[MOD] Fall from Heaven

Kael said:
The more valid exploit was purposfully dumping cities. You step out of a city and let an enemy take it, then you take it back for the money. This is the main reason the gold rate is as low as it is (it was initially 50-150). I tihnk I may also drop the population of the city an extra amount when a conquest civ grabs it to help prevent this.

The population loss would simulate the looting after a conquest.
 
loki1232 said:
2. IMO this time should be increased to stop this sort of thing. Maybe make it 10 turns?

Hmmm.... Thats a good idea, I wonder where that is set.

ps a town guard who doesn't fight makes no sence to me.
 
Kael said:
1. The armory and Weaponsmith don't need a boost. The Siege Workshop could use one but I don't think increased production is it.

2. I agree with Loki, it is easy enough to give a promotion to all existing units (Blood of Phoenix does that now), but the Horde doesn't need the boost. The Tower of Eyes.... it needs the boost but I don't think applying it to all the units is it. It will probably give some spells in phase 2.

1. Yeah i basically agree. What if the siege workshop wasn't needed to build the siege weapons, but gave all siege weapons built in the city +2 XP?

2. Tower of eyes is such a nice name. Several possibilities:
-Have it give recon units built in the city some XP
-Enemy spy missions have a lower chance of suceeding, and yours have more
-Allows you to build: Eye of God. Eye of God is an immobile unit with recon missions with infinite range. No new anim needed. If that would be too powerful then reduce its recon sight to just a 3 by 3 space, not 4 by 4.
 
Kael said:
ps a town guard who doesn't fight makes no sence to me.

He fights by giving defense bonuses to units defending the city! :crazyeye:

btw: have you looked at those Law spells I sent you yet?
EDIT: I'm working on the spirit spells, but I'm looking for those ones you posted earlier. Maybe 40 pages back?
 
loki1232 said:
Yes, it would be really nice to get bonuses for staying with one religion for a long time, but in a way they are already built into the game. Also, if we add in something like sevo's faces of god mod, staying as one religion will give you huge benefits.

However, my points about the special tech and the special units being lost is still valid. Those are less about balancing it out than about being realistis. If your human civ stops worshipping the elven god, will the elves still figh tfor you? Gimme a break.


I'd be much more in favor of somehting like this that gives you benefits for stability.

As for the special units leaving, I'm starting to lean more in your favor, its just an issue of making the AI understand. But since everything under discusion wil be for 2.0 when the SDK is released, I'll leave it to the development team to comment on the implimentation part.

Maybe the religious units would stay if you switched to no state religion and had the free religion civ? I can't imagine an elven archer staying loyal to a civ that worships the overlords, but I can imagine him staying loyal to a civ that lets all religious views come forth. That said, switching to religion would still have them disband.
 
I noticed that with the Royal Guards, they will leave you whenever you go into anarchy. So, whenever you change other civics, even if you stay with Hereditary Rule the whole game, you lose more guards than you should. Could someone find a way to fix this?
 
Also, I like this mod a lot, but one thing that I'm not too big on is its complete lack of UUs. IMO, it would be great if it could be modified so that every civ would basically have a large set of UUs. The humans would have human units (axeman, pikeman, mage, etc.), the elves would have elves, and so on. As it is now, it seems like there are too many unit and building options available to each civ, and as a result, you get overlords building elf archers just because of religion, which doesn't make sense.
 
loki1232 said:
2. IMO this time should be increased to stop this sort of thing. Maybe make it 10 turns?

Found it and switched it to 10.
 
Robo Magic Man said:
I noticed that with the Royal Guards, they will leave you whenever you go into anarchy. So, whenever you change other civics, even if you stay with Hereditary Rule the whole game, you lose more guards than you should. Could someone find a way to fix this?

This is fixed in 1.0.
 
Robo Magic Man said:
Also, I like this mod a lot, but one thing that I'm not too big on is its complete lack of UUs. IMO, it would be great if it could be modified so that every civ would basically have a large set of UUs. The humans would have human units (axeman, pikeman, mage, etc.), the elves would have elves, and so on. As it is now, it seems like there are too many unit and building options available to each civ, and as a result, you get overlords building elf archers just because of religion, which doesn't make sense.

The point of phase 2 is to offer a set of distinct civilizations. Right now they are all functionally the same. But I agree with you. I wouldn't expect a bunch of new stuff for everyone in Phase 2. The house is built, now I just need to go through and decorate.

I want UU's for each of the civs, I want a hero for each civ. Some may not be able to access certain units, or have weaker versions of some of the units. I don't want "more" options in so much a more items in your build lists, I want "more" options in regard to ways to play and goals to pursue.
 
loki1232 said:
He fights by giving defense bonuses to units defending the city! :crazyeye:

btw: have you looked at those Law spells I sent you yet?
EDIT: I'm working on the spirit spells, but I'm looking for those ones you posted earlier. Maybe 40 pages back?

I havent even looked at them yet. That spell list is still up to date. Until 1.0 ships I won't be doing much 2.0 design (then Ill start bugging you for ideas).
 
loki1232 said:
He fights by giving defense bonuses to units defending the city! :crazyeye:

btw: have you looked at those Law spells I sent you yet?
EDIT: I'm working on the spirit spells, but I'm looking for those ones you posted earlier. Maybe 40 pages back?

If it's word semantics call him a quartermaster :P
 
I noticed you renamed the researcher to sage and entertainer to bard - nice flavor.

What about renaming:

engineer = smith
citizen = serf
 
Superb mod, and...
Does anyone know of an ideal map to play this mod on?
My pc doesnt fancy maps that are larger than Standard map size.
Infact, it rather prefer a small sized one. ...silly thing
 
When a civ completes Armageddon, all other civs declare war on that civ. If that civ also has a bunch of defensive pacts, every one declares war on every one else for declaring war on that civ. My current game just crashed because almost everyone was at war with everyone else on a huge map and my PC couldn't take it. :P I was going for a cultural victory too, and the town where he was working on Armageddon had 154 turns left with my Saboteur waiting to stop it, he must have rushed it...must have cost him 10,000 gold...oh well, now I've gotta kick arse on a huge map, meaning this game will last into next week. :D

When you complete Armageddon, all defensive pacts should first be cancelled before the war declarations.

I possibly recall this being mentioned a few dozen pages ago, but I'm not sure, so I'm repeating it here again in case it wasn't.

Also, I had researched blood of the Pheonix, but none of my nuked units came back to life. That should change...maybe make so that it doesn't work if you are also the civ that does Armageddon to balance it.
 
Lunargent said:
Also, I had researched blood of the Pheonix, but none of my nuked units came back to life. That should change...maybe make so that it doesn't work if you are also the civ that does Armageddon to balance it.

But this would be the only situation I would build armagedon.
Build army, build blood of phönix, build armagedon: Enemy looses half his units and you still have your whole army.
That would be a good combo.
(if it would work of course)
 
Lunargent said:
When a civ completes Armageddon, all other civs declare war on that civ. If that civ also has a bunch of defensive pacts, every one declares war on every one else for declaring war on that civ. My current game just crashed because almost everyone was at war with everyone else on a huge map and my PC couldn't take it. :P I was going for a cultural victory too, and the town where he was working on Armageddon had 154 turns left with my Saboteur waiting to stop it, he must have rushed it...must have cost him 10,000 gold...oh well, now I've gotta kick arse on a huge map, meaning this game will last into next week. :D

When you complete Armageddon, all defensive pacts should first be cancelled before the war declarations.

I possibly recall this being mentioned a few dozen pages ago, but I'm not sure, so I'm repeating it here again in case it wasn't.

Also, I had researched blood of the Pheonix, but none of my nuked units came back to life. That should change...maybe make so that it doesn't work if you are also the civ that does Armageddon to balance it.

Yeah, that was reported and I think fixed.

Blood of the pheonix-apocalypse combo would be way to good.
 
loki1232 said:
Blood of the pheonix-apocalypse combo would be way to good.
You would still pay 10.000 production for this combo.
And if you really manage to get that done you deserve a huge bonus.
 
Keep in mind that you would loose half of your immortal promotion, are at war with everyone, your units are now in your capital and have to travel back to the front & your enemy will rebuild his army meanwhile
 
And I would really hate to loose my 3 lvl 12+ immortals to armagedon because their immortal promotion isnt working.
 
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