[MOD] Fall from Heaven

arthurtuxedo said:
The problem with war weariness, as implemented in Civ 4, is that it forces a 20th century concept into all eras, where it doesn't necessarily apply. Throughout history, people have mostly been happy to be at war, especially when they are winning. The idea of people rioting in the streets in Medieval Europe in protest of the Crusades, for instance, is patently absurd. They were glad to be sticking it to the "heathens". I also didn't read about too many people refusing to work during World War II because they were so upset about sticking it to the Nazis. Not every war is grossly unpopular like Vietnam or World War I, and pretending like they are is both unrealistic and detrimental to gameplay.

Just want to second this guy here, never thought about WW like that but arthurtuxedo has got it bang on. Only thing is its a point bout civ4 as a whole not just this mod. Although what I will say is that its the later civics which tend to add war weariness, or at least dont suppress it like the earlier ones. This could be argued as being the WW concept being placed in 20th century as its only the later civics which increase it.
 
Opuhara said:
is it a bug ? you can airlift units to airports while being constructed, before their completion, from a city where you have already one.

Without having an obsidion gate (airport) in the target city you can airlift 1 unit per turn to that city. If an obsidion gate (airport) has been constructed in the target city you can airlift nearly as many units as you like to this city.

Only the starting city really requires an obsidion gate (airport).
 
hmmmm ive never really wanted to try this but its high alclaim and attenton (nearly 200 pages:eek: ) has convinced me anybody got any tips?
 
Wei-Yan said:
hmmmm ive never really wanted to try this but its high alclaim and attenton (nearly 200 pages:eek: ) has convinced me anybody got any tips?

Beware the Avatar of Wrath.
 
Chalid said:
Without having an obsidion gate (airport) in the target city you can airlift 1 unit per turn to that city. If an obsidion gate (airport) has been constructed in the target city you can airlift nearly as many units as you like to this city.

Only the starting city really requires an obsidion gate (airport).


thank you I still have a lot to learn on this mod
it's part of the enjoyement; the discovery
 
Furin said:
The Hero Maros (dwarfes) is buildable by the Order Civ. good/bad/ugly?

Yeah, Maros abandoned Kilmorph and joined the Order.

[tab]Fear has no place in a dwarves heart, and many dwarves consider Maros, who was to be their greatest champion, their greatest disappointment. His father was the Umberguard, the keeper of keys, Micah the King of Stone. He was never beat in battle, and his honor remained untarnished until the day he died.

[tab]But he did die. The Underdark is a cruel place and only the most cruel can hope to survive there. For centuries the hold of the dwarves had been surrounded by wild cities of deep goblins. Together they could have overrun the dwarves but they were never coordinated enough to launch any serious threat. Then they came flooding through the gates. The dwarves stood to defend, they slaughtered hundreds of goblins many of which didn’t even defend themselves. They weren’t attacking, they were running.

[tab]The following day a demon approached the dwarven city gates. Flush and crocked the demon picked at the goblin corpses still laying outside. When it finally hailed the city it offered a deal, instead of a war between the demons and dwarves they should settle it with honor. A battle between their champions, if the demons win the dwarves abandon their city, if the dwarves win then the demons will leave them be.

[tab]Micah accepted and a thrall was brought forward to fight on the demons behalf. The thrall looked to have once been a Svartalfar, now possessed by something darker. Unwilling to leave the city a small side gate was opened and the thrall entered, bringing with it only a ill-fitting chain shirt and thin sword. The fight was brief and fierce, but by the end King Micah was again victorious. The thrall had managed only a few minor cuts before falling under Micah’s powerful hammer.

[tab]That night Micah died, the thrall blade had been poisoned. Maros’s uncle was crowned King and he made another deal with the demons. He claimed Micah was a hero, that the demons had been underhanded but they must now honor their pact, they had lost the deal and they must leave the dwarves be because of it. And that seemed to be what they did.

[tab]But Maros didn’t believe it. He warned his people about the demons treachery, told them that the demons must be fought not compromised with, that his Uncle wasn’t a dwarven hero, he was a demonic pawn. Then he left the underdark and enlisted in the Order.

[tab]He was supposed to be king one day, it is said that the Umberguard is to be the champion of Kilmorph when all else has fallen. It is a birthright passed from father to son. Maros is the last of the line, and he will have no children. If there truly is such as a thing as the Umberguard, it dies with him.
 
Hey Kael, great mod! I've always wanted to play a MoM type game on the civ4 interface.

BTW, I've noticed that sooner or later, one or two religions tend to spread to all the civilizations on a continent. This makes sense when dealing with religions per se on a normal civ game, but it seems a bit odd when tree-hugging undead come marching at you, plus now that the religions actually have tangible differences, it makes warfare blander than it could be if you're fighting 4 other civs with the exact same units and magic.

Are there any plans to make the "religions" connected to various civilizations a bit more to avoid this?
 
taelrak said:
Hey Kael, great mod! I've always wanted to play a MoM type game on the civ4 interface.

BTW, I've noticed that sooner or later, one or two religions tend to spread to all the civilizations on a continent. This makes sense when dealing with religions per se on a normal civ game, but it seems a bit odd when tree-hugging undead come marching at you, plus now that the religions actually have tangible differences, it makes warfare blander than it could be if you're fighting 4 other civs with the exact same units and magic.

Are there any plans to make the "religions" connected to various civilizations a bit more to avoid this?

Yes, I hope to have both civs and religions have alignments. They will tend to go with each other such that and evil civ will prefer and evil religion. But it's not fixed, and it is entirely possible that you could have orcs worshipping the order. Just not as likely as them following the veil or overlords.
 
aomething instresting i noticed the comp never seems to advice making spell techs too me is this jsut who im playing or is it a normal thing does the AI never build spell units till they get where they want?
 
ChaoticWanderer said:
aomething instresting i noticed the comp never seems to advice making spell techs too me is this jsut who im playing or is it a normal thing does the AI never build spell units till they get where they want?

It depends on the civ, the onces that prefer science will be more apt to build mages.
 
Hi

What can I say, whaling boats have completely defeated ME!

I just cannot workout how too get them!!! I'm probably missing the obvious... AGAIN!

I assume WHEN got they can enter ocean squares?

Silly question I know but after several games I still have not worked out how to get them.

Help please


Thanks Hully
 
Hully said:
Hi

What can I say, whaling boats have completely defeated ME!

I just cannot workout how too get them!!! I'm probably missing the obvious... AGAIN!

I assume WHEN got they can enter ocean squares?

Silly question I know but after several games I still have not worked out how to get them.

Help please


Thanks Hully

Whaling boats are an improvement you can build with a Workboat. You have to have the workboat and the whales resource in the tile to build it.
 
I am moving this weekend so I won't be around. I will catch up with all of you on Monday or Tuesday. Have fun!
 
Whalboats....

ok, so I can build workboats but the whales are in a ocean square which the workboat cannot enter?

So... if the whales are in an ocean square you cannot build a whalboat is that correct?

Sorry, I know this is probably obvious!!!


Thanks Hully.
 
Hully said:
Whalboats....

ok, so I can build workboats but the whales are in a ocean square which the workboat cannot enter?

So... if the whales are in an ocean square you cannot build a whalboat is that correct?

Sorry, I know this is probably obvious!!!


Thanks Hully.

Dear Hully,

you need the technology "sailing" to use the whale ressource. Fishing per se is not enough. After you discovered sailing you should be able to access a whale spot just like a fish spot.

(edit) Unless of course for some excotic reason it is placed outside a workboats range... But I have not seen this in my games before.
 
I made some thought about werewolves. I like their concepts, but they should be something more... unique and special. So I have few proposals (For phase 2, I believe)
First of, I think that any race should be able to have them, not only race which builds Halfmorn. How about giving wild wolves lycantrophy promotion, so that any unit which WINS fight against wild wolf has 10% chance that it will be turned into wherewolf. Second, werewolves are wild, uncontrolable beast, and there must be some downside in using them. I would give them +25% attack, -25% defence (Just attach this to their 'werewolf' promotion). Also, if any unit with werewolf promotion enters city, it would construct «Werewolf presence» building (You said that this can be done via 'on move' python command) It would give harsh unhappyines penalty and gold reduction due to their pillaging, and also small chance each turn that city would reduce population by 1-2 and spawn another werewolf (They are attacking civilians after all). Finally you can give them random chance (each turn) that they will pillage tile they are standing on.
Well most of this is for phase 2, but what do you think about ideas?
 
When using the recruits ability is the commander supposed to recruit 3 of the best units available (aka the top tier units currently buildable?).

If so, in my last game the commander recruited horsemen although chariots were available and hunters although Macemen were available. He correctly choose Longbowmen for the ranged but no other ranged was buildable yet. (version 0.95 patched)

If not, nevermind. :blush:
 
TheJopa, interesting idea's. Has anyone ever seen Baron Duin being used by the AI?

How about only one wolf has the virus, which appears when Feral Bonds is researched the unit that kills the wolf becomes Baron Duin. I don't think it would be a good idea if everyone had a chance of getting a werewolf leader.

At the moment I bet the human players make sure they gain the Baron for obvious reasons!

Could be fun defending against the Baron and his hoards.


Hully
 
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