[MOD] Fall from Heaven

Xuenay said:
Would it be possible to have an option to disable it in normal game as well? I found the automatic switching rather annoying when I had a large stack of units selected and wanted to summon several units at once.

Right now it's:

"Now then, let me first summon some fireballs, then fire elementals and meteor storms... *click* okay it created a fireball but then it switched to it, now I have to manually switch back to my SoD to create that meteor storm, annoying... *click click* so now I have the meteor storm but I'm still lacking the fire elementals... back to the SoD we go... *click click* Ah finally, now I can attack with them all in succession."

As opposed to:

"Now then, let me first summon some fireballs *click* then fire elementals *click* and meteor storms *click*. Ah, here we go. Now move to the attack!"

:lol: I do the exact same thing. I always throw my summoned units at the city first before wasting any precious hammer produced units, which involves alot of switching back and forth. A toggle would be swell, though I'm sure it will have to wait for 2.0 at the least.
 
I cant figure out why these show up sometimes and sometimes they don't. I have noticed the same thing. It seems to have something to do with the graphics engine, but I don't know whats causing it.

Whether or not you get this depend on which mods folder you put the mod in. In onder for it to work properly you should put the mod in the mods folder were the game is intalled, not the mods folder under the my games folder
 
Lunargent said:
:lol: I do the exact same thing. I always throw my summoned units at the city first before wasting any precious hammer produced units, which involves alot of switching back and forth. A toggle would be swell, though I'm sure it will have to wait for 2.0 at the least.
It shouldn't be that hard - between CvOptionsScreen.py and CvOptionsScreenCallbackInterface.py I think you can edit the options screen to your liking and check a variable when the spell is cast.
 
matthewv said:
Whether or not you get this depend on which mods folder you put the mod in. In onder for it to work properly you should put the mod in the mods folder were the game is intalled, not the mods folder under the my games folder

The mod is correctly installed (Its automatic now after all :crazyeye: ). The appearing of these exclamation marks seems rather random (maybe once in 15-20 games, rough estimation). I have not seen them before 0.95 so I thought i post it.
 
Couple of quick things:
1) Couldn't agree more about the war weariness sentiment. You can be in battle for just a few turns, and every single city has got 5+ unhappy due to war and then some. It makes going to war very difficult and way to costly at times. Either more improvements to turn down weariness, or something, cause it can be a real pain.
2)I have a question about demon summoners. I play to get runes of kilorph most often and stick with it. when I finally get the national level summoners I summon eidolons all the time, there great. But sometimes they disappear after a single turn, and sometimes they last for mulptiple turns and then disappear, and some seem to last forever......Not sure why.

Great Mod.
 
CoheeLunden said:
Couple of quick things:
1) Couldn't agree more about the war weariness sentiment. You can be in battle for just a few turns, and every single city has got 5+ unhappy due to war and then some. It makes going to war very difficult and way to costly at times. Either more improvements to turn down weariness, or something, cause it can be a real pain.
2)I have a question about demon summoners. I play to get runes of kilorph most often and stick with it. when I finally get the national level summoners I summon eidolons all the time, there great. But sometimes they disappear after a single turn, and sometimes they last for mulptiple turns and then disappear, and some seem to last forever......Not sure why.

Great Mod.

Assuming you mean Demons and not Eidolons they are supposed to dissapear after a single turn. Previous to 0.95 they would stick around to long. One of the programmers at Firaxis was good enough to help me with the issue and they shouldn't be doing this anymore with 0.95. Are you still seeing it?
 
TiMothra said:
I have a map file for Faerun, the main continent in the D&D Forgotten Realms setting;

http://forums.civfanatics.com/showthread.php?t=160409

I'm working on converting it to work on this mod, and the main crux is civ placement. Any thoughts from people who have play tested? FR is primarily human cultures and kingdoms, so this would definitely play out more as a scenario than a full working map. Most of the races have only a very minor impact politically in the current FR year, DR 1371. But then, given that Civ starts at the dawn of history, their lack of influence could be explained by already existing game mechanics.

I don't know if anyone has resonded to this, I haven't had time to finish reading all of the posts yet, but I thought I would offer some ideas. I base most of my D&D campaigns in FR, I have just gotten so used to it, and I don't really like any other current D&D settings (here's hoping Planescape comes back).

Here are some suggestions, with the current fantasy civs:

Ancients - Chult (or any other heavily forrested/jungled region)
Centaurs - Amn, Tethyr, Calimshan, Shining Plains
Chaotics - Thay, Norther Moonsea area (Zhentil Keep)
Dark Dwarves - Great Rift, Mulhorand, Thesk, Cloven Mountains
Dark Elves - Forest of Wyrms/Reaching Woods, Trollbark Forest, Lluirwood (I don't suppose the Underdark is available)
Dwarves - Spine of the World, Earthfast Mountains (the Vast), mountain regions between Amn/Tethyr/Calimshan
Elves - High Forest, Evermeet, Cormanthor, Yuirwood
Frostlings - Frozen North
Goblins - Cormyr (due to recent events there), Chessenta, Murghom
Halflings - Dalelands
Humans - Sword Coast, Sembia, anywhere really
Merfolk - Evermeet, Pirate Isles, Lantan
Minotaur - Turmish
Orcs - Border Kingdoms
Overlords - Evermeet, Pirate Isles, Lantan
Sshrathi - Evermoors, Rethild
Tigrans - same as centaurs I guess (they need open plains)
Undead - Underdark would be best, but Northern Moonsea/Zhentil Keep would work well
Wood Elves - Umm same as the other elves...
 
CoheeLunden said:
Couple of quick things:
1) Couldn't agree more about the war weariness sentiment. You can be in battle for just a few turns, and every single city has got 5+ unhappy due to war and then some. It makes going to war very difficult and way to costly at times. Either more improvements to turn down weariness, or something, cause it can be a real pain.

Hmmm, i mean no offense but perhaps you arent managing your cities and empire correctly. This mod more than any other has TONS of ways to make your people happy. My cities of 13 and 14 pop usually have the ability to make up to 18 to 20 people happy,, more than enough to go to war. In addition im usually running civics that reduce war weariness. Are you in the civics which give a bonus to war weariness? If so then your suppose to have a hard time when attacking people in these civics,, they arent made for that....
 
driftinj said:
Hi - it's me again. I just want to provide another anecdote as to why I think the Drown are too powerful, too early. I was playing a game on Prince difficulty where I had pumped up the initial number of civs to about a dozen on a Huge world. 9 of those Civs ended up on the main pangaea-like continent. At about year 150 I was dead last among those 9. The Wood Elves were #1 with twice the score I had and they were among my closest neighbors. I didn't beeline OO but I definitely prioritized it and got it first. I then pumped out 6 Drown and completely took out the wood elves despite their gigantic tech and score advantage over me.

Now, I am a military genius and all but it just seemed far too easy for Prince level.

The same can be true for Axemen, I have had games where I have made a beeline for researching them (after doing the basics for improvements) and been able to go on rampages claiming city after city, or just destroying them (beter for my economy to cherry pick a couple of close cites and raze the rest). Sometimes the AI seems to ignore archers and wait till it gets axemen as well but much later than I can if I choose to. Is it possible to tweak the AI to regard archers as medium to high priority.

I also think the Barbrians AI needs tweaking to encourgae them to build at least 1 culture producing building per city to all them to grow effectively. (I have taken to entering world builder now and giving each barbarian city 15 culture so it can expand its borders to let the city effectively grow. They also seem to build incredibly unhealthy cities, but then they are stinking barbarians so its to be expected.
 
cordas said:
The same can be true for Axemen, I have had games where I have made a beeline for researching them (after doing the basics for improvements) and been able to go on rampages claiming city after city, or just destroying them (beter for my economy to cherry pick a couple of close cites and raze the rest). Sometimes the AI seems to ignore archers and wait till it gets axemen as well but much later than I can if I choose to. Is it possible to tweak the AI to regard archers as medium to high priority.

I also think the Barbrians AI needs tweaking to encourgae them to build at least 1 culture producing building per city to all them to grow effectively. (I have taken to entering world builder now and giving each barbarian city 15 culture so it can expand its borders to let the city effectively grow. They also seem to build incredibly unhealthy cities, but then they are stinking barbarians so its to be expected.

u guys have no archer problems
omg try to play the game i just did on the second continent the barbarians had a minimun of 6 archer and 4 axemen per city and the ai had like 20 units in the capital and around 3 or 4 archers per city if not more

but my little werewolf army just walked rigth in and i took over the world :)
 
cordas said:
The same can be true for Axemen, I have had games where I have made a beeline for researching them (after doing the basics for improvements) and been able to go on rampages claiming city after city, or just destroying them (beter for my economy to cherry pick a couple of close cites and raze the rest). Sometimes the AI seems to ignore archers and wait till it gets axemen as well but much later than I can if I choose to. Is it possible to tweak the AI to regard archers as medium to high priority.

I also think the Barbrians AI needs tweaking to encourgae them to build at least 1 culture producing building per city to all them to grow effectively. (I have taken to entering world builder now and giving each barbarian city 15 culture so it can expand its borders to let the city effectively grow. They also seem to build incredibly unhealthy cities, but then they are stinking barbarians so its to be expected.

Yeah I could definitly push the AI to rush archers, in fact a ton of that was done to get the AI where it is now. I kinda like where it is, the AI builds a variety of units, but Ill look at boosting archers a little.

As for the barbarians they are supposed to be low culture low health cities. When you lose a culture flip to the barbarians you KNOW your doing something wrong. :D
 
Fr8Train said:
Ok cool, I'll let you know if its working sometime tonight. I have accidently thrown my share of mages at cities as well :p


The multiplayer conjuror bug is still there. When my friend conjures a fire elemental I zoom and then at end of turn I crash.
 
Fr8Train said:
The multiplayer conjuror bug is still there. When my friend conjures a fire elemental I zoom and then at end of turn I crash.

And yes we are using the FfH095e patch and started a new game with this patch. Also, we were getting a LOT of out of synch issues which we have never experienced in unmodded civ when playing (this is on a lan by the way).
 
Fr8Train said:
And yes we are using the FfH095e patch and started a new game with this patch. Also, we were getting a LOT of out of synch issues which we have never experienced in unmodded civ when playing (this is on a lan by the way).

You will need the FfH095f.exe patch to test. Thats the one I made and linked to try out with this. The one linked in the first post (e) doesn't have the multiplayer code in it.
 
Kael said:
Thats cause I linked the wrong file, sorry. Here you go:

http://www.civfanatics.net/~kael/files/FfH095f.exe

Thats the version that should fix the multiplayer unit select.

Still not working correctly, however we didn't restart after patching. It no longer crashes, but whenever my friend summons a fire elemental It ends up being selected by me. So, its not nearly as bad as before, but not quite right either.
 
Fr8Train said:
Still not working correctly, however we didn't restart after patching. It no longer crashes, but whenever my friend summons a fire elemental It ends up being selected by me. So, its not nearly as bad as before, but not quite right either.

Hmmm... good to know. Gonna have to think about that, it sounds like we are on the right track.
 
Got great at capturing animals now..... I thought you needed a carnival to let the captured animals use their (ability) to turn into "attractions" caged lion, dancing bear etc: I am able to let the animals use their ability as soon as they get into a city long before development of carnival, is that supposed to work that way?
 
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