[MOD] Fall from Heaven

Maarak said:
My post seems to have gotten lost in the shuffle.

[edited for spelling]

I will turn down the fire effect some on Meshabber. As for Meshabber making the other civs declare war on you, I kinda like the way it works now. Its makes Meshabber a little more strategic, which he should be, hes a useful guy.
 
I have no issue with making him declare war, I just wanted to make sure it was intentional. I'm not a fan of using exploits to win.

Thanks turning down the fire effects.
 
While we're on the subject of diplomacy, perhaps AI should value their cities more? Since techs cost more in FFH, desperate AI's will offer cities while declining techs.

Also, here's a fun moment I have to share: After having my orcs found fellowship of the leaves, what was my first act? Wipe the Ancients of the forrest off the map, of course! Their leader should have said: "You don't really GET nature, do you?"
 
This mod is wonderful, and just about the only one I play. Just won a religious victory, but I haven't ventured further than Chieftain yet. I love all of the Lovecraft references (Octopus Overlords religion, Necronomicon building, Nylarat being a great person); as you can see by the screen name, I'm a huge fan :lol: However, I found myself wanting more/different victory options. It would definitely improve the game..

Well, keep up the good work!
 
Question about hell, will hell be on the same map, or will it be on a separate map? Is it possible to have more than one map?
 
MrC said:
Question about hell, will hell be on the same map, or will it be on a separate map? Is it possible to have more than one map?

Hell is currently scheduled for "Fire" (the 2nd release of phase 2). All that has been done so far is art and design talk. The plan is for it to be a seperate map, but we haven't even started to tackle the technical challenges of doing that yet.
 
Nylarathotep said:
This mod is wonderful, and just about the only one I play. Just won a religious victory, but I haven't ventured further than Chieftain yet. I love all of the Lovecraft references (Octopus Overlords religion, Necronomicon building, Nylarat being a great person); as you can see by the screen name, I'm a huge fan :lol: However, I found myself wanting more/different victory options. It would definitely improve the game..

Well, keep up the good work!

At one point when I was making my D&D game world I sat down with a encyclopedia of Cthulu and began tearing through it stealing people, places and concepts. It was a close match for the theme of the world I was building. A lot of those reference made it through to the mod.

Octopus Overlords is actually a homage to one of my favorite websites, its the only religion that didn't exist in my D&D game and doesnt fit as neatly in the metagame design as the others because of it.
 
Hmmm... I saw the announcement of the Warlords Expansion Pack and immediately jumped to the conclusion that this might be the 'event' you're waiting for to release 1.0.... guess not, huh? :sad:

So I guess there still is a patch in the works at Firaxis... don't bother to not comment .. :D
 
Dragonlord said:
Hmmm... I saw the announcement of the Warlords Expansion Pack and immediately jumped to the conclusion that this might be the 'event' you're waiting for to release 1.0.... guess not, huh? :sad:

So I guess there still is a patch in the works at Firaxis... don't bother to not comment .. :D

Nope, announcement of the expansion isn't it. :(
 
Saw this on the thread for the Expansion:

"No, it (the patch) was just sent to Take 2 this past week or so after being beta tested by a group of people selected by Firaxis."

Now, just who would Firaxis select for beta testing... after giving such a (well-deserved) ringing endorsement for this mod.. we wonders, yes, we wonders, precioussss...:D
 
Dragonlord said:
Saw this on the thread for the Expansion:

"No, it (the patch) was just sent to Take 2 this past week or so after being beta tested by a group of people selected by Firaxis."

Now, just who would Firaxis select for beta testing... after giving such a (well-deserved) ringing endorsement for this mod.. we wonders, yes, we wonders, precioussss...:D

*cough* *cough* *cough* :mischief:
 
hmmm... me thinks take2 is enamored with you kael. nice to know you have fans in high places and all that jazz ain't it?
 
Any chance of more emphasis on nautical units and such, likemore promotions for ships than just the plain vanilla Civ 4 ones, perhaps adding magic promotions (spell casting), capture other ships (for privateers), etc.?

How about barbarian monsters/animals (i.e. giant squids, sea dragons, etc.), especially if they could be captured like lions, tigers, bears, wolves, & panthers.

Thanks for a great Mod.
 
edboltz said:
Any chance of more emphasis on nautical units and such, likemore promotions for ships than just the plain vanilla Civ 4 ones, perhaps adding magic promotions (spell casting), capture other ships (for privateers), etc.?

How about barbarian monsters/animals (i.e. giant squids, sea dragons, etc.), especially if they could be captured like lions, tigers, bears, wolves, & panthers.

Thanks for a great Mod.

I would love to have the sea monsters but the models havent been made (yet). But there is a new ship coming in 1.0 called the Arcane Barge that shoots fireballs. Also in 1.0 mages and archmages on ships can cast spells and fireball and meteor swarm units on other ships or on land. and of coruse the spellcasters on land can shoot fireballs and meteor swarsm out at ships.
 
Kael said:
I would love to have the sea monsters but the models havent been made (yet). But there is a new ship coming in 1.0 called the Arcane Barge that shoots fireballs. Also in 1.0 mages and archmages on ships can cast spells and fireball and meteor swarm units on other ships or on land. and of coruse the spellcasters on land can shoot fireballs and meteor swarsm out at ships.

Are ships (as made of wood) more vunerable to fire? Maybe after a certain tech you can coat your vessels with something fireproof (i think the vikings did this). It would also be cool if later archery units could shoot burning arrows (could work like normal spells from magic units.) Fire attacks could do less damage (because it takes longer to reload - maybe no first strikes) but do it collateral.
 
You may want to look into having units that can capture others, but have the other unit still be somebody elses (not just for animals) let me explain:

A hunter can use a net, and effectively ambush a unit and hold it prisoner. There would be a rather low success chance, so as not to imbalance... and the hunter can only capture units by ambush (of course, I'm 158% sure that you probably wont do this, cause you lik's your hunters the way they iz), which means they would need to have the abiltiy to "hide" this should only be avaliable in forests and jungles and hills (maybe not hills). This turns on invisiblity, but is like fortify in the sense that it goes away if the unit moves. From invisible mode you have many options, you can capture, ambush (higher attack), and cast certain spells (like the illusion spell, hehehe... but not fireball). This could add new gameplay (although the AI would use it like a fish uses a pen).
Some stuff on captured units:

When a hunter (or other unit) takes another unit prisoner, the prisoner must be dragged (similarly to animals) back to a city. From there, the unit can be used for all sorts of things (some a bit unsavory). You could just store the unit in the city, but happiness would go down (unless you have a courthouse, or jail or whatever) I'm not sure what bonus you would want to give, but I'm sure there is some kind. The unit could, with a colloseum, be "expended" for happiness, and some culture as well. You could take the unit to your capital, and then trade it back to the original owner (or one of your allies, hehehe...). Once you have three prisoners in one city, you can build in that city a "prison ship" (unit) or a "jail wagon" (unit) or a ("?") (permanent building). The building would have some kind of positive, while the two units have a different purpose. With the prison ship you can move your prisoners across the water, to different places, and then release them (they then become barbarian, which can help you gain XP). The same with the jail wagon, but on land. I'm not sure, but they could be used for different things as well, right? (it is dark fantasy)

Just a suggestion, I don't know how well it fits into your mod...
 
TheNewSaint said:
You may want to look into having units that can capture others, but have the other unit still be somebody elses (not just for animals) let me explain:

A hunter can use a net, and effectively ambush a unit and hold it prisoner. There would be a rather low success chance, so as not to imbalance... and the hunter can only capture units by ambush (of course, I'm 158% sure that you probably wont do this, cause you lik's your hunters the way they iz), which means they would need to have the abiltiy to "hide" this should only be avaliable in forests and jungles and hills (maybe not hills). This turns on invisiblity, but is like fortify in the sense that it goes away if the unit moves. From invisible mode you have many options, you can capture, ambush (higher attack), and cast certain spells (like the illusion spell, hehehe... but not fireball). This could add new gameplay (although the AI would use it like a fish uses a pen).
Some stuff on captured units:

When a hunter (or other unit) takes another unit prisoner, the prisoner must be dragged (similarly to animals) back to a city. From there, the unit can be used for all sorts of things (some a bit unsavory). You could just store the unit in the city, but happiness would go down (unless you have a courthouse, or jail or whatever) I'm not sure what bonus you would want to give, but I'm sure there is some kind. The unit could, with a colloseum, be "expended" for happiness, and some culture as well. You could take the unit to your capital, and then trade it back to the original owner (or one of your allies, hehehe...). Once you have three prisoners in one city, you can build in that city a "prison ship" (unit) or a "jail wagon" (unit) or a ("?") (permanent building). The building would have some kind of positive, while the two units have a different purpose. With the prison ship you can move your prisoners across the water, to different places, and then release them (they then become barbarian, which can help you gain XP). The same with the jail wagon, but on land. I'm not sure, but they could be used for different things as well, right? (it is dark fantasy)

Just a suggestion, I don't know how well it fits into your mod...

fascinating idea. Another thing, what about using the captured units as a form of "slavery", maybe after bringing them to your city they would provide extra production for a few turns?

But, like you said, I fear this would be to complex, and the AI wouldn't use it. Still, I found it very interesting.
 
TheNewSaint said:
You may want to look into having units that can capture others, but have the other unit still be somebody elses (not just for animals) let me explain:

A hunter can use a net, and effectively ambush a unit and hold it prisoner. There would be a rather low success chance, so as not to imbalance... and the hunter can only capture units by ambush (of course, I'm 158% sure that you probably wont do this, cause you lik's your hunters the way they iz), which means they would need to have the abiltiy to "hide" this should only be avaliable in forests and jungles and hills (maybe not hills). This turns on invisiblity, but is like fortify in the sense that it goes away if the unit moves. From invisible mode you have many options, you can capture, ambush (higher attack), and cast certain spells (like the illusion spell, hehehe... but not fireball). This could add new gameplay (although the AI would use it like a fish uses a pen).
Some stuff on captured units:

When a hunter (or other unit) takes another unit prisoner, the prisoner must be dragged (similarly to animals) back to a city. From there, the unit can be used for all sorts of things (some a bit unsavory). You could just store the unit in the city, but happiness would go down (unless you have a courthouse, or jail or whatever) I'm not sure what bonus you would want to give, but I'm sure there is some kind. The unit could, with a colloseum, be "expended" for happiness, and some culture as well. You could take the unit to your capital, and then trade it back to the original owner (or one of your allies, hehehe...). Once you have three prisoners in one city, you can build in that city a "prison ship" (unit) or a "jail wagon" (unit) or a ("?") (permanent building). The building would have some kind of positive, while the two units have a different purpose. With the prison ship you can move your prisoners across the water, to different places, and then release them (they then become barbarian, which can help you gain XP). The same with the jail wagon, but on land. I'm not sure, but they could be used for different things as well, right? (it is dark fantasy)

Just a suggestion, I don't know how well it fits into your mod...

I do have to figure out how to make an invisibility ability. Both as a spell for general use as well as a hide ability in the forests for elves. Once thats done you will be able to do something like you describe.

Even in the current version, iIf you have slavery as your civic option you would be able to capture the units as slaves 25% of the time and send them to your cities to sacrifice for production, use as workers, or send to your asylums to make into lunatics.

So its sorta along the lines your talking.
 
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