[MOD] Fall from Heaven

loki1232 said:
OOOH. So close missed by just one.

Almost should have double posted just for that honor.

According to my counter you were #3000 loki, and with your 500th post!
 
Hey Kael....I was playing ffh (first game and it was great)....I had built the dwarve healer (forget his name) he finished I promoted him, moved him and he gained even more experiance for another promotion, and then another city finished an infrimary, i told it to build an amrory and got a black screen that then let to a windows error....

The game autosaved on the turn it happened if you are interested in seeing the file.
 
CoheeLunden said:
Hey Kael....I was playing ffh (first game and it was great)....I had built the dwarve healer (forget his name) he finished I promoted him, moved him and he gained even more experiance for another promotion, and then another city finished an infrimary, i told it to build an amrory and got a black screen that then let to a windows error....

The game autosaved on the turn it happened if you are interested in seeing the file.

Yeah, I will pm you my email addess.
 
Kael,

Thanks for the response.

I am definitely up for putting together scenario or two. I was thinking a barbarian werewolf scenario would be a lot of fun. The object is to keep your pack and the curse alive. You start with nothing but a low level hero, a few dire wolves, you are a barbarian with very limited tech tree, maybe you can't even take cities, and of course you gain control of any were units. You could even get whitewolf and throw in some alternative were types. I'll give a go with the world builder once 1.0 is out.

I am also trying to learn how to skin units, I'll get back to you on that when I am useful.

I was thinking about the discussion on the Space Mission ending...I was thinking perhaps the different paths, or tech trees, could have their own endings. (ie victory conditions) The theme is dark fantasy, so...most of the endings should be pretty bad, or at least very strange. I say do away with all of the victory conditions except the conquest/domination victory, and then add in kind of path victories. One of which could be a virtual space race victory. Imagine that the goody toe shoes path was followed to an armageddon spell of sorts that destroys all demons, barbarians all constructs, and converts all living beings. In effect this religious path would be like a divine intervention that throws back the dark and uplifts the masses in a virtually instant conversion religious victory. (Doesn't have to be instant, say it ramps up the religions spread rate, and allows races, or paths/tech trees to convert to religions they otherwise could not, in addition their would be an instant 25% chance of any city instantly converting/killing demons/barbarianizing constructs) I hope that made sense.

Perhaps this maybe of use, maybe not. Here it is.

You have the paths broken into 4 basically. Evil, Neutral Twisted, Neutral Tree Hugger, and the Goodies. So. To keep the flavor I suggest around six highly individual yet comparable tech trees. All of the races can be broken up to follow one of the different tech tree paths, coinciding with their rough alignment. Within the different Tech Tree paths you could have variations and extensions of your current four religions, for the different races to diversify. If you are of a different tech tree or path then you could not convert to one of it's religions. (Unless you have some extraordinary ability that would lift that code exception..ie the Armageddon type conversion ending mentioned above)

Ideas for tech trees or Alignment Paths.

Very Evil- Your undeads, demonics, dark elves, and what not...would follow the Ashen Veil type victories, religions, etc..
Semi Evil- Draconics, Dark Sea Priests, Orcs/Goblins, Gaia Witches, Octopus Overlord ish type things
Sort of Goods- Elves, Dwarves, Centaurs, and no Halflings please.
Real Good- Order type, God Swat angellic race that's there to cleanse all kind of mentality.

The two other paths...Human and Barbarian
The barbarians should get their own tree, so you can have the barbarians be a horrible non playable race that starts weak, but can build cool wicked things, and have their own units. Imagine a Barbarian armageddon finish, where the whole thing goes down like Atilla the Hun.

Finally a Human tech tree. I propose that human races retain the right to basically choose from any of the tech trees. Keep this kind of like the original tech tree, where other civs paths are already determined, Humans would be free to choose Heaven, Hell, or something in between.

Final Note. Because most will not have gotten this far I think. The tech trees should have new breakdowns.

Something like...
Beginning rise to civilization, age of battle, age of awareness, age of ascendancy, and finally the end times. 4 or 5 whatever.

Keep rocking Kael.
 
Kael, or anyone who has finished several games -

What victory gives the highest points? I've gotten 90k Religious/Conquest victories, was wondering if their victory points are added up the same? And are they the highest?

I thought it would go Conquest > Domination > Religious > Cultural,

but it seems to go Conquest/Religious > Domination > Cultural
 
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?

I have the exact same problem since the 0.9 version.
Quite annoying I cannot play this mod anymore.

Does someone has an idea ?
 
Very Evil- Your undeads, demonics, dark elves, and what not...would follow the Ashen Veil type victories, religions, etc..
Semi Evil- Draconics, Dark Sea Priests, Orcs/Goblins, Gaia Witches, Octopus Overlord ish type things
Sort of Goods- Elves, Dwarves, Centaurs, and no Halflings please.
Real Good- Order type, God Swat angellic race that's there to cleanse all kind of mentality.

Semi-Evil? Mayhap it'd be ok to borrow from D&D's alignments and go with Chaotic Neutral; it implies those who do as they wish and includes rebels, anarchists and madmen (which covers the Overlord stuff, at least). Still, I think splitting the tech tree would remove a certain amount of freedom from it in letting the player take their civilization where they wish.
Also, even in both myth fantasy worlds, dragons aren't solely stereotyped as being inately evil. Sure, the western dragons and wurms aren't all the nice overall, but over in the east, some are benevolent and some beaurauchratic... ( gosh, I hate trying to spell that word >< )
And I wouldn't view witches as evil, either. Again, thats more neutral stuff. Mayhap a 'witch' race would have to accept a pagan religion instead of one of the others with different bonuses/penalties and perhaps no possibility of obtaining Religious Victory owing to differences in localised beliefs?
 
Ubik Liryc said:
I have the exact same problem since the 0.9 version.
Quite annoying I cannot play this mod anymore.

Does someone has an idea ?

Same thing happened to me. I finally got the game to work by manually deleting the "C:\Documents and Settings\My Documents\My Games\Sid Meier's Civilization 4" folder and the error resolved itself and has not happened since. Of note, this removes your saved games but did not effect any other mods I had installed.
 
Got an idea for you too look at when you have time, how about a building that gives a "heroic" type upgrade (adding to expirence).

I have a couple of suggestions about how this might work.... Have it as a wonder so it can only be built once per game, or a national wonder so once per civ (slightly easier on game balance).

Or you could make it as a standard building but where it costs gold to upgrade units experience, it really narks me that in order to have the best defenders in my capital i have to move units around and go out experience hunting (with the inherent risks of that, nothing worse than loosing a level 6+ axeman to a barbarian archer where you have a 70-80% chance of victory *gripe over*).
 
Starship said:
Kael,

Thanks for the response.

I am definitely up for putting together scenario or two. I was thinking a barbarian werewolf scenario would be a lot of fun. The object is to keep your pack and the curse alive. You start with nothing but a low level hero, a few dire wolves, you are a barbarian with very limited tech tree, maybe you can't even take cities, and of course you gain control of any were units. You could even get whitewolf and throw in some alternative were types. I'll give a go with the world builder once 1.0 is out.

Cool! I'd love to play it.

I am also trying to learn how to skin units, I'll get back to you on that when I am useful.

I was thinking about the discussion on the Space Mission ending...I was thinking perhaps the different paths, or tech trees, could have their own endings. (ie victory conditions) The theme is dark fantasy, so...most of the endings should be pretty bad, or at least very strange. I say do away with all of the victory conditions except the conquest/domination victory, and then add in kind of path victories. One of which could be a virtual space race victory. Imagine that the goody toe shoes path was followed to an armageddon spell of sorts that destroys all demons, barbarians all constructs, and converts all living beings. In effect this religious path would be like a divine intervention that throws back the dark and uplifts the masses in a virtually instant conversion religious victory. (Doesn't have to be instant, say it ramps up the religions spread rate, and allows races, or paths/tech trees to convert to religions they otherwise could not, in addition their would be an instant 25% chance of any city instantly converting/killing demons/barbarianizing constructs) I hope that made sense.

Perhaps this maybe of use, maybe not. Here it is.

You have the paths broken into 4 basically. Evil, Neutral Twisted, Neutral Tree Hugger, and the Goodies. So. To keep the flavor I suggest around six highly individual yet comparable tech trees. All of the races can be broken up to follow one of the different tech tree paths, coinciding with their rough alignment. Within the different Tech Tree paths you could have variations and extensions of your current four religions, for the different races to diversify. If you are of a different tech tree or path then you could not convert to one of it's religions. (Unless you have some extraordinary ability that would lift that code exception..ie the Armageddon type conversion ending mentioned above)

Ideas for tech trees or Alignment Paths.

Very Evil- Your undeads, demonics, dark elves, and what not...would follow the Ashen Veil type victories, religions, etc..
Semi Evil- Draconics, Dark Sea Priests, Orcs/Goblins, Gaia Witches, Octopus Overlord ish type things
Sort of Goods- Elves, Dwarves, Centaurs, and no Halflings please.
Real Good- Order type, God Swat angellic race that's there to cleanse all kind of mentality.

The two other paths...Human and Barbarian
The barbarians should get their own tree, so you can have the barbarians be a horrible non playable race that starts weak, but can build cool wicked things, and have their own units. Imagine a Barbarian armageddon finish, where the whole thing goes down like Atilla the Hun.

Finally a Human tech tree. I propose that human races retain the right to basically choose from any of the tech trees. Keep this kind of like the original tech tree, where other civs paths are already determined, Humans would be free to choose Heaven, Hell, or something in between.

Final Note. Because most will not have gotten this far I think. The tech trees should have new breakdowns.

Something like...
Beginning rise to civilization, age of battle, age of awareness, age of ascendancy, and finally the end times. 4 or 5 whatever.

Keep rocking Kael.

I was thinking of something along these lines but from the opposite end. Instead of pushing for the dominance of your religion I wanted to build quests which allow you to snuff out the opposing religions. If the quest is accomplished that religion is removed entirely from the game. As the different steps in the quest are accomplished you recieve more and more hate from the civs that are that religion. That way we can make the religious victory possible (its possible now, but definitly the hardest of the victories).
 
Leitmotif said:
Kael, or anyone who has finished several games -

What victory gives the highest points? I've gotten 90k Religious/Conquest victories, was wondering if their victory points are added up the same? And are they the highest?

I thought it would go Conquest > Domination > Religious > Cultural,

but it seems to go Conquest/Religious > Domination > Cultural

No idea, I haven't touched any of the scoring mechanics.
 
Ubik Liryc said:
I have the exact same problem since the 0.9 version.
Quite annoying I cannot play this mod anymore.

Does someone has an idea ?

This definitly isn't the case for most players, so there must be something different about your config. Assuming it happens when you load the mod your python modules must have changed. I would recommend the follwoing steps:

1. Delete the 'Mods/Fall from Heaven 090' directory and reinstall the mod.

If that doesnt work:

2. Rename your 'CustomAssets' folder to 'CustomAssets.old'. A new CustomAssets directory will be created when you reload the game.

If that doesn't work:

3. Uninstal and reinstall Civ4.
 
Do game mechanics allow you to change leader traits mid-game?

Two Ways I thought this could make the game interesting:

Option 1:
An "astral quest" national wonder that allows a leader to change one trait into another. So Financial + Expansionist becomes Financial + Organized. This could make some of the traits like expansionist that are more appealing early on add a dynamic to the game play

Option 2:
An "astral quest" world wonder that allows a leader to add a third trait. Not sure if this would be overpowering but if I'm Financial + expansionist. It'd be neat to be able to add agressive to my traits later on.

I think either option would be available around mid-game maybe with higher than normal tech req (oracle or infernal tome would probably rush this) or higher hammers (philosophy or someone with high birth rate could get this more easily)
 
kopaladin said:
Do game mechanics allow you to change leader traits mid-game?

Two Ways I thought this could make the game interesting:

Option 1:
An "astral quest" national wonder that allows a leader to change one trait into another. So Financial + Expansionist becomes Financial + Organized. This could make some of the traits like expansionist that are more appealing early on add a dynamic to the game play

Option 2:
An "astral quest" world wonder that allows a leader to add a third trait. Not sure if this would be overpowering but if I'm Financial + expansionist. It'd be neat to be able to add agressive to my traits later on.

I think either option would be available around mid-game maybe with higher than normal tech req (oracle or infernal tome would probably rush this) or higher hammers (philosophy or someone with high birth rate could get this more easily)

No easy way of doing this but it could be done. Typically Civics are Traits that can be changed mid-game.
 
Leitmotif said:
Kael, or anyone who has finished several games -

What victory gives the highest points? I've gotten 90k Religious/Conquest victories, was wondering if their victory points are added up the same? And are they the highest?

I thought it would go Conquest > Domination > Religious > Cultural,

but it seems to go Conquest/Religious > Domination > Cultural

I think that scoring is a formula based on date finished + difficulty + in game score

What I've noticed is that in .7 my scores were a lot lower than .8 and .9. I think this largely had to do with the dating system changing. I don't know how many turns you get now but it might skew the formula to make it think you're finishing really early.

My domination often seems to be higher, but religious wasnt too far behind. Conquest as a rule seems to be lower but this might be because I'm in the habit of razing cities instead of assimilating when I go conquest.

Here's what some of my scores looked like. The conquest ones were probably Pangea or Lakes and the others would be on Continents. Unless otherwise stated
Size: Standard
Speed:Normal

.9
Score: 302213
Date: 340
In Game: 5506
Type: Domination
Dif: Monarch

Score: 147076
Date: 288
In Game: 2210
Type: Conquest
Dif: Monarch

.8
Score: 243329
Date: 384
In Game: 5642
Type: Religious
Dif: Prince
Size: Large

Score: 136663
Date: 159
In Game: 2199
Type: Conquest
Dif: Noble
Speed: Quick

.7
Score: 18550
Date: 1911 ad
In Game: 5961
Type: Domination
Dif: Noble
Speed: Epic

Score: 8068
Date: 2032 ad
In Game: 6597
Type: Domination
Dif: Noble
 
kopaladin said:
I think that scoring is a formula based on date finished + difficulty + in game score

What I've noticed is that in .7 my scores were a lot lower than .8 and .9. I think this largely had to do with the dating system changing. I don't know how many turns you get now but it might skew the formula to make it think you're finishing really early.

My domination often seems to be higher, but religious wasnt too far behind. Conquest as a rule seems to be lower but this might be because I'm in the habit of razing cities instead of assimilating when I go conquest.

Here's what some of my scores looked like. The conquest ones were probably Pangea or Lakes and the others would be on Continents. Unless otherwise stated
Size: Standard
Speed:Normal

.9
Score: 302213
Date: 340
In Game: 5506
Type: Domination
Dif: Monarch

Score: 147076
Date: 288
In Game: 2210
Type: Conquest
Dif: Monarch

.8
Score: 243329
Date: 384
In Game: 5642
Type: Religious
Dif: Prince
Size: Large

Score: 136663
Date: 159
In Game: 2199
Type: Conquest
Dif: Noble
Speed: Quick

.7
Score: 18550
Date: 1911 ad
In Game: 5961
Type: Domination
Dif: Noble
Speed: Epic

Score: 8068
Date: 2032 ad
In Game: 6597
Type: Domination
Dif: Noble

Hey, I can't even beat the game on Monarch! Thats just not right. :D
 
It would be really cool if you could have different palaces based on the state religion. The current palace is really ugly and stands out among the other, nicely done buildings.
 
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