[MOD] Fall from Heaven

naf4ever said:
What exactly do the "Body" and "Spell extension" promotions do? They dont have a description.

These are all described in 1.0. Previous to 1.0 we couldn't have pedia descriptions for promotions but Talchas found a way to do to it so we can put text entries in the pedia that describe all of this stuff.

But to answer your questions, Body I gives a spellcaster the ability to cast Haste. Extension I increases that casters spells range by 1 (so his fireballs go father, his summoned creatures can travel farther, etc).
 
Kael said:
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.


Emm... maybe that has something to do with those two civs declaring war on me. Under what situation does he damage and make others declare war? (Plus on my graphics settings I don't see any fire effect (I can't even play standard map size unless I turn everything down and large is impossible...need a better machine) And I didnt see anything about it in the pedia either, although I cant guarantee I read it, hehe)

Anyway, what I mean is, if you are allies/open borders/etc does it declare war? Say if he sent a bunch of units past a city I was occupying with Meshabber would it cause him to declare war on me?
 
It be great if you can make a option that allow you to disable some religions, cause i want to play a game where 2 vs 2 team battle with 2 different religions. i don't have all 5 religions, i just want 2.
 
darkedone02 said:
Here are some things that i wish to be put into the mod

-be able to turn any religion on and off before the start of the game.
-Be able to obsulate (sp>) units for more organized and powerful units to deploy.
-reduce lag
-More custom units along with good skins
-Animated Leader's in Doplomacy Screen (instead of puting Artwork in)
-More custom Music
-Different Era's

Please put these on your mod, and tell me, are you still going to update this game for Civilization 4, or are you going to move on to the Warlord Expansion?


I have noticed that my laptop lags on larger maps no matter if it is the vanila Civ IV or a Mod. My desktop handles them better, but the largest maps still have lag issues, especially in the late game.

You might want to try a smaller map and see if this helps you out.
 
Mesix said:
I have noticed that my laptop lags on larger maps no matter if it is the vanila Civ IV or a Mod. My desktop handles them better, but the largest maps still have lag issues, especially in the late game.

You might want to try a smaller map and see if this helps you out.

Or Firaxis could optimize their game a little better. Seriously, my system runs BF2, HL2 and Doom 3 flawlessly on moderately high settings. Yet it chugs on Civ 4. :confused:

Sad, really.
 
Sisonpyh said:
Or Firaxis could optimize their game a little better. Seriously, my system runs BF2, HL2 and Doom 3 flawlessly on moderately high settings. Yet it chugs on Civ 4. :confused:

Sad, really.

There is a cost in all things.

For Civ4 its best feature (its modability) is also its greatest weakness. There is a huge performance difference between compiled and non-compiled code. BF2, HL2 and Doom 3 don't need to drop out and run text files and non-compiled. They can maximize their functions for specific results where Civ4 has to leave their functions open to handle a variety of events (since they don't know what the modmakers are going to pass it).

I have often considered making a build of Civ4 that doesn't read any of the python or XML. It is unmoddable and plays just like the vanilla version but it should run significantly faster.

But I know Firaxis is working on some significant performance improvements. But I wouldn't expect to ever be able to push the same amount of polygons as pure compiled games.
 
Kael said:
There is a cost in all things.

For Civ4 its best feature (its modability) is also its greatest weakness. There is a huge performance difference between compiled and non-compiled code. BF2, HL2 and Doom 3 don't need to drop out and run text files and non-compiled. They can maximize their functions for specific results where Civ4 has to leave their functions open to handle a variety of events (since they don't know what the modmakers are going to pass it).

I have often considered making a build of Civ4 that doesn't read any of the python or XML. It is unmoddable and plays just like the vanilla version but it should run significantly faster.

But I know Firaxis is working on some significant performance improvements. But I wouldn't expect to ever be able to push the same amount of polygons as pure compiled games.


There is also the fact this game requires a lot more "thinking" by the computer, particularly later in the game when the amount of units starts to increase dramatically. When you look at D3 and its like there is actually very little random activity in it apart from what the player does, you have maybe a dozen monsters at anyone time and lots of bullets / plasma / whatever flying in straight easily predictable paths, where as Civ4 has 1 - 6 AI civs to run and hundreds if not thousands of units to manage each turn, each of which can do different things and has hundreds of different possibilities to be computed.

Oh and Old Baron Halfmoon doesn't help this when he stops units being killed and creates hordes of werewolves running around *GRIN*, still want to have a game where one of the AI civs get him, or even better the Barbars.... Hmmm.....
 
cordas said:
When you look at D3 and its like there is actually very little random activity in it apart from what the player does, you have maybe a dozen monsters at anyone time and lots of bullets / plasma / whatever flying in straight easily predictable paths, where as Civ4 has 1 - 6 AI civs to run and hundreds if not thousands of units to manage each turn, each of which can do different things and has hundreds of different possibilities to be computed.

I doubt this is really that much of an issue - after all, Civ1-3 weren't essentially *that* much more complex, and they ran on older computers just fine.
 
azzacanth said:
Emm... maybe that has something to do with those two civs declaring war on me. Under what situation does he damage and make others declare war? (Plus on my graphics settings I don't see any fire effect (I can't even play standard map size unless I turn everything down and large is impossible...need a better machine) And I didnt see anything about it in the pedia either, although I cant guarantee I read it, hehe)

Anyway, what I mean is, if you are allies/open borders/etc does it declare war? Say if he sent a bunch of units past a city I was occupying with Meshabber would it cause him to declare war on me?

It doesn't declare war if you are on the same team. So if you are allies he on't declare war, but if you just have an open borders agreement you are going to find relations getting very difficult in the future. :)
 
Call me crazy or something, but when I discovered a certain tech. This guy started to speak (I think it was that brit guy in the tv series Angel)

Anyway, he started talking about things, but it seemed really out of place with the tech and FoH. Tech_Malevolentdesigns that one. Why...talks about conveyer belts and stuff. :\

Also, an issue about units.

My capital had every building possible. But I was then unable to build Longbowmen, just the 'national unit' upgrades from that. I want to still build longbowmen though. Also, I couldn't build Pikemen.

Basically, certain regular units were simply not on the list, only to be replaced by their final upgrades. Upgrades which are only limited to 3.

Also, the Ori from SG-1..really fit with The Order. I love the Order by the way. I like using the quotes on obedience. (one about following orders be a desire, and questioning superiors).

I can't wait for SDK and we get a story driven game! That is what you sort of are gonna do right..? Maybe for a scenario anyway
 
Ranbir said:
Call me crazy or something, but when I discovered a certain tech. This guy started to speak (I think it was that brit guy in the tv series Angel)

Anyway, he started talking about things, but it seemed really out of place with the tech and FoH. Tech_Malevolentdesigns that one. Why...talks about conveyer belts and stuff. :\

It a Monty Python clip. Its an architect talking about his design for an apartment building which kills all its tenants. Hence the Malevolent Designs. It probably needs to come out. As someone noted long ago in this thread "Its probably best if the Monty Python references are removed since the people who aren't Monty Pythons won't get them, and their lives are sad enough already."

Also, an issue about units.

My capital had every building possible. But I was then unable to build Longbowmen, just the 'national unit' upgrades from that. I want to still build longbowmen though. Also, I couldn't build Pikemen.

Basically, certain regular units were simply not on the list, only to be replaced by their final upgrades. Upgrades which are only limited to 3.

This is an engine thing, it doesn't let you build older units if you can build all of their upgrades. I have a way to work around it (and I use it for disciples and such) but I hate to keep all the units around because it will make the build list HUGE. You will be able to longbowmen in cities that don't have a Bowyer in them, or if you have already built 3 Flurry's or Marskmen.
 
That's a monty python clip? :\

Ok on the units then, just odd that Scout and warrior are always available though.
 
Ranbir said:
That's a monty python clip? :\

Yes, but a pretty obscure one.

Ok on the units then, just odd that Scout and warrior are always available though.

The warrior is usually always available because it upgrades to the Drown, which most players cant build (unless they are the Drown). The fact that your scout sitcks around tells me that you don't build many Hunting Lodges and Stables in your cities.
 
Well, not in all my cities heh. True.

I'm just rather picky on using up all my national units. (waiting to build as many wonders that provide free promotions first!)
 
What is the expected time frame from 1.0 release and the 4 phases of phase 2? And secondly will the merc mod be in 1.0 release or will it be implemented in phase 2.

By the way great mod!

-Ever learning
 
While roaming about early in one game I saw a hill giant barbarian!

I must admit was pretty neat, however when I tried to find him again he was no where around, and it was a peninsula, of which I conquered the whole continent? Any reason barbarians would dissapear? It was very early in the game, maybe turn 10 or so. I am also sure no other empires got to him first... just curious about him... any answers will be more than helpful... thanks.

-Ever learning
 
drowzaknafein said:
What is the expected time frame from 1.0 release and the 4 phases of phase 2? And secondly will the merc mod be in 1.0 release or will it be implemented in phase 2.

By the way great mod!

-Ever learning

I don't have any control over the release of 1.0. Its been complete and ready for about a month now but I need something else to happen before I can release it. As soon as that event occurs 1.0 will happen. Im hoping its any day now.

Phase 2 is way in the future, no ETA at this point. Definitly more than a month away, maybe a few months.

TheLopez's awesome Mercenary Mod is in the design docs for phase 2. It won't be included in 1.0.
 
drowzaknafein said:
While roaming about early in one game I saw a hill giant barbarian!

I must admit was pretty neat, however when I tried to find him again he was no where around, and it was a peninsula, of which I conquered the whole continent? Any reason barbarians would dissapear? It was very early in the game, maybe turn 10 or so. I am also sure no other empires got to him first... just curious about him... any answers will be more than helpful... thanks.

-Ever learning

Yeah, the game engine goes through and kills all the "animal" units at a given point in the game (when there are a certain amount of cities based on the map size). In 1.0 that function has been blocked so the "animals" stick around until they are killed. New ones stop being produced but that giant will have to be killed by someone before it will go.
 
I will continue to get lag if i proceed after i research the Melavious Designs Poll (look at melavious Designs in the tech tree and look down to see other researchs). That is when i get heavy lag, I want to reduce the amount of players, but though there are 5 religions, and i want to turn off some religions so i can play in a 2 vs 2 battle with only two religions, I don't want all 5 religions, i just want 2. I really be grateful if you make a options that allow me to turn off certain religions.
 
I don't have any control over the release of 1.0. Its been complete and ready for about a month now but I need something else to happen before I can release it. As soon as that event occurs 1.0 will happen. Im hoping its any day now.

I hope so too...

Spoiler :


I don't suppose 1.0 will be compatible to 1.52, will it? :D (Just a wild guess)
 
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