[MOD] Fall from Heaven

Impressive Mod! :goodjob:

I'm still learning most of the new stuff, but found out yesterday that the environmental civic you can adopt with Fellowship of the Leaves is INSANELY overpowered. (test game on settler diff., might be less -or more- crucial on monarch etc...)

+8 health, +1 happy face for EACH forest/jungle tile practically spoils the whole concept of city and empire management. You don't have to worry about resources, trade deals, economic buildings & wonders at all when you can max out your 20 tile radius without them. Just plant a few forests with your Elven units and concentrate on total war. And keep in mind that Fellowship of the Leaves can be founded very early in the game!

Other than that: Great work, surely the most comprehensive mod up to now, and maybe the first one that deserves to be called one :king:
 
karmina said:
Impressive Mod! :goodjob:

I'm still learning most of the new stuff, but found out yesterday that the environmental civic you can adopt with Fellowship of the Leaves is INSANELY overpowered. (test game on settler diff., might be less -or more- crucial on monarch etc...)

+8 health, +1 happy face for EACH forest/jungle tile practically spoils the whole concept of city and empire management. You don't have to worry about resources, trade deals, economic buildings & wonders at all when you can max out your 20 tile radius without them. Just plant a few forests with your Elven units and concentrate on total war. And keep in mind that Fellowship of the Leaves can be founded very early in the game!

Other than that: Great work, surely the most comprehensive mod up to now, and maybe the first one that deserves to be called one :king:

All I can say is that it's an expensive civic. If you choose it before you have a good economy you'll notice your research going into the tank on higher difficulty levels.
 
Deathling said:
Good job on this... I never did understand why an elders council would give negative culture

Check the Elder Council's Civilopedia entry, it's explained there. ;)

(Though now that they no longer give negative culture that bit in there is a bit unnecessary...)
 
Xuenay said:
Check the Elder Council's Civilopedia entry, it's explained there. ;)

(Though now that they no longer give negative culture that bit in there is a bit unnecessary...)

Well I never bothered to read anything that wasn't something major (wonders, heroes, religions, etc.)

Also going to be waiting for 1.00 before I start a new game (have friday->tuesday free)
 
Deathling said:
Well I never bothered to read anything that wasn't something major (wonders, heroes, religions, etc.)

Also going to be waiting for 1.00 before I start a new game (have friday->tuesday free)

If you mean this Friday I wouldn't wait. It's not coming out until at least the 17th I think. Kael had to push it back at least that week.
 
Deathling said:
Well I never bothered to read anything that wasn't something major (wonders, heroes, religions, etc.)

Also going to be waiting for 1.00 before I start a new game (have friday->tuesday free)

1.0 was pushed back to the 17th because one of the things I need to release the mod isn't going to be ready in time. So I wouldn't count on having it by Friday.

Drat, beaten by Woodelf again! :D
 
Well it's still time for me to finish another game of 0.90 "/

Since you have another week, gonna do anything with portal resources, equipment or collateral damage? How about combine the three and make equipment which requires the portal resource and gives collateral damage? :)
 
Deathling said:
Well it's still time for me to finish another game of 0.90 "/

Since you have another week, gonna do anything with portal resources, equipment or collateral damage? :)

I'll beat Kael again and say 1.0 is about cleaning it up. So far I haven't seen any of those three requests. Patience for the SDK and version 2.0 young Deathling. :p
 
Deathling said:
Well it's still time for me to finish another game of 0.90 "/

Since you have another week, gonna do anything with portal resources, equipment or collateral damage? :)

Nope, but Im about done with everything I have to do. 1.0 will likely be in lockdown unless Woodelf of Loki reports playtest issues. It would be a bad idea to add features after I have released to playtest because those features wouldn't get the testing they need. And I would hate to have any serious bugs in the final version of phase 1.

Instead Talchas is working on a new spell system for Phase 2 and has been delivering betas. It's amazing stuff and I have been so busy wrapping on 1.0 that I haven't been able to give it the time it deserves. All I have done so far is run some feature tests, units are able to cast spells and level, non-mages can learn spells, the AI is casting spells appropriatly. I really want to dig into what he has made. With the core system in place I can begin writing all those spells in the design doc (I only made a handfull of spells in phase 1 because I knew I would have to rewrite them all). So thats where most of my attention will be.
 
Downloaded to civ4/mods/
Loads correctly, definetly playing the right mod.
My units move once and then their movement point remain a "0/-03xxxxx" and they are stuck.
Any ideas?
 
bcr1776 said:
Downloaded to civ4/mods/
Loads correctly, definetly playing the right mod.
My units move once and then their movement point remain a "0/-03xxxxx" and they are stuck.
Any ideas?

Do you have the latest patch from Firaxis installed?

If you start a new game does it reoccur?

What version of Fall from Heaven are you using?
 
1st - congratulations on a superb mod, very detailed and very good, although (theres always a but!) the game crashed 1 turn after another civ built the Apocolypse or Armageddon wonder which halves the population and units of every other civ. Has this happened to anyone else? Ifso and they have posted this bug then sorry for bringing it up again but there are just too many posts to go through!

2nd - has anyone else had problems loading the recon units who have hawks 'loaded' on them, onto galleons? Or was i doing it wrong?

3rd - Think that the beastmaster units are pretty redundant as by the time they are availible there are no animals, or very few at least, left, leaving there bonus's pretty non-existent.

Sorry again if these points have come up, and keep up the good work!
 
AljayBoy said:
1st - congratulations on a superb mod, very detailed and very good, although (theres always a but!) the game crashed 1 turn after another civ built the Apocolypse or Armageddon wonder which halves the population and units of every other civ. Has this happened to anyone else? Ifso and they have posted this bug then sorry for bringing it up again but there are just too many posts to go through!

2nd - has anyone else had problems loading the recon units who have hawks 'loaded' on them, onto galleons? Or was i doing it wrong?

3rd - Think that the beastmaster units are pretty redundant as by the time they are availible there are no animals, or very few at least, left, leaving there bonus's pretty non-existent.

Sorry again if these points have come up, and keep up the good work!

The Apocolypse bug was caught and fixed for 1.0 (thanks for Blaktooth for submitting).

Beastmasters are fair upgrades for your rangers. They may not use their bonus vs animals, but they allow your ranger to become almost as tough as the best Melee units. When I costed them I didn't factor in their bonus vs animals, so its a free (and as you say, not very valuable) perk for them.

In 1.0 the animals never "go away". So even though the game will stop making new ones at a certain point, they could be wandering around in hidden areas for a long time.

In 2.0 I hope to have late game animals (monsters) that the beastmaster will excel at fighting. Paladins will fight demons and Beastmasters will fight the living monsters that roam the land.
 
Fair points on the beatsmaster. For the wonder, is there a way, in xml maybe, to restrict the apocolypse from being being built? That way I can play, assured in the knowledge that I can finish a game without the dreaded 'Microsoft Error Report' making an appearance!

Oh, and thanks for the speedy reply!
 
AljayBoy said:
Fair points on the beatsmaster. For the wonder, is there a way, in xml maybe, to restrict the apocolypse from being being built? That way I can play, assured in the knowledge that I can finish a game without the dreaded 'Microsoft Error Report' making an appearance!

Oh, and thanks for the speedy reply!

Yeap, find BUILDING_APOCALYPSE in the CIV4BuildingInfos.xml files and change its iCost from whatever it is now to -1 (that will disable it).
 
:goodjob: Thanks mate, not only do you spend time making a great mod, you also take time to help us poor newbies out, cheers again!
 
the reduction of market cost for financial is also a huge boost.. markets are so completely essential in this mod as it is..

aristocracy and dwarven mining techs also help financial trait be somewhat broken.
just huge huge bonuses there.
 
Lightzy said:
the reduction of market cost for financial is also a huge boost.. markets are so completely essential in this mod as it is..

aristocracy and dwarven mining techs also help financial trait be somewhat broken.
just huge huge bonuses there.

Yeah. You know I keep looking for another place to put the market and I just can't find it. I have thought about swapping the order on cartogrpahy and trade and putting the market on trade, but I don't know.

I do agree though that the market needs to be somewhere besides on the path that leads to the best melee units. The free economy civics for the financial trait was in the design doc but its actually not in the mod. I will change the design doc to reflect that they don't get that.

You may also find that Markets aren't quite as good in 1.0 where their -1 research actually works.
 
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