[MOD] Fall from Heaven

JazzD said:
I've noticed also that the elven archers double forest movement doesnt work when you increase their movement, ie. if you leave it at 1, they move 2 in forests, if you increase it to 2, they move 2 in forests, not sure if its a bug or what...Also a suggestion maybe instead of Elves (and dwarves etc) being able to produce elves at a lower cost...they are the only one who can produce elves, the units are stronger but limited in # while races like humans have the advantage of being able to produve weaker units but cheaper and unlimited. Trying to think about making it more along the lines of most fantasy settings is all

Although human civs of the appropriate religion may be able to gain some elven or dwarven help, they won't have access to nearly the range of elven/dwarven units that the the elven/dwarven civ does.

The elven movement is a literal double of whatever a normal unit would be allowed. You are just seeing some odd results beause

1. Normal unit with move 1 in a forest is able to move 1 = move 2 for an elf
2. Normal unit with move 2 in a forest is able to move 1 = move 2 for an elf
3. Normal unit with move 3 in a forest is able to move 2 = move 3 for an elf (rounding)
 
:) :) :) :) i absolutely love the fall from heaven mod. just downloaded it today and been playing it for 20 hours straight. fantastic, arent you the one who helped devolope dyp, which is awsome also. GREAT job. ill be watching for new stuff for this.:goodjob: :goodjob: :goodjob:
 
kandalf said:
Can we look forward to dragons soon?:)

If you make me some with those plugins!
 
rockinroger said:
:) :) :) :) i absolutely love the fall from heaven mod. just downloaded it today and been playing it for 20 hours straight. fantastic, arent you the one who helped devolope dyp, which is awsome also. GREAT job. ill be watching for new stuff for this.:goodjob: :goodjob: :goodjob:

Nope, that was Kal-el. This is my first mod.
 
Perhaps those ideas on mercs and bounty hunters should be given to the guy making the merc mod? I'll post them in his thread if you don't mind- I'll be sure to give all the credit to the FfH team and not take it all for myself of course :)

EDIT: Gah, this is the time of day when the forum goes quiet... I'll refere him to the relevant pages in this thread, I'm sure you won't mind, you've said again and again you want as many good mods out there as possible :)
 
This was his response:

"I know that this doesn't necessarly address the statement above but it is worth mentioning since he brought up FfH

"I have taken mods like FfH into account when designing the Mercenaries Mod. Basically, there is no hardcoding of era and unit information. The mod will basically see the loaded unit and era information and use it. So in a mod like FfH it will see all of the new units introduced by Kael and use them as if they were units from the vanilla game. :D"
 
Kael said:
Although human civs of the appropriate religion may be able to gain some elven or dwarven help, they won't have access to nearly the range of elven/dwarven units that the the elven/dwarven civ does.

The elven movement is a literal double of whatever a normal unit would be allowed. You are just seeing some odd results beause

1. Normal unit with move 1 in a forest is able to move 1 = move 2 for an elf
2. Normal unit with move 2 in a forest is able to move 1 = move 2 for an elf
3. Normal unit with move 3 in a forest is able to move 2 = move 3 for an elf (rounding)


Thank you Kael, its all a man could hope for.
What other uniquities are there, if any?

-El Scotto
 
loki1232 said:
IMO this kind of effect would be much cooler if given to mercenaries. What mercs stick around when they aren't being paid?
Maybe we could get soem foot soldier mercenaries as well?
It would be really cool to have the ability to base armies on gold, but if you ran otu of gold then ha ha your army goes barb.

Im just wondering, why not make Gold a resource necessary to make mercs? Wouldnt this achieve the same thing - since in all likelyhood those whom have large gold supplies are also likely to be fairly well off. OR, would it not be easy to code to just have the mercs (while not requiring any resources) just be extra gold in maintenance costs? If I, for one, knew that my units would go barbarian if i didnt pay them, id certainly find the means, by lowering my science rate (which would be the natural consequence anyway).

-El Scotto
 
I have to say, that after reading all the discussions on the "end-all" spells/wonders, i like what Kael was origionally trying to accomplish: Its a last ditch effort by a weaker power to level the playing field. I generally think that it should harm those in the lead the most, and less and less the farther down the ranking. In this, though the lead and second lead civilizations might get to the technologies allowing such a "doomsday device" they'd opt to not use it, as it would harm them the most. In a way, it also puts a kind of timer on the game, in that the lead civs, must battle it out viciously to gain ultimate domination before a lesser power techs up to the point where they could use one of the "be-all, end-all" powers and thus ruin all the work to gain the position the leaders have. In whatever way Kael pursues this, im with him 100%.

-El Scotto
 
Man, that relig is good idea. Its so boring when every relig modificated mod´s religs have only "good gods". Id just hope that there would be atheism too. ´No religion spread´ civic :)

BTW: Those black builings look awsum.
 
Why not have mercanaries upkeep tied to the number of upgrades they have? As a mercanary unit gets more experienced it demands more money to retain its services. A civ depending on mercanary armies would eventually be paying out too much money to justify keeping them on, and would eventually have to disband the units.

I think it would also be cool to include a mechanism that allows you to bribe mercenaries away from the owning civ. Say a stack of mercanaries comes galloping toward your lightly defended city (they seem to be very good at getting behind your forces during a war), and you don't have time to get a good force together to defend the city, but you have tons of money. You could bribe the mercanaries (the amount should also be tied to their experience) to join your forces and send them back at your enemy. Of course, the next turn the original civ would have the option of bribing them back, with the bribe amount ever increasing.
 
TheLopez said:
I know that this doesn't necessarly address the statement above but it is worth mentioning since he brought up FfH

I have taken mods like FfH into account when designing the Mercenaries Mod. Basically, there is no hardcoding of era and unit information. The mod will basically see the loaded unit and era information and use it. So in a mod like FfH it will see all of the new units introduced by Kael and use them as if they were units from the vanilla game. :D

What about heroes, religious and summoned units?
I'll go ask on original thread...
 
Deathling said:
What about heroes, religious and summoned units?
I'll go ask on original thread...

I'm sure Kael would have no problem adapting this mod to FfH if he wants, it might be a little early for such questions though, he hasn't even released the mod and I don't think it's specifically made for FfH anyways, so he probably hasn't even considered it.
 
Kerrang said:
Why not have mercanaries upkeep tied to the number of upgrades they have? As a mercanary unit gets more experienced it demands more money to retain its services. A civ depending on mercanary armies would eventually be paying out too much money to justify keeping them on, and would eventually have to disband the units.

I'll show my hand here but, in my Mercenaries Mod I am actually using their level not the number of upgrades for both the hire and maintenance cost. This way the maintenance cost does fluctuate as they gain more levels.

Kerrang said:
I think it would also be cool to include a mechanism that allows you to bribe mercenaries away from the owning civ. Say a stack of mercanaries comes galloping toward your lightly defended city (they seem to be very good at getting behind your forces during a war), and you don't have time to get a good force together to defend the city, but you have tons of money. You could bribe the mercanaries (the amount should also be tied to their experience) to join your forces and send them back at your enemy. Of course, the next turn the original civ would have the option of bribing them back, with the bribe amount ever increasing.

This is planned for the second release of the Mercenaries Mod, but I might push it into the first release.

EDIT:
kevjm said:
I'm sure Kael would have no problem adapting this mod to FfH if he wants, it might be a little early for such questions though, he hasn't even released the mod and I don't think it's specifically made for FfH anyways, so he probably hasn't even considered it.

As a trial run I am going to integrate the mercenaries mod into FfH to see what happens. You are correct in assuming that I am not making the Mercenaries Mod specifically for FfH. I have designed it so I will treat any loaded eras/units from any mod as generically as possible.

Another feature that will be in the second release will be the ability to designate some of your units as mercenaries for hire. But I still need to flesh out that feature on paper before I begin implementing it.

EDIT2: Kael, sorry for poluting your thread. :)
 
Pegasos said:
Id just hope that there would be atheism too.

Like Pratchett said, there's little idea in being an atheist when denying the gods will get a lightning bolt thrown on your head.

Well, I don't think it's quite *that* radical in FfH, but I think the gods' influence is still a little too powerful and obvious for anybody to seriously question their existence...
 
TheLopez said:
I'll show my hand here but, in my Mercenaries Mod I am actually using their level not the number of upgrades for both the hire and maintenance cost. This way the maintenance cost does fluctuate as they gain more levels.

This is planned for the second release of the Mercenaries Mod, but I might push it into the first release.

EDIT:

As a trial run I am going to integrate the mercenaries mod into FfH to see what happens. You are correct in assuming that I am not making the Mercenaries Mod specifically for FfH. I have designed it so I will treat any loaded eras/units from any mod as generically as possible.

Another feature that will be in the second release will be the ability to designate some of your units as mercenaries for hire. But I still need to flesh out that feature on paper before I begin implementing it.

EDIT2: Kael, sorry for poluting your thread. :)

Stop by anytime, I have been watching your mercenary mod with interest since you first talked about making it. Its awesome stuff, and Im really interested to see how it develops.
 
Xuenay said:
Like Pratchett said, there's little idea in being an atheist when denying the gods will get a lightning bolt thrown on your head.

Well, I don't think it's quite *that* radical in FfH, but I think the gods' influence is still a little too powerful and obvious for anybody to seriously question their existence...

The "atheists" of FfH are the Grigori. They believe that the gods continue the war they fought directly in the Age of Dragons, but now they do it through their pawns. They are lead by Cassiel, a former angel of Dagda who has left the service of his lord to try to protect men the divine war (and inevitable world destruction that will follow).

The Grigori believe in the gods, they just think they are petulant children undeserving of worship, and they think even less of those that worship them.
 
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