[MOD] Fall from Heaven

Kael said:
I pulled the Monty Python quote in malevolent designs, it was confusing to many people who didnt get the refernce. :(

The -25% war weariness is on military discipline. Did you see it listed on military state somewhere?

I was disappointed when you pulled some of the monty python related stuff from the game. But i respect your decision.

Anyway as i said earlier i love your mod and still play it but i have some suggestions.

I think the Republic civic under government is a tad underpowered. It doesnt really do much except brand other civs with unhappiness.

And also maybe you could impliment this in your next version if you want but listen to this suggestion:

You know how the exclusive runes of kilmorph tech increases commerce in mines? Well i was thinking of something similar for all the other religions that increases "something" similar to it in thier exclusive tech.

Heres my suggestion on the other religions.:)

- The Octopus overlord exclusive tech could give +1 food from fishing boats and whaling boats.
- The Fellowship of the leaves exclusive tech could give +1 production or food from plantations maybe? (Lumbermills would be too overpowered)
- The Ashen viel exclusive tech could give +1 Science from some improvement if thats possible for you to mod.
- And the Orders exclusive tech could give +1 Happiness in all cities.

And i also think it would balance out the -1 food from farms with the seafaring trait if you gave seafaring civs +1 food or production from water tiles. I dont think fishing boats is enough but thats my opinion.

And i also think the magic resistent civ trait is way underpowered.

By the way Great work with the mod so far!
 
Xanikk999 said:
I was disappointed when you pulled some of the monty python related stuff from the game. But i respect your decision.

Yeah, I secretly loved it to, and there are still plenty of Python reference and pictures in the mod. I still have the wizard tim picture and it may come back in another form.

Anyway as i said earlier i love your mod and still play it but i have some suggestions.

I think the Republic civic under government is a tad underpowered. It doesnt really do much except brand other civs with unhappiness.

Republic has been changed in 1.0 to the following:

*40. Republic Civic % Anger reduced from 400 to 100, culture boost increased from 10 to 20%.

It makes it a decent late game tech for non-war civs, without punishing civs who don't use it.

And also maybe you could impliment this in your next version if you want but listen to this suggestion:

You know how the exclusive runes of kilmorph tech increases commerce in mines? Well i was thinking of something similar for all the other religions that increases "something" similar to it in thier exclusive tech.

Heres my suggestion on the other religions.:)

- The Octopus overlord exclusive tech could give +1 food from fishing boats and whaling boats.
- The Fellowship of the leaves exclusive tech could give +1 production or food from plantations maybe? (Lumbermills would be too overpowered)
- The Ashen viel exclusive tech could give +1 Science from some improvement if thats possible for you to mod.
- And the Orders exclusive tech could give +1 Happiness in all cities.

Im not a big fan of complete cycles (the same effect given to all the options in different ways). But we may add some new abilities for the different religions. For example the Overlords may have a tech that can only be learned by sacrificng enough slaves (everytime they sac a slave they get some reasearch toward this tech). Things like that are always fun but i don't want to overuse mechanics (ie: i wouldnt build a functin that did that for all the religions).

And i also think it would balance out the -1 food from farms with the seafaring trait if you gave seafaring civs +1 food or production from water tiles. I dont think fishing boats is enough but thats my opinion.

In phase 2 seafaring has been changed to exactly what you suggest (+1 food from all water tiles, fishing resource changes removed). I dont know if I will put it in 1.0 or not. Also pearls are added in phase 2 and they are only harvestable by seafaring civs, giving them unique access to a resouce.
 
Sweetpete said:
Kael, i've played a few hours of FfH now and, your magnificent mod is to good for me! I mean, its too many buildings and units with different abillities for me to keep track of. I have no sense of what my plan is in the game. The level of perfection is way to high! I dont suppose you can realease a Fall from Heaven for dummies?
Nah, that is because civ-pedia entries are still not complete, or don't exist at all for some stuff (I.e. animal capturing), or say obsolete stuff (Like sid's tips for Adept, they say it does collatelar damage, bombard and 70% withdrawal chance ;)) But it will all be in 1.00 or in phase 2 and even promotions entry will be in (it was impossible in vanilla game) And even now, play 2-3 games on easy level and you'll get it.

Order tech that gives +1 happy is maybe good idea, because you haven't used that feat in mod yet (Except for future tech) and it fits very nice. But it doesn't fit to divination, only if you are going to add more religious techs in phase 2. And speaking of that, can you fix issue when anyone can research any religion specific tech by clicking on it on tech tree?

I like Monty Phyton myself, though english isn't my first language so I didn't realize what was qoute saying at first ;)

What will be differences, in phase 2, among Adepts, Mages, Archmages, Conjurers...? Can they all learn same spells?
 
Someone said:
Originally Posted by Good Sauce
Any chance of releasing it to us plebians ever? I know next to nothing about XML, but love trying to figure things out with trial and error.
I think it'd be fun to play around with. .
Kael said:
Definitly. One of the reasons Im making it is so that it will be easy for non-mod makers to go change all the stuff in FfH. If they think fire elementals are to strong it should be an easy click click and they can change the strength to whatever they want. If they want vampires to be able to cast fireball, click click and they have it. etc etc.

Oh that would be so cool! i would be in your eternal debt if you did!
 
TheJopa said:
Nah, that is because civ-pedia entries are still not complete, or don't exist at all for some stuff (I.e. animal capturing), or say obsolete stuff (Like sid's tips for Adept, they say it does collatelar damage, bombard and 70% withdrawal chance ;)) But it will all be in 1.00 or in phase 2 and even promotions entry will be in (it was impossible in vanilla game) And even now, play 2-3 games on easy level and you'll get it.

Order tech that gives +1 happy is maybe good idea, because you haven't used that feat in mod yet (Except for future tech) and it fits very nice. But it doesn't fit to divination, only if you are going to add more religious techs in phase 2. And speaking of that, can you fix issue when anyone can research any religion specific tech by clicking on it on tech tree?

I like Monty Phyton myself, though english isn't my first language so I didn't realize what was qoute saying at first ;)

What will be differences, in phase 2, among Adepts, Mages, Archmages, Conjurers...? Can they all learn same spells?

There are 6 important promotions for casters:

[tab]Channeling I
[tab]Channeling II
[tab]Channeling III
[tab]Sorcery
[tab]Summoning
[tab]Divine

Every civ has a unique palace. Each palace provides a different mana source, that is a civs "free" mana. So for example the Calabim start with Body mana. If they don't do anything to gain access to other spheres then their adepts will start with Channeling I and Body I, that gives them access to the Haste spell. Channeling I allows the adept to buy any rank 1 sphere when he levels. So he could learn Fire I, Entropy I, Nature I, etc. all of which give access to different spells.

A mage starts with Channeling I, Channeling II and Sorcery. That gives him access to all of the spells an adept can cast plus the ability to learn all of the rank 2 spells (Fire II, Entropy II, Nature II, etc). A rank 2 spell sphere + Sorcery equals a specific spell (Fire II + Sorcery = Fireball).

An Archmage starts with Channeling I, Channeling II, Channeling III and Sorcery. Giving him access to all the adept spells, all of the mage spells and the rank 3 Sorcery spells (Death III + Sorcery = Lichdom as you can see in the attachment).

Functionally they all play the same, but upgrading your unit allows you to get to better and better spells. Players with more mana resources will have casters that start with more spheres for free, while those without many many resources will have to be more careful about what spheres they pick on level up. Especially since there are non-spell sphere upgrades they may want to select (extension I, II and III increases the range of the casters spells, combat upgrades make the casters spells more powerful, Mobility upgrades are always good for everyone).

Conjurers are just like mages except they get Summoning instead of Sorcery. So where Sorcery + Fire II = Fireball, Summoning + Fire II = Conjure Fire Elemental. Likewise Summoners (not called demon summoners anymore since they summon all sorts of things based on their spheres) are just like Archmages with Summoning instead of Sorcery.

Priests are just like mages except:

1. They have Divine instead of Sorcery.
2. They have a much more limited selection of spells to pick from that is based on their religion.
3. Their starting speheres aren't based on the mana resources, they are based on the religion.

High Priests are just priests with Channeling III so they have access to the highest level Divine spells.
 
Kael said:
Definitly. One of the reasons Im making it is so that it will be easy for non-mod makers to go change all the stuff in FfH. If they think fire elementals are to strong it should be an easy click click and they can change the strength to whatever they want. If they want vampires to be able to cast fireball, click click and they have it. etc etc.

I can do some minor work in XML, but I am by no means a full blown modder. This would be awesome. I would also be eternally in your debt.
 
strategyonly said:
I was playing this Mod also the other day in one of those Earth scenarios, i had the entire North America's, all of the tech's and no mithril amd reagents also? what am i doing wrong?

You wont find any in the scenarios.
If you want mithrill and reagents you have to play either a random map or a scenario, thats designed for FFH.
 
Chip56 said:
You wont find any in the scenarios.
If you want mithrill and reagents you have to play either a random map or a scenario, thats designed for FFH.


ive played on a random map(continents) and i dont found any reagent or mitrhil:cry:
 
Is any chance that inquisitors convert demonic units or is this ability limited to human units?
In this case could be nice to implement a promotion to convert demonic and viceversa, I mean demonic be able to convert religious units from other civs.
 
I'm really excited about phase two, it looks amazing, you're pushing the program in ways I doubt Firaxis ever anticipated. Can you give us any sort of rough timetable for a release? For instance, before of after Warlords?
 
Good Sauce said:
I'm really excited about phase two, it looks amazing, you're pushing the program in ways I doubt Firaxis ever anticipated. Can you give us any sort of rough timetable for a release? For instance, before of after Warlords?

Phase 2 will be a ways down the line, from what Kael has said in the past, it will definately be after the XP. Not to worry though, 1.0 will be released once the 1.53 patch is released, which should be well before the XP.
 
@ Kael:
Just a question. Are summoners able to gain the spells e.g. fire I, fire II and fire III? If yes, will there be different summons or just one summon, which becomes stronger for every sphere promotion?
 
@ Kael:
Just a question. Are summoners able to gain the spells e.g. fire I, fire II and fire III? If yes, will there be different summons or just one summon, which becomes stronger for every sphere promotion?

At the moment summoners are limited to the spells they start with. In phase 2 they can get additional spheres and the additional spheres will give additional creatures to summon. Nevertheless you will be able to promote your summoners on the combat 1 to 5 promotions that make your summoned creatures even stronger.
 
Kerrang said:
Phase 2 will be a ways down the line, from what Kael has said in the past, it will definately be after the XP. Not to worry though, 1.0 will be released once the 1.53 patch is released, which should be well before the XP.

Actually I would guess we will release a beta of "Light" before Warlords. Mostly because I assume Warlords will slip. Warlords isn't a requirement for Light so we won't get held up waiting for a Firaxis release.

I would assume we are talking about the May/June timeframe for the first beta of Light, but its way to early in development to know for sure.
 
Czar II said:
Is any chance that inquisitors convert demonic units or is this ability limited to human units?
In this case could be nice to implement a promotion to convert demonic and viceversa, I mean demonic be able to convert religious units from other civs.

Inquisitors can only convert living units (no demons, spells or golems). We don't have anything spec'ed in right now that converts demons, or allows demons to convert religious units. If we did that it would probably be a special ability of the Infernal civ which isn't speced in until "Fire".
 
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