[MOD] Fall from Heaven

In regards to changing traits -- not really necessary.
you can just give civs unresearchable techs that are set in position on the sci tree so that they're actually invisible :)

which should be done with the 'never' tech :)

I reckon unresearchable techs are the best thing that can go in the mod as quest rewards :>
 
Lightzy said:
In regards to changing traits -- not really necessary.
you can just give civs unresearchable techs that are set in position on the sci tree so that they're actually invisible :)

which should be done with the 'never' tech :)

I reckon unresearchable techs are the best thing that can go in the mod as quest rewards :>

Yeah, thats the way the Seafaring trait is in 1.0. Exactly as you describe, and it works pretty well.
 
loki1232 said:
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.

If I had the art its easy enough to switch the building out.
 
I'm downloading the file now, and I just wanted to suggest that you host your files on filegone.com There's never any wait to download or anything like that. It's just pure file hosting.
 
Robo Magic Man said:
I'm downloading the file now, and I just wanted to suggest that you host your files on filegone.com There's never any wait to download or anything like that. It's just pure file hosting.

It has a max file size of 25Meg.
 
Kael said:
Yeah, thats the way the Seafaring trait is in 1.0. Exactly as you describe, and it works pretty well.

No it doesn't. Sorry to burst your bubble but if you start in the Classical age everyone is a seafaring civ. I'm not sure if it is researchable.
 
I just played a game in the mod. This is definitely THE best mod I have played so far and I can't wait until v1.0 is released. That being said, I'd like to offer some "constructive critisism". I have not taken time to read all the 3000+ posts so sorry if I ask something already asked or comment on something already commented on.
Civics: Although the mod is overall really good, I think the civic section needs some serious work. First, the civics that require a certain state religion are not indicated at all in the game, in fact the message asking you to switch to them still appears without the required state religion. Also, many of the civics aren't very good compared to civics in the main game. For instance, pacifism adds unhappyness, increases unit maintenenance, and only adds 50% gpps in Ffh. In the main game it adds 100% ggps (I think) and doesn't have the unhappiness. I think the disadvantage of having a civic should be that you don't get the bonus of other civics. The only thing to balance their effects out should be maintenance costs. Also, some of the informative pop up messages telling you to switch civics aren't right (guilds, city states, etc.)
Resources: For some reason their seems to be a really low amound of incense, reagents, and mithril, but maybe it was just my map.
Units: Later in the game, there are too many units to pick from when making an army. War chariots should be taken out and their should be a higher maximum amount of Knights (They're too similar), Conjurers shouldn't be buildable after Demon Summoners, Macemen shouldn't be buildable after palidins. Disiples shouldn't be buildable after you get the Priests for your religion, and Priests should gain the disiples culture adding ability. I also found that the catapult quickly became useless except to lower city defences. Their should be a better catapult, maybe a trebuchet or balista, in tier 3 or 4. The cannon is really weak compared to other units available at the same time and should probably get 10 or more strength. I also found it annoying to have to build a building every time I wanted new units, expecially the ones without other bonuses. Some of these buildings should be removed and their units moved to other buildings. The thieves guild should probably add gold instead of removing it because it is taking unused gold out of a lord's treasury and circulating it in the general ecomony. Some promotions giving bonuses against unit types are also almost worthless because their are at least 5 unit types at any given time (expecially giant slaying, there is only one type of giant in the game).
Religion: I think a "chaos" type religion should be added. It would allow units such as goblins, giants, and orcs (you can't have a fantasy game without orcs!). Also, it would be cool if after a certain point, barbarians gained goblins which could be very cheaply produced and would swarm into your land if you were stupid enough to let a barbarian city last long.
There also aren't very many sources of culture. The Theater, the obelisk, and wonders are the only ones I could find at all. I think many of the buildings should contribute at least some culture.
The game I played lasted way to long. By the time I researched armageddon, there were still some 400 turns left in the game. Could you tone this down? Maybe take away 350 turns or so?
Overall the features you added were very fun and I will be watching this thread for an update (I like the idea of a campaign mode).
 
HI,

Am getting this error message when load mod.
Result is no interface, funnily enough. Suggestions?

Love the Mod

Jim
 
cordas said:
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*).

A building that would give all units in the city1 exp per round till lets say 15 would be really nice. And early build units that were only used as garnison in a city without fighting anything could then become at least decend again.
Or maybe its possible that units that live a certain amount of time gain a free promotion?
Say I build a warrior in turn 25. Never fight anything and after 100turns he gets the "Old school" promotion which could either add a strength bonus or give exp to a certain amount.
Well but most likly thats impossible, isnt it?
 
A Random Person said:
I just played a game in the mod. This is definitely THE best mod I have played so far and I can't wait until v1.0 is released. That being said, I'd like to offer some "constructive critisism". I have not taken time to read all the 3000+ posts so sorry if I ask something already asked or comment on something already commented on.
Civics: Although the mod is overall really good, I think the civic section needs some serious work. First, the civics that require a certain state religion are not indicated at all in the game, in fact the message asking you to switch to them still appears without the required state religion. Also, many of the civics aren't very good compared to civics in the main game. For instance, pacifism adds unhappyness, increases unit maintenenance, and only adds 50% gpps in Ffh. In the main game it adds 100% ggps (I think) and doesn't have the unhappiness. I think the disadvantage of having a civic should be that you don't get the bonus of other civics. The only thing to balance their effects out should be maintenance costs. Also, some of the informative pop up messages telling you to switch civics aren't right (guilds, city states, etc.)

I will check the messages, they need to be straightened out. It isn't my goal to make any aspect as powerful, or more powerful, than vanilla civ. Only to make it balanced and worthwile from within the mod. So I would want to address any civics that weren't worth using but not ones that are weaker than their vanilla versions. Pacifism was increased from 50 to 75% in 1.0 though.

Resources: For some reason their seems to be a really low amound of incense, reagents, and mithril, but maybe it was just my map.
Units: Later in the game, there are too many units to pick from when making an army. War chariots should be taken out and their should be a higher maximum amount of Knights (They're too similar), Conjurers shouldn't be buildable after Demon Summoners, Macemen shouldn't be buildable after palidins. Disiples shouldn't be buildable after you get the Priests for your religion, and Priests should gain the disiples culture adding ability. I also found that the catapult quickly became useless except to lower city defences. Their should be a better catapult, maybe a trebuchet or balista, in tier 3 or 4. The cannon is really weak compared to other units available at the same time and should probably get 10 or more strength. I also found it annoying to have to build a building every time I wanted new units, expecially the ones without other bonuses. Some of these buildings should be removed and their units moved to other buildings. The thieves guild should probably add gold instead of removing it because it is taking unused gold out of a lord's treasury and circulating it in the general ecomony. Some promotions giving bonuses against unit types are also almost worthless because their are at least 5 unit types at any given time (expecially giant slaying, there is only one type of giant in the game).

None of these units are buildable if you can build all of their upgrades. So you can't build conjurers in a city you can build demon summoners. The problem is that if you have built your max number of demon summoners, or you are in a city that can't build them because they dont have a summoning chamber, what should I do? Not let you build anything? In that case the conjurers can still be built.

Priests did use to have the convert function of disciples, and disciples used to obsolete. The problem with that is you end up spending so much mroe production for the same effect that it becomes to expensive to do. So disciples were left in, rather than have the players waste all the extra production.

The cannon exists for 1 reason, for players that don't have archmages. If you have archmages there is no reason to have cannons. They aren't intended to be the equal of the other t4 units, just an option for players that dont want to spend the time to research the magic stuff. Just like mercenaries offer some mounted units to civs that dont research the mounted techs/buildings/etc.

Im not concerned with making all units at the same tier equal, only to make them appropriate in a given situation. Without cannons it becomes impossible to take late game cities without spellcasters.

Religion: I think a "chaos" type religion should be added. It would allow units such as goblins, giants, and orcs (you can't have a fantasy game without orcs!). Also, it would be cool if after a certain point, barbarians gained goblins which could be very cheaply produced and would swarm into your land if you were stupid enough to let a barbarian city last long.

The intent was that barbarians would be all "monster races" (orcs, goblins etc). I have a problem getting the computer to use the monster untis when I first made them but they are working better now, look for this in phase 2. There is also an Orcish player civ (the Clan of Embers) planned for phase 2.

There also aren't very many sources of culture. The Theater, the obelisk, and wonders are the only ones I could find at all. I think many of the buildings should contribute at least some culture.

The Carnival will be introduced in 1.0. It grants +1 happy and +20% culture in the city it is in. More importantly if you bring the animals you capture to the carnival you can add them to it. Bears become Dancing Bears, Panthers become Caged Panthers, Wolves become a Wolf Pen, Tigers become a Tiger Cage, Lions become the Lion Page. Each of those animals adds an additional +3 culture and +1 happy to the city. So a full carnival adds more culture to a city than most wonders.

To help make catching animals easier I have made a few changes in 1.0. Animals no longer dissapear, although the gane stops making new ones at a certain point at least they will stick around until someone kills them. The promotion that allows you to capture animals was moved to Animal Husbandry and only requires Combat I, so you can get it pretty quick. It is available to Recon and Elf units.
 
Ok, that seems to solve most of my problems. Thanx. I didn't have access to reagents in my game though (They didn't seem to be on the map at all...) so I couldn't test the mage/archmage.
 
Chip56 said:
A building that would give all units in the city1 exp per round till lets say 15 would be really nice. And early build units that were only used as garnison in a city without fighting anything could then become at least decend again.
Or maybe its possible that units that live a certain amount of time gain a free promotion?
Say I build a warrior in turn 25. Never fight anything and after 100turns he gets the "Old school" promotion which could either add a strength bonus or give exp to a certain amount.
Well but most likly thats impossible, isnt it?

Nothing is impossible but both of these options are pretty process intensive. They would require both cpu time to check for and perform each turn as well as time to program. I dont know if the ideas are fun enough to be worth the time cost on both ends.

If I am going to program something my goal is that people will read about it and think "wow, I want to try that!" Like werewolves, new spells, carnivals, avatar units, heroes, etc. I won't say all the things Ive written code for have reached that mark (you win some, you lose some), but if Im going to program it should be fun enough to get that sort of a reaction.
 
A Random Person said:
Ok, that seems to solve most of my problems. Thanx.

Cool, I will be curious to see what your feedback is after 1.0. I think it makes the mod a lot "cleaner", but it has fewer new features than the other versions. Its really the polish on everything that was done before. The additions are just in areas where the mod was really lacking (culture buildings like you notes, and naval units).
 
loki1232 said:
No it doesn't. Sorry to burst your bubble but if you start in the Classical age everyone is a seafaring civ. I'm not sure if it is researchable.

Well crap, your right. Gonna have to fix that.
 
Kael said:
Well crap, your right. Gonna have to fix that.

I just checked, it isn't researchable anymore, so you did that part right.

Has anyone seen the training barracks mod? It seems very similar to the heroic thing you guys were discussing.
 
I added the current feature list for 1.0 in the 2nd post in this thread.
 
With both the original FFH 0.9 and the new civ expansion, my game crashed as soon as I started a hotseat game. Is there any way to fix this :confused:
 
Robo Magic Man said:
With both the original FFH 0.9 and the new civ expansion, my game crashed as soon as I started a hotseat game. Is there any way to fix this :confused:

What civ expansion?
 
Kael said:
The Carnival will be introduced in 1.0. It grants +1 happy and +20% culture in the city it is in. More importantly if you bring the animals you capture to the carnival you can add them to it. Bears become Dancing Bears, Panthers become Caged Panthers, Wolves become a Wolf Pen, Tigers become a Tiger Cage, Lions become the Lion Page. Each of those animals adds an additional +3 culture and +1 happy to the city. So a full carnival adds more culture to a city than most wonders.QUOTE]

This sounds most exciting. Sort of like a Busch Gardens for the FfH world. Any plans on granting some kind of bonus or prize for getting a fully stocked carnival (other than the major culture boost)?

Thanks - Seamus
 
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