
Robo Magic Man said:
Holy crap, 70 pages? Awesome! Btw, I love the Archmage icon from Monty Python and the Holy Grail.

There are some who call me....Tim...

Unfortunatly the Tim picture went away in version 0.90. :cry:

I blame C.Roland for slipping me a button art picture that looks exactly like the Archmage. But I kept the Tim button, maybe someday it will come back.
 
Farae said:
:)

When can we expect 1.00? I can't wait!

I just slipped the release date back to the 17th. It is possible it could move beyond that (some pieces are outside of my control).
 
It is not even funny how awesome this is. Every 1-3 weeks a new version. It's a religious festival Kael. And now version 1.00! All I can say is that this is why I get up in the morning (Actually, sometimes I stay in bed and dream about this mod and how it is so fantastically superb)
 
i'm sorry i flicked back to try and find your list of civs but there are so many pages now it was a futile search. Will we be seeing wamphyri lords(vampires) and if so will they use a similer system to the werewolves, who just kick copeus arse thanks again for a awesome mod
 
wazward said:
i'm sorry i flicked back to try and find your list of civs but there are so many pages now it was a futile search. Will we be seeing wamphyri lords(vampires) and if so will they use a similer system to the werewolves, who just kick copeus arse thanks again for a awesome mod

The Calabim are the vampire civ. They are a vampire aristrocracy that rule over a human population that is little more than blood puppets for them.

There is currently no plan to reuse the the werewolf mechanic for anyone, including vampires. It is planned to stay a werewolf only feature. I tend to have low "mechanic sharing" because I will spend a lot of time working on a specific system and then only use in a small area of the game. When I go to other areas I prefer to make new systems for them so that different things work in different ways. This generally slows down my progress, and means I have more bugs (since i build so many different systems) but I am happier with the results in the end.

Vampirism is a gift, and the plans are to have the Calabim vampires able to bestow that gift on allied units. They could use it to make a vampiric version of a berserker, knight, archmage, etc. It is undecided what exactly vampirism will do for the units, but Im pretty sure city population values will be more of a resource for the Calabim. They will consume population to power up their vampire units.
 
Kael said:
By default no mods work in hotseat. I understand there is some fix available in the utilities forum (or somewhere) that allows you to play mods in hotseat.

Funny, I've played hotseat on FfH 080 without ay utilities...
 
Deathling said:
Funny, I've played hotseat on FfH 080 without ay utilities...

Don't know then. I tried to start a hotseat game after someone mentioned it was a problem and it crashed. And I also noted that the mods that come with the game have hotseat disabled. But that might have been with older Civ4 patches.
 
Hero Valin Phanuel seems to have suddenly stopped gaining exp points at 100 im not sure if thats how its supposed to work but i noticed for the longest time he has been one point short of the next level jsut thought id bring it up
 
ChaoticWanderer said:
Hero Valin Phanuel seems to have suddenly stopped gaining exp points at 100 im not sure if thats how its supposed to work but i noticed for the longest time he has been one point short of the next level jsut thought id bring it up

Thats correct, heros stop getting their free xp at 100.

I wish I could insert pedia entry text tags for promotions, but they don't have it. I gotta find somehwere convinenant to document this kind of stuff.
 
I wish I could insert pedia entry text tags for promotions, but they don't have it. I gotta find somehwere convinenant to document this kind of stuff.

You could add an additional tab to the pedia. there is a mod that adds a tab that shows all upgrade pathes for units (the upgrade pathes of FfH are drawn quite ugly) but it seems possible that you can create an entire new pediapage for the promotions, or completely alter the old one. A tab showing the upgrades would be fine too.

Another idea i tried this weekend was showing the AND connections of the Tech tree. Unfortunatly it looks quite unorganized. Therefor an complete rework/reorganization of the tech screen would be needed. I wanted to try an top-> bottom tech tree but got lost conquering the OO....
 
Chalid said:
You could add an additional tab to the pedia. there is a mod that adds a tab that shows all upgrade pathes for units (the upgrade pathes of FfH are drawn quite ugly) but it seems possible that you can create an entire new pediapage for the promotions, or completely alter the old one. A tab showing the upgrades would be fine too.

Another idea i tried this weekend was showing the AND connections of the Tech tree. Unfortunatly it looks quite unorganized. Therefor an complete rework/reorganization of the tech screen would be needed. I wanted to try an top-> bottom tech tree but got lost conquering the OO....

There is no end to the evil the Overlords impose on us.
 
Chalid, you should know this: the OO tech tree is not actually evil. While it has been recorded that men have lost their minds trying to unravel The Tree, ancient scholars generally agree that this is due to the fact that it extends beyond the dimensions known to us. It is important that one only attempt a drawing-out of the Overlord tech tree in absolute darkness, in a room made of cold-forged iron, and at least twenty-three kilometres away from any place where someone might for some reason murder a red-haired infant. Exposed to any source of light (or the screams of a red-haired infant), the Overlord Tech Tree will expand indefinitely, eventually enveloping the entire Earth in an insanity-inducing blanket of ANDs and ants. And as Abdul Alhazred noted, that would not be a good thing.
 
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