[MOD] Fall from Heaven

Having a werewolf leader for every civ isn't the only way to let every civ have werewolves- I think in 2.0 the lowest type of werewolf will be classed as an animal so it can be captured by any civ, then you can make your own hoard (don't take my word on this though)
 
Furin said:
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:


You need the building allowing the upgraded units, e.g. you need a barracks for macemen.

You need the buildings to upgrade units with gold also.
 
I must admit in my dozen or so games I have yet to see any AI civ make Baron Halfmoon, mind you I do get him as quickly as I can without rushing.

It would make sense to me that there should be a downside to werewolves, although I think the suggestions made are maybe a bit too nasty. Certainly a chance if a werewolf is in a city it it becomes infected, -2 health -1 happiness say, (cured with a high priest or inquisitor), and a chance if it is outside a city or empire that it will turn barbarian. This is enough to make you cautious about having lots of them, but not enough to stop you using them.
 
Im not saying this mod is incomplete im not been disrespectetful i propaly im nit picking but have you UUs planned for the next update?
 
Wei-Yan said:
Im not saying this mod is incomplete im not been disrespectetful i propaly im nit picking but have you UUs planned for the next update?

I believe they are planned, the current races are just stop gaps I think.
 
there are certainly more religion specific units planned, and a few more religions I believe, but not until after 1.0
 
Nephilimn said:
You need the building allowing the upgraded units, e.g. you need a barracks for macemen.

You need the buildings to upgrade units with gold also.

The building was there, I could upgrade the units manually in the same turn. Thus my question if it is intended to spawn the lowest tier units (to be manually upgraded as see fit) or the highest possible ones (to make better use for the loss of a great person).

One more question. Will it be possible to add great commanders as specialist to a city in 1.0 (or later?)
 
This mod, so far, is fantastic. I am really impressed with the amount of work put into it so far...and all for free.

I'd like to say, however, that after playing for several hours, I have realized that the best way to completely destroy the ai is simply to rush to conjurors and attack everything in sight with them. They are completely unstoppable. A stack of 4 to 6 of them is like having a stack of swordsman that NEVER DIE. It's just sick. And as the ball gets rolling, eventually I'll have dozens of them running all over, and the computer has no chance. Oh, and as if that's not enough, I will make sure I have one unit with haste so that they can destroy everything twice as fast, and for extra craziness I will sometimes summon the elementals first, THEN haste... so the elementals can now move 3 even.

Something has to be done... for starters, at least make conjurors strength 1. At the very least, now I'm forced to make a couple defensive units to stack with them. They also need some sort of counter, perhaps some sort of unit that not only gets a bonus vs. fire elementals, but also damages the conjuror with the same amount of damage it does to the elemental or something. Maybe even just make the elementals themselves weaker instead, like maybe 4 instead of 6.

I haven't tested this out extensively yet, but my initial assesment is that elementals are just insane.
 
This is an idea: I am kind of tired of every square on the board being covered by roads... that said. Perhaps give roads a negative effect maybe to food.. you would have to compensate by making farms more productive.. but then theirs the AI's ability to handle something this dramatic.

On another note the temples of Kilimorph give 3 gold and are one of 2 gold producing buildings until curency making that path for humans rather easy.

The collesium is a rather worthless build at one happy face unless I miss something maybe have it give a gold for added commerce it would draw for the city? I never built one so maybe it has other effects I missed.

Been having alot of fun with this build of this mod.
 
Why would you be surprised to see roads covering every tile? Ever looked at a roadmap? Even towns of 30 people located way out in the middle of nowhere have roads leading to them.
 
Speaking of roads: Kael should definitely add 1 or 2 more techs which speed up movement along roads- because railroads are no longer available.

@ Twistedsaint: Kael is rewritting way the spells work- instead promotions and terrain improvements, they will be commands (like spy abilities or GP abilities) So that gives new possibilities: Spells could cost money or some mana resource to cast...

@ Cordas: Yes, there should be chance that werevolves could turn barbarian. And AI would probably understand this- whether he fortifies them in cities or keeps them on fields, it isn't wrong choice. But I would rather make them dissapear instead of making them barbarians- Having Greater Werewolf going wild while on offensive could screw you up badly (but then it's somewhat realistic). Or giving them chance to go wild only while in friendly territory, not when attacking enemy?
 
TheJopa said:
Speaking of roads: Kael should definitely add 1 or 2 more techs which speed up movement along roads- because railroads are no longer available.

You could replace railroads with laylines.

@ Cordas: Yes, there should be chance that werevolves could turn barbarian. And AI would probably understand this- whether he fortifies them in cities or keeps them on fields, it isn't wrong choice. But I would rather make them dissapear instead of making them barbarians- Having Greater Werewolf going wild while on offensive could screw you up badly (but then it's somewhat realistic). Or giving them chance to go wild only while in friendly territory, not when attacking enemy?

I think having them turn in combat would make more sense, after all that sated bloodlust... I would exclude Baron Halfmoon from turning barbarian, he should as a specail character stay loyal to the civ that created him. I think it might be an idea to lower the chances of a werewolf being created (certainly by lesser beasts).

I would also give a victorious unit over a werewolf to become a were unit. i.e. Maceman defeats werewolf - 10% chance the Maceman is infected and becomes wereMaceman and is now unable to follow the normal upgrade path but can become a more powerful Blooded WereMaceman with +2 strength and then a greater weremaceman +4 strength. You could just make the victorious unit become a werewolf, but this might be a bit harsh to have your level 15 Maceman or Warelephant turned into a lowly werewolf after a victorious battle.

This would allow the were's to be accessible to every civ.
 
TheJopa said:
@ Twistedsaint: Kael is rewritting way the spells work- instead promotions and terrain improvements, they will be commands (like spy abilities or GP abilities) So that gives new possibilities: Spells could cost money or some mana resource to cast...

Spell casters and the spells do need to be toned down just a little, I would make basic spellcasters str 2 max, and the more powerfull ones str 4. I also think that it might make spells a little less powerfull if they where reduced to being only able to see the square they where in, and if they where unable to pillage. and the effects where imune to haste as that is just a bit to cheesy.
 
Wow... I've been playing this mod for a day now... Just wanted to say it is unbelievable, I swear the fundamental gameplay beats the original... I had prepared a whole brief on how there should be buildings to build specific units and allow unit advancements, and BAM there it is in this mod... I'm so happy I could cry :D

Something I had thought of in my proposal

- Wonders that create advanced weapondry in the form of a resource
- Specialiced workers (and the guilds that they require) that build cobblestone roads or specific improvements

Also check out and see if you can borrow some alterations made with Sevomod namely the sevopedia, the enhanced military screen (he borrowed too I think) and the unit icon which displays activity and health bars.

Argh people have arrived to make drink!!! great mod!!!
 
need to fix the hunter view somehow LOL they look like scouts and i got a city taken by one because i moved my hunter out of the town and left jsut a newbie warrior. the hunter looked like a abrbarian scout how was i too know it was a barbarian hunter LOL of the two the scout and warrior approching the hunter took off after the warrior then the hunter stole the newly won city Grrrrrrrr
 
Webrider said:
The collesium is a rather worthless build at one happy face unless I miss something maybe have it give a gold for added commerce it would draw for the city? I never built one so maybe it has other effects I missed.

They give 2 xp to melee units build in the cities.
 
Cykodelik said:
Wow... I've been playing this mod for a day now... Just wanted to say it is unbelievable, I swear the fundamental gameplay beats the original... I had prepared a whole brief on how there should be buildings to build specific units and allow unit advancements, and BAM there it is in this mod... I'm so happy I could cry :D

Something I had thought of in my proposal

- Wonders that create advanced weapondry in the form of a resource
- Specialiced workers (and the guilds that they require) that build cobblestone roads or specific improvements

Also check out and see if you can borrow some alterations made with Sevomod namely the sevopedia, the enhanced military screen (he borrowed too I think) and the unit icon which displays activity and health bars.

Argh people have arrived to make drink!!! great mod!!!


I love the specialized worker idea.
 
Cykodelik said:
- Wonders that create advanced weapondry in the form of a resource
- Specialiced workers (and the guilds that they require) that build cobblestone roads or specific improvements

Not sure about wonders creating specailist weapons as it tends to be the "best" civs that build wonders, and the last thing they need is unique and better units. If you where to do this it would need to be carefully tailored to avoid damaging game balance.

As for the specailised workers, GREAT idea. The ability to upgrade workers to fast workers, or road builders would be cool :).
 
How can I play this mod in multiplayer (Hot Seat or LAN)?
I am able to choose the settings, but when I click at <LAUNCH!> it crashes to desktop. Can anybody help me?
 
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