[MOD] Fall from Heaven

Kael said:
My issue with this in general is that I agree with Firaxis's decision that Siege units aren't very useful against units. Given a high withdrawal chnace they would be. Catapults should be used against cities and SOD's.

With 1 combat strength (attacking), they would be rather gimpy against units. An attack would result in them doing next to no damage to the unit they attacked, and then their collateral damage round.

Collateral damage is determined by your barrage strength vs a random unit in the opposing stack's raw strength. You do
10 * (3*A+D)/(3*D+A)
damage to that unit.

Catapults as they stand are "throw away" units (when used against SOD). You attack with them and they die. They proceed to do barrage damage against the units in the stack (by the above formula).

I'm just proposing that you make catapults less throw away, and more "softening up".

Right now Im thinking about a 1 tile range attack with a significant miss chance against each unit in that tile. So for example a catapult could have a 10% chance of doing some damage to each unit in the tile. Upgrades would increase the hit chance or increase the damage.

What do you think?

That is pretty neat. =)

Barrage hits X units. This hits Z*K% units, where Z is the number of units in the stack. So your solution does more damage to larger stacks than to smaller stacks.
 
Yakk said:
Barrage hits X units. This hits Z*K% units, where Z is the number of units in the stack. So your solution does more damage to larger stacks than to smaller stacks.

Yeah, that was the intention, I figure the more people are packed in a finite area the more effective the attack becomes.
 
Bloodington said:
I've been thinking about some ideas for new wonders. I haven't really compiled a list worth posting yet but I did "borrow" one idea that I think would work well.

Based on the Sudocks wonder in the old warhammer mod it would be a port wonder that would do all or some combination of the following:

1. +50% trade income (on top of the harbor).
2. +2 trade routes for the city.
3. An extra hammer and gold piece on any worked water tile for the city.
4. +15% production time on naval units.
5. +2 or 3 exp for naval units produced in the city.
6. A free drydock for the city.
7. Would produce merchant great people points.


I personnaly think the first three would make for a worthwhile wonder for a coastal city, especially one with the seafaring trait.


My posts always get lost in the shuffle, either that or they're not very good :blush: .


In addition to the above idea I thought of a new unit. Call it a "Witch hunter" and start it with magic resistance promotion and maybe +50% against mages, adepts, and summoned units. Make it about STR 8 so it would be useful enough to have around otherwise but it would be very effective against magic type units.

You could even make it capable of stopping the Sabotuer (I forget the exact name of the unit at the moment). Make it a national unit and I think it fits in well with the flavour of the mod. You could even make them religion specific e.g. vary them slightly depending on your state religion.
 
Hi!
May be all these things are already reported, but...

1. Seems like with Guardian of Nature forest/jungle bonuses are recalculated only on civic change - new cities have no happiness bonus until _any_ civic change.

2. Some strange with Military State civic - it gives +XX free support for military units. But it really does nothing to civ's economy - military support is _always_ zero.
Look for
F2 - unit cost - details:
a) Before change to military state:
Unit cost: 21 for 21 units (free support for 39)
Military unit cost: 0 for 27 units (free support for 16)

b) After change to military state:
Unit cost: 21 for 21 units (free support for 39)
Military unit cost: 0 for 3 units (free support for 40)

It's very strange. Or I just do not understand something.

3. When unselectable (due to religion) civic is discovered - advisor suggest to switch. If I agree - I recieve a turn of anarcy and civic resetted to most basic one.. (suppose it is limitations of game, but... may be... )

4. Is it intentional that elven archers starts with Woodsman II _without_ woodsman I? It's looks quite unnatural - normally leveling units can't have such promotion combination. And I was ensured thay have both promotions until look more closely :-/

5. To speak about elven archers - OOs Drowns are a bit overpowered - they are strong (4str), do not require buildings/resources and they are CHEAP - only 60 hammers, while elvens/dwarves costs 90. It leads to possibility of strong drowns rush in early game with OO. Merfolks with few fisheries, Conquest civic and Drowns rule the world =) even without any strategy resources. I suggest to increase the cost of The Drown.
 
Bloodington said:
My posts always get lost in the shuffle, either that or they're not very good :blush: .


In addition to the above idea I thought of a new unit. Call it a "Witch hunter" and start it with magic resistance promotion and maybe +50% against mages, adepts, and summoned units. Make it about STR 8 so it would be useful enough to have around otherwise but it would be very effective against magic type units.

You could even make it capable of stopping the Sabotuer (I forget the exact name of the unit at the moment). Make it a national unit and I think it fits in well with the flavour of the mod. You could even make them religion specific e.g. vary them slightly depending on your state religion.

The thing that was missing from your first suggestion was flavor, it had function, but no real color. I think this suggestion has both. Im going to add it to the design docs for phase 2.
 
miracle said:
Hi!
May be all these things are already reported, but...

1. Seems like with Guardian of Nature forest/jungle bonuses are recalculated only on civic change - new cities have no happiness bonus until _any_ civic change.

Yeah i wish these would recalc more frequently but its an engine thing.

2. Some strange with Military State civic - it gives +XX free support for military units. But it really does nothing to civ's economy - military support is _always_ zero.
Look for
F2 - unit cost - details:
a) Before change to military state:
Unit cost: 21 for 21 units (free support for 39)
Military unit cost: 0 for 27 units (free support for 16)

b) After change to military state:
Unit cost: 21 for 21 units (free support for 39)
Military unit cost: 0 for 3 units (free support for 40)

It's very strange. Or I just do not understand something.

Im not sure about this one. I assumed that the civic wouldnt be worthwile unless you had a large army.

3. When unselectable (due to religion) civic is discovered - advisor suggest to switch. If I agree - I recieve a turn of anarcy and civic resetted to most basic one.. (suppose it is limitations of game, but... may be... )

The popup for this should say that the religion is required to do it. I wish I could block it more than that but thats all i have been able to do so far.

4. Is it intentional that elven archers starts win Woodsman II _without_ woodsman I? It's looks quite unnatural - normally leveling units can't have such promotion combination. And I was ensured thay have both promotions until look more closely :-//

Yeap, thats intentional.

5. To speak about elven archers - OOs Drowns are a bit overpowered - they are strong (4str), do not require buildings/resources and they are CHEAP - only 60 hammers, while elvens/dwarves costs 90. It leads to possibility of strong drowns rush in early game with OO. Merfolks with few fisheries, Conquest civic and Drowns rule the world =) even without any strategy resources. I suggest to increase the cost of The Drown.

The drown's cost has been increased to 90 in 1.0.
 
kael, I have some ideas for a spin off mod based on what you have created. (it is awsome, the only reason I play civ anymore actually) Do you have any suggestions where to look for tutorials for a novice mod builder to get started tweeking what you have created. Mostly I want to edit units, religions(mostly just the names) and civilizations(again the name and leaders) to fit a campaign world (a little bit of tech modification too, but not much) that is more racially aligned.
Thanks for any help
 
JazzD said:
kael, I have some ideas for a spin off mod based on what you have created. (it is awsome, the only reason I play civ anymore actually) Do you have any suggestions where to look for tutorials for a novice mod builder to get started tweeking what you have created. Mostly I want to edit units, religions(mostly just the names) and civilizations(again the name and leaders) to fit a campaign world (a little bit of tech modification too, but not much) that is more racially aligned.
Thanks for any help

The tutorials forum would be your bet at: http://forums.civfanatics.com/forumdisplay.php?f=177. But there is no replacement for time spent just trying stuff out with the files. Changing names is pretty easy so its a good place to start.
 
Furin said:
Correct. The Genesis wonder description does only say "+1 health in all cities" but actually it upgrades all tiles in your cultural borders 1 step to grassland (and pops some sweet forests in all the rush cut wastes). Combine that with a druid and you get some phat grassland floodlands.

I love Genesis! :goodjob:

Makes me think of an opposite druid unit, a veil or demoniac unit who can modify terrain in enemy country but the opposite way a druid does (1 step to desert in 3 turns). You could lay waste to the enemy lands, poison their wells, slaughter their cattle and burn their grannies bwahaahaha...

Sorry got carried away...

I will have to see if one of my cities was working on Genesis...

I though the description for Genesis said +1 Population in all cities?
 
You folks must've thought of this already, but because of the large numbers of limited-quantity units and prerequisite buildings, I've found myself wishing for an advisor screen that'd show which cities can field which units. A pity I can't mod.
 
Kael said:
Im not sure about this one. I assumed that the civic wouldnt be worthwile unless you had a large army.

Nope - when I had big army near the end of last game, it all was the same...
 
FFH should be burnt to disk and sold as a CIV IV expansion, it is so good. Kudos of the highest calibre to all that have worked on it.

i tried this technique of a large map with a few civs turned off, then turned on the raging Barbarians, it was insaine. It took a few tries to win but I got the domination victory, I counted ion one turn no less than 17 barbarians attacking one city! let alone what was happening in all of the other cities.

I think I found a bug last night, my fire elemental killed the person with the artifact axe, i forget the name, and the axe changed hands, the elemntal unsummoned at the end of turn and the axe was gone form the game.

BTW is there more artifacts planned for version 1.0? would you like suggestions on this?

Praise the octopus Overlords, or feel my heel on your head. :D
 
hussar said:
FFH should be burnt to disk and sold as a CIV IV expansion, it is so good. Kudos of the highest calibre to all that have worked on it.

i tried this technique of a large map with a few civs turned off, then turned on the raging Barbarians, it was insaine. It took a few tries to win but I got the domination victory, I counted ion one turn no less than 17 barbarians attacking one city! let alone what was happening in all of the other cities.

I think I found a bug last night, my fire elemental killed the person with the artifact axe, i forget the name, and the axe changed hands, the elemntal unsummoned at the end of turn and the axe was gone form the game.

BTW is there more artifacts planned for version 1.0? would you like suggestions on this?

Praise the octopus Overlords, or feel my heel on your head. :D

Yeah elementals tend to take Orthus's Axe with them when they leave. There won't be any new artifacts in 1.0. But we are going to try to add a new class of objects, "Equipment" in phase 2. It will act like Orthus's Axe but it will be able to be picked up, dropped, and traded between units. So when that elemental unsummons it will drop the axe where it was.

Orthus's axe was really get a test for the equipment concept. I wouldn't expect to ever see tons of equipment, but we hope to use it for rare, powerful magic items.
 
Hi Kael just started playing this awesome mod can't see me going back to vanilla civ after this I did hit one bug though not sure if it's known or not but hotseat team game always caused me a crash on startup.

Any kind soul out there care to tell me how to explore ancient temples? The survial tech said I could explore them but I have no idea how I am sure it is simple but I just can't see it.

Any thanks for the time you spent on this mod Kael those barbarians are a real blast got the fright of my life when we first saw the giants.
 
Sobsob said:
Hi Kael just started playing this awesome mod can't see me going back to vanilla civ after this I did hit one bug though not sure if it's known or not but hotseat team game always caused me a crash on startup.

Any kind soul out there care to tell me how to explore ancient temples? The survial tech said I could explore them but I have no idea how I am sure it is simple but I just can't see it.

Any thanks for the time you spent on this mod Kael those barbarians are a real blast got the fright of my life when we first saw the giants.

Glad you enjoy the mod, its definitly a team effort.

You need a Worker, Hunter, Ranger, Druid or Beastmaster to explore a temple. If the temple is in a jungle you may need a worker to clear the jungle before you can explore it.

Check out the following utility for playing mods in hotseat: http://forums.civfanatics.com/showthread.php?t=153759
 
Wow super fast reply not sure how you have time to make such an extensive mod and read the forum nevermind reply to posts.

Dam I tried a warrior on the temple then thought maybe I need a scout so I made one of those and all it needed was a worker.
 
this map is really good, but there are some things that i wish to see.

-Custom Models
-Custom Era's
-Custom Music (not just the intro song)
-Custom Tiles
-Custom Map or two
-Custom Wonders (with pictures or movie)

It be great if you just add those into this great mod, we all love this mod if you improve it with these things.
 
He has some custom wonders. =)

Some folk are working on a "Randland" (from The Wheel of Time books) map and others a "forgotten realms" AD&D map with the civs all set up.

My favourate, for the fantasy feel, is doing:
Highland
Ridges
Thin mountains
Oceans
Huge
Raging barbarians (hehehe)

You end up with a map that varies from arctic on one side to tropical on the other, large "vallies" with mountains and mountain passes between them, and oceans scattered here and there on the map. Boats are often useful to "shortcut" your way over a long bay, but most areas are reachable with land units.

The large amount of land area means that even with normal density of players, there is lots of room for barbarians to pillage. In the ancient eras, the various civilizations will be hard pressed to keep the barbarians from winning, so a "pre-history" game victory is very unlikely. Have scouts and hardpoints far from your civilization to see incoming barbarian armies, build your cities in highly defendable locations, and watch out for the 100+ unit barbarian horde that will develop.

Enjoy. =)
 
Yakk said:
He has some custom wonders. =)

Some folk are working on a "Randland" (from The Wheel of Time books) map and others a "forgotten realms" AD&D map with the civs all set up.

My favourate, for the fantasy feel, is doing:
Highland
Ridges
Thin mountains
Oceans
Huge
Raging barbarians (hehehe)

You end up with a map that varies from arctic on one side to tropical on the other, large "vallies" with mountains and mountain passes between them, and oceans scattered here and there on the map. Boats are often useful to "shortcut" your way over a long bay, but most areas are reachable with land units.

The large amount of land area means that even with normal density of players, there is lots of room for barbarians to pillage. In the ancient eras, the various civilizations will be hard pressed to keep the barbarians from winning, so a "pre-history" game victory is very unlikely. Have scouts and hardpoints far from your civilization to see incoming barbarian armies, build your cities in highly defendable locations, and watch out for the 100+ unit barbarian horde that will develop.

Enjoy. =)

100 plus wow Im having fun with trying to keep the normal barbs away am I right in thinking the barbs often kill ai civs on raging?
 
darkedone02 said:
this map is really good, but there are some things that i wish to see.

-Custom Models

1.0 have 3 custom unit models (thanks Rabbit!) and 1 custom building (Thanks C.Roland!), but more would definitly be better.

-Custom Era's

There are already 5 custom eras in the game, they aren't used for the same thing they are in vanilla civ (to mark technical progression) but to give the religions distinct looks and soundtracks.

-Custom Music (not just the intro song)

There is about 70 meg of music in the game outside of the opening menu theme.

-Custom Tiles

All of the tile art has been replaced, we are working on more land types for Phase 2.

-Custom Map or two

Im hoping the community does this part. Id rather concentrate on making the mod and let other create scenerios and maps. That said I do have scenerios planned but they wont be coming until the end of phase 2 (because I need all the stuff in phase 2 to make the scnerios).

-Custom Wonders (with pictures or movie)

It be great if you just add those into this great mod, we all love this mod if you improve it with these things.

There are a ton of new wonders in the mod already. The few orgional ones that are still left have been removed in phase 2. I doubt we will make movies for the wonders, just because that is so time consuming, id rather spend that time making new content rather than detailing an existing object to that level.
 
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