[MOD] Fall from Heaven

Holger said:
The second is a bit more serious. Poor, poor naval units with Immortal promotion from Blood of the Phoenix which have suffered defeat during battle and their stupid owner (I'm talking about myself) established his capital city in a middle of green pastures with not a single drop of salt water around... I think their captains are drinking themselves to death out of despair :(

hehe, ya - that is a funny one!
 
BTW has civ fanatics ever considered just giving you your own forum? That way we can have a full fall for heaven forum and have it divied up into seperate subforums, one for bugs, another for suggestions, etc.... I think they should for mods like yours,, especially when its approaching 200 pages of posts.
 
No idea if this has been brought up at all but something I found very distracting is the culture border/name colors not matching the flags at all. Gets very confusing when somebody elses flags match my culture borders very closely :) I havent played enough of this yet to see all the civs (somehow both of my random starts made me Sshrathi, with a different leader each time, and I've seen the 'ancients' in both games too) but of the ones I have seen:

Orcs need a yellow or golden color. The current Sshrathi color matches their flag pretty much perfectly.

The Sshrathi should have a red (or a black, but I am not sure if there is any black besides barbarian black available). The current Orc color would match pretty decently.

Centaurs would do well with a royal blue or perhaps white. Like the French in regular c4.

the tigrans already match well. I haven't noticed any problem with the ancients but I havent' seen a lot of their units (and never when I was paying attention!)


There's another problem with the ancients which I don't know if it can be easily or conveniently addressed (unless you just happen to have a replacement term in mind.) or if it is even worth it. But when she offered me a deal, she said, "Can Ancient tempt you..." which is not good grammar. :)
 
I just registered to tell you what an awesome job you did with this mod. All those innovative ideas… for example, capturing animals.... just awesome!

However I have an idea for the next phase of your mod: Currently you have a number of races, which you distinguish between good, evil or neutral. (Dwarves, Elves) That often leads to games were Wood-Elves and Dark-Elves or Chaos-Clans ally together. At least from the role-playing aspect, that's wired.

My idea is to implement only the base races (Men, Dwarvs, Elevs, Cats, Spiders etc.) in the beginning of the game. Then let players through research and civics decide whether they become evil, good or neutral. Maybe this can be done with a unique tech tree which leads to specific civics and religions, appropriate to their chosen path. Then these civics can be marked in a way that for instance listening to the gods of Chaos gives a severe diplomacy penalty for diplomacy with Civilisations praising the goods of order.

I hope you get my idea. If it is not possible programming wise or you chose a different design, don't bother. Other than this, keep up your good work.

Via
 
naf4ever said:
BTW has civ fanatics ever considered just giving you your own forum? That way we can have a full fall for heaven forum and have it divied up into seperate subforums, one for bugs, another for suggestions, etc.... I think they should for mods like yours,, especially when its approaching 200 pages of posts.

I second this motion. Fall From Heaven really does deserve its own forum, 200 pages is just to much to back reference and try and keep track of.

It would be great to have different threads for new ideas, game balancing issues, bug reporting / fixing, general ffh related chat and maybe more topics.
 
Viaschivan said:
I just registered to tell you what an awesome job you did with this mod. All those innovative ideas… for example, capturing animals.... just awesome!

However I have an idea for the next phase of your mod: Currently you have a number of races, which you distinguish between good, evil or neutral. (Dwarves, Elves) That often leads to games were Wood-Elves and Dark-Elves or Chaos-Clans ally together. At least from the role-playing aspect, that's wired.

My idea is to implement only the base races (Men, Dwarvs, Elevs, Cats, Spiders etc.) in the beginning of the game. Then let players through research and civics decide whether they become evil, good or neutral. Maybe this can be done with a unique tech tree which leads to specific civics and religions, appropriate to their chosen path. Then these civics can be marked in a way that for instance listening to the gods of Chaos gives a severe diplomacy penalty for diplomacy with Civilisations praising the goods of order.

I hope you get my idea. If it is not possible programming wise or you chose a different design, don't bother. Other than this, keep up your good work.

Via

I think your idea is a perfect one, hope Kael can make this kind of mod on v2.0. I think if Kael can make this, it could be candidate for game of the year... :goodjob:
 
Viaschivan said:
I just registered to tell you what an awesome job you did with this mod. All those innovative ideas… for example, capturing animals.... just awesome!

However I have an idea for the next phase of your mod: Currently you have a number of races, which you distinguish between good, evil or neutral. (Dwarves, Elves) That often leads to games were Wood-Elves and Dark-Elves or Chaos-Clans ally together. At least from the role-playing aspect, that's wired.

My idea is to implement only the base races (Men, Dwarvs, Elevs, Cats, Spiders etc.) in the beginning of the game. Then let players through research and civics decide whether they become evil, good or neutral. Maybe this can be done with a unique tech tree which leads to specific civics and religions, appropriate to their chosen path. Then these civics can be marked in a way that for instance listening to the gods of Chaos gives a severe diplomacy penalty for diplomacy with Civilisations praising the goods of order.

I hope you get my idea. If it is not possible programming wise or you chose a different design, don't bother. Other than this, keep up your good work.

Via

The plan is similiar to what you say. There are 21 civs in phase 2, 7 good, 7 neutral and 7 evil. These alignments effect relationships toward each other just like you say. However, the alignments are not fixed. It is possible that the dark elves could turn good and start following the order. Its just not as likely as some of the good civs.

This was the major reason civs were pushed to phase 2, there is a lot we want to do with them that doesn't exist in the current diplomacy system.
 
naf4ever said:
BTW has civ fanatics ever considered just giving you your own forum? That way we can have a full fall for heaven forum and have it divied up into seperate subforums, one for bugs, another for suggestions, etc.... I think they should for mods like yours,, especially when its approaching 200 pages of posts.

Yes. Phase 2 already has its own forum but its private right now, just for the team to work and share ideas. When the first version of phase 2 releases that forum will go public and you will get to read as much as you want about what went into making phase 2, post in threads specific for bug reporting and feedback, and create new threads.
 
azzacanth said:
No idea if this has been brought up at all but something I found very distracting is the culture border/name colors not matching the flags at all. Gets very confusing when somebody elses flags match my culture borders very closely :) I havent played enough of this yet to see all the civs (somehow both of my random starts made me Sshrathi, with a different leader each time, and I've seen the 'ancients' in both games too) but of the ones I have seen:

Orcs need a yellow or golden color. The current Sshrathi color matches their flag pretty much perfectly.

The Sshrathi should have a red (or a black, but I am not sure if there is any black besides barbarian black available). The current Orc color would match pretty decently.

Centaurs would do well with a royal blue or perhaps white. Like the French in regular c4.

the tigrans already match well. I haven't noticed any problem with the ancients but I havent' seen a lot of their units (and never when I was paying attention!)


There's another problem with the ancients which I don't know if it can be easily or conveniently addressed (unless you just happen to have a replacement term in mind.) or if it is even worth it. But when she offered me a deal, she said, "Can Ancient tempt you..." which is not good grammar. :)

Let me see what I can do to get the fags closer to the civ color.
 
Holger said:
I've just noticed two little things today, nothing big, but maybe you will want to fix it, Kael.

The first is pure cosmetics - units starting with free promotions (like elf archer's Woodsman II or dwarf soldier's Guerilla II) still have lower level ones available for them at leveling up (like Woodsman I and Guerilla I in that example). Icons are just hanging there, blinking and trying to look friendly, but only taking precious screen space...

The promotions add together so these rank 1 promotions are still valuable.

The second is a bit more serious. Poor, poor naval units with Immortal promotion from Blood of the Phoenix which have suffered defeat during battle and their stupid owner (I'm talking about myself) established his capital city in a middle of green pastures with not a single drop of salt water around... I think their captains are drinking themselves to death out of despair :(

K, ill sink boats reborn in cities.
 
miracle said:
AI, on other hand, "use" it very bad - there was situations, when AI-controlled mage cast fireball ito my stack, then attack this stack himself (hoping for collateral damage, I suppose - it still have this flag in XML config)

(bolding by me)

Kael, I think you missed this - it reminded me that I had seen the same thing: the AI uses spellcasters as if they still had the collateral damage you gave them in earlier versions.
Time and again the AI has throwns Adepts and even Mages away against my stack - fine if they had collateral damage, but absolutely wasted now.

I know nothing about XML programming, but if its just a flag, maybe this would be an easy fix for you?
 
Dragonlord said:
(bolding by me)

Kael, I think you missed this - it reminded me that I had seen the same thing: the AI uses spellcasters as if they still had the collateral damage you gave them in earlier versions.
Time and again the AI has throwns Adepts and even Mages away against my stack - fine if they had collateral damage, but absolutely wasted now.

I know nothing about XML programming, but if its just a flag, maybe this would be an easy fix for you?

I noticed it and it is fixed in 1.0.
 
Zuul said:
Heh that did sound funny.

Oops, I would just like to say that Im in England at the moment so technically if this was a freudian slip of any sort, then I must have been referring to cigarettes.
 
I just downloaded your mod, awesome work! Im have a problem with it though. At the beginning of the game, my units can take their normal turn but on their second turn and every turn after that they start with 0 movement. I have also created a unit in a city and once he took his first turn he started with 0 movement on his second turn and every turn thereafter. Any ideas why this is happening
As you can see, the warrior starts with 0/-39 turns for some reason:
View attachment Warrior Error.bmp
 
MattJek said:
I just downloaded your mod, awesome work! Im have a problem with it though. At the beginning of the game, my units can take their normal turn but on their second turn and every turn after that they start with 0 movement. I have also created a unit in a city and once he took his first turn he started with 0 movement on his second turn and every turn thereafter. Any ideas why this is happening
As you can see, the warrior starts with 0/-39 turns for some reason:
View attachment 118123

This is caused by having non-compatible files in your 'CustomAssets' directory. Rename your 'CustomAssets' directory to 'CustomAssets.old' and restart your game and it should be fixed. The game will create a new empty CustomAssets directory when it begins.
 
I started in the renaissance and was given 3 Baron Druins from the start :crazyeye: Other civs only had druids

Vanilla Civ does not let you build certain wonders in cities built after a certain era so that you don't have every single wonder available to you from the start if you begin in another era.

There are options 'systems use' in the era selection thingy
 
kevjm said:
I started in the renaissance and was given 3 Baron Druins from the start :crazyeye: Other civs only had druids

Yeah I noticed this too, there really isnt to much I can do about it now. Its firaxis's script that starts the eras and it picks the best unit available to the civ, which ends up being duin and it doesnt pay any attention to the fact that he is a world unit.

Vanilla Civ does not let you build certain wonders in cities built after a certain era so that you don't have every single wonder available to you from the start if you begin in another era.

There are options 'systems use' in the era selection thingy

The system use eras are ones I made (well.. actually Chalid made them) for the mod. They aren't intended to be used as starting eras. I removed them from the worldbuilder menus but I havent been able to modify the main menu to take them off of there. I will take them off if i can figure out a way to do it.
 
How is it with a special promotion wind mastery (available with 'Commune with Nature', +2 Moves or more!?) to speed up the navals. Playing big and huge worlds is a little frustrating with 4 up to 6 moves.

Great Mod indeed, thanks.
 
DanoDavid said:
How is it with a special promotion wind mastery (available with 'Commune with Nature', +2 Moves or more!?) to speed up the navals. Playing big and huge worlds is a little frustrating with 4 up to 6 moves.

Great Mod indeed, thanks.

Yeah, the real problem is that there are no late game ships. I added the Queen of the Line in .95 to help with this, but there needs to be a better naval selection in the mod. We are working on it for 2.0.
 
Back
Top Bottom