[MOD] Fall from Heaven

I did not check XML files for this, but can Asylum, Treehome and similar religious buildings be captured? So that you can capture town and get moderate religious unhappiness in your city and then you have to use inquisitors. If they can't be captured, then you practicaly can't get Asylum and Basilica, or Necropolis and Treehome in same civilization.

Also I don't know if this is purposely removed, but my Stonewarden can't build Temple of Kilmorph in cities that aren't converted, only in those which already have Runes religion. They could build them in any city (and automaticly spread religion in city) in version 0,90....
 
TheJopa said:
I did not check XML files for this, but can Asylum, Treehome and similar religious buildings be captured? So that you can capture town and get moderate religious unhappiness in your city and then you have to use inquisitors. If they can't be captured, then you practicaly can't get Asylum and Basilica, or Necropolis and Treehome in same civilization.

The way they normally show up is when you change religions (first half of the game you play fellowship, second half you play order).

Also I don't know if this is purposely removed, but my Stonewarden can't build Temple of Kilmorph in cities that aren't converted, only in those which already have Runes religion. They could build them in any city (and automaticly spread religion in city) in version 0,90....

Yeah, I had to take it out. I have 2 options:

1. The building can be built no matter what (ie: forcebuild) in which case you can build it without the religion, in other civs cities, etc etc.

2. Normal build, which enforces all the things that are required for that building (including religion).

Ideally I would like the second option with an exception for the religion, but that would require custom coding (not that it would be that difficult to do, just that im passed that point for phase 1, ill review it for phase 2 and see how they should work).
 
Kael said:
The way they normally show up is when you change religions (first half of the game you play fellowship, second half you play order).

Makes sense, howver I don't change religions often. Especialy if I have Holy City. That is why I never got unhappiness.

Can you give list of phase 2 civs? ;) So that we know what we can expect...
 
I need some feedback. I am adding some switches to the FfH editor to allow players to easily toggle common things they may want want to change. So far I have:

CASTER_XP_PROBABILITY- effects the rate spell casters gain xp (default 100)
DISABLE_ARMAGEDDON_AVATARS- ability to disable the avatars (default false)
DISABLE_ARMAGEDDON_WONDERS- ability to disable the armageddon spells (default false)
DISEASE_CHANCE- chance disease is transmitted during attacks (default 50)
ORTHUS_TURN- turn Orthus shows up (default 99)
SLAVERY_CHANCE- chance a slave is produced on an attack (default 25)
WEREWOLF_BASE_CHANCE- base chance a werewolf is created on an attack (default 100)
WEREWOLF_MINUS_PER_WEREWOLF- negative applied to the base chance for every werewolf the player already controls (default 3)

I need other "tunables" that the players may want to control. I don't need a list of things that could be tunable (i know hundreds of those), I need the things you as players wish you could easily adjust for your specific game.
 
Ammount of industry gained from slave sacrifice.
-II- from Dwarven soldier sacrifice (If this is for phase 2, then skip this one)
Chance that crusader will be spawned.
Chance that spreading religion in city would be successfull
Chance of resources spawning for Mithril and reagens (I hear people complaining about this one.)

I will add more when they come to my mind
 
TheJopa said:
Can you give list of phase 2 civs? ;) So that we know what we can expect...

Here they are. The pics of the leaders aren't the final copy, just a draft to help the team get an idea of who they are dealing with.

Not all of these civs will be playable in "Light". I think we have 16 of them speced into "Light", the other 5 are coming in later versions.

Spoiler :

The Good

Bannor
Alignment: Good (Law)
Race: Human
Enemies: Doviello, Clan of Embers
Leader:
[tab]Sabathiel
[tab]Capria
Theme: http://kael.civfanatics.net/images/Audio/Bannor.mp3
Desc: Sabathiel is an angel of Junil sent to save a group of honorable spirits trapped in Hell. He did so, training them to be strong warriors and bringing them out of hell into the world in responce to the attacks of the Clan of Embers.

Malakim
Alignment: Good (Sun)
Race: Human
Enemies: Svartalfar
Leader:
[tab]Varn Gosam
Theme: http://kael.civfanatics.net/images/Audio/Malakim.mp3
Desc: Elven servants of Arawn fled his domain into the shadowed vale, a valley kept perpetually in darkness by a thick mist that obscured the border between the vale and the world. There is a long story here, but the short of it is that Auric (as a teenager) and some friends were trapped in the vale and and accused of stealing from the elves. Varn was one of the elves and he believed the kids (Varn had never fit in well with his fellow elves). When he tried to sneak them out of the vale his brother caught them and an elven band was sent to catch them, and kill the kids (these weren't exactly your nice type of elves). Auric was just growing into his affinity for magic at the time and as the elven band set upon them and killed a few of the kids he reached through the vale for any source of magic he could find to use. The faint source he felt through it was the Sun, when he pulled it through he destroyed the barrier between the worlds and flooded the perpetually dark vale with light. The elvish band was blinded but Varn underwent a transformation, he saw Lugus in that light and was rewarded for his commitment to the truth (by trying to save the kids) by becoming a priest of Lugus. He left the Vale and built a temple to Lugus in a human city leading those that would follow him in the path of light.

Elohim
Alignment: Good (Spirit)
Race: Human
Enemies: Calabim
Leader:
[tab]Ethne the White
[tab]Einion Logos
Theme: http://kael.civfanatics.net/images/Audio/Elohim.mp3
Desc: The Elohim are caretakers of the holy places of the world. The Pool of Tears (where angels come to mourn), the Seven Firs (where the gods met to sign the compact), Bradelines Well (gate to the underworld). They are peaceful and battle only when they or their lands are threatened.

Mercurians (minor Civ)
Alignment: Good (Life)
Race: Human
Enemies: Sidar, Infernal
Leader:
[tab]Basium
Theme: http://kael.civfanatics.net/images/Audio/Mercurians.mp3
Desc: Basium broke the compact. He was an angel under Arawn but when the contract was signed he refused to give up the direct battle with the demons. So he and a small host of other rebel angels disobeyed their lords and kept fighting. They spend their time split between time on earth and in hell waqging their war directly. They can be found anywhere demons exist. They care little for people, they are only concerned with killing demons and are often confused with demons because of it and because of their rough warlike appearence.

Luchuirp
Alignment: Good
Race: Dwarf
Enemies: Sheaim, Balseraphs
Leader:
[tab]Garrim Gyr
[tab]Beeri Bawl
Theme: http://kael.civfanatics.net/images/Audio/Luchuirp.mp3
Desc: Dwarven enchanters and creators of the greatest of artifacts during the age of magic. They are only now begining to regain the secrets lost during the age of ice. They are the originators of golem creation and use a wide varity of golems for different military and non-military tasks.

Kuriotates
Alignment: Good (Creation)
Race: Human
Enemies: Infernal, Calabim
Leader:
[tab]Cardith Lorda (the boy king)
Theme: http://kael.civfanatics.net/images/Audio/Kuriatates.mp3
Desc: Bands of wild people finally brought together under one banner after the Age of Ice, but surprisingly that banner isn't held by a powerful spellcaster or warlord, but by a child barely more than 10. Yet Cardith possesses a wisdom well beyond his years and the calm control he holds over his kingdom has earned him legions of guardians more than willing to lay down their life for him.


The Neutral

Ljosalfar
Alignment: Neutral (Nature)
Race: Elf
Enemies: Svartalfar, Illians
Leader:
[tab]Amelanchier
[tab]Arendel Phaedra
[tab]Thessa
Theme: http://kael.civfanatics.net/images/Audio/Ljosalfar.mp3
Desc: Elves! Their god was killed and they were nearly wiped out because of it during the Age of Ice. With his ressurection (or more importantly the promotion of Cernunnos as the new god of nature) they are coming back from the few hidden groves they still controlled.

Khazad
Alignment: Neutral (Earth)
Race: Dwarf
Enemies: Hippus
Leader:
[tab]Arturus Thorne
[tab]Kandros Fir
Theme: http://kael.civfanatics.net/images/Audio/Khazad.mp3
Desc: The more traditional dwarven civ the Khazad tend toward priest and warrior vocations. What few mages they have are humans recruited to their cause.

Sidar
Alignment: Neutral (Death)
Race: Human (sorta)
Enemies: Calabim, Mercurians
Leader:
[tab]Morgoth
Theme: http://kael.civfanatics.net/images/Audio/Sidar.mp3
Desc: Shades, men who have traded portions of their soul for immortality, the Grey are detached from the events of the world. Only intervening to protect themselves or striking out to destroy undead (they see undeads as abberations despite their own use of magic to extend their life).

Lanun
Alignment: Neutral (Water)
Race: Human Pirates
Enemies: Clan of Embers
Leader:
[tab]Falamar
[tab]Hannah the Irin
Theme: http://kael.civfanatics.net/images/Audio/Lanun.mp3
Desc: Falamar see's himself as a dashing rogue. He doesn't tend to kill the victims of the raids (claiming that would keep them from bringing him more loot) and is an excellent swordsman and charming leader. Hanna is everything he isn't. She is the storm personified, tempermental and powerful. She has had entire cities razed for a percieved insult and rules not by charm, but by fear.

Grigori
Alignment: Neutral (Force)
Race: Human
Enemies: Sheaim
Leader:
[tab]Cassiel
Theme: http://kael.civfanatics.net/images/Audio/Grigori.mp3
Desc: Cassiel was an angel in the service of Dagda. He spent the age of dragons protecting the men that hid from the might of the warring gods around them. It was his council that lead Dagda to create and sign the compact, but Cassiel felt the compact didn't go far enough. He wanted the gods to retreat entirely, to let the men form their own world. When the Compact allowed the gods to battle through men Cassiel abandoned Dagda's service and began his own crusade to lead men away from a war that has little to do with them.

Hippus
Alignment: Neutral (Air)
Race: Human Horsemen
Enemies: Khazad
Leader:
[tab]Tasunke
[tab]Rhoanna
Theme: http://kael.civfanatics.net/images/Audio/Hippus.mp3
Desc: Warriors for hire, the swift moving Hippus have fought for every nation at one time or another. They are equally happy partnered with orcs as they are with men as long as they pay.

Amurites
Alignment: Neutral (Metamagic)
Race: Human
Enemies: None
Leader:
[tab]Valledia the Even
[tab]Dain Casswallawn
Theme: http://kael.civfanatics.net/images/Audio/Amurites.mp3
Desc: Although few know it, the Amurites are the descendants of Kyorlin. Because of that they have a powerful bond with magic and even the warriors amoung their ranks often know a spell or two.


The Evil

Doviello
Alignment: Evil (Chaos)
Race: Human Beastmen
Enemies: Bannor
Leader:
[tab]Charadon
[tab]Mahala
Theme: http://kael.civfanatics.net/images/Audio/Doviello.mp3
Desc: No one is sure what the Doviello were before the Age of Ice, most likely men from many nations. But instead of retreating to caves to last out the cold they became wild men barely surviving on the surface, raiding and killing any groups they found. They continue their habits even as the other nations try to settle on the surface.

Balseraphs
Alignment: Evil (Mind)
Race: Human Carnival
Enemies: Luchuirp
Leader:
[tab]Perpentach
Theme: http://kael.civfanatics.net/images/Audio/Balseraphs.mp3
Desc: Perpentach is insane. He belives the world is a carnival and he is its shadow prince. Speaking in rhyme, creating morbid amusements for himself and his people. He is nearly impossible to deal with and quick to turn on you.

Clan of Embers
Alignment: Evil (Fire)
Race: Orc
Enemies: Bannor, Lanun
Leader:
[tab]Jonas Endain
[tab]Sheelba
Theme: http://kael.civfanatics.net/images/Audio/Clanofembers.mp3
Desc: Once fair creatures and friends to the elves the orcs were cursed and enraged when Bhall fell. Jonas is much more quiet and controled than his fellow orcs but even he carries a mace with the head of a young girl as the ball, when he raises it in combat the lips peal back showing sharp teeth and she screams.

Svartalfar
Alignment: Evil (Shadow)
Race: Dark Elf
Enemies: Malakim, Ljosalfar
Leader:
[tab]Faeryl Viconia
Theme: http://kael.civfanatics.net/images/Audio/Svartalfar.mp3
Desc: With their prayers unanswered (when Sucellus died) bands of elves abandoned their faith and began worshipping Esus instead. This caused a bloody civil war within the elven nation during a time when their numbers were already hard hit. The Age of Ice stopped the war by default as bands were seperated by expanses they couldn't cross. Now that the Age of Ice is over they are free to reach out and begin their war anew.

Calabim, the Order of Blood
Alignment: Evil (Body)
Race: Human, Vampire Aristocracy
Enemies: Elohim, Kuriotates, Sidar
Leader:
[tab]Alexis
[tab]Flauros
Theme: http://kael.civfanatics.net/images/Audio/Calabim.mp3
Desc: A vampire aristocracy ruling over a human population that serves them as little more than blood puppets. There is no worse fate for a child than to born into the cities of the Calabim. Breeding pits, slavery, and treatment which wouldnt be acceptable for animals in most civlizations are common, while the vampire live lives of lush pleasure.

Sheaim
Alignment: Evil (Dimensional)
Race: Human
Enemies: Luchuirp, Grigori
Leader:
[tab]Tebryn Arbandi
[tab]Os-Gabella
Theme: http://kael.civfanatics.net/images/Audio/Sheaim.mp3
Desc: Tebryn was the first to discover the power of the Armgedddon spells and means to cast them until the world is destroyed. His armies are schools of mages seeking to train under the archmage, they are not born in his lands but come seeking a bit of his power.

Infernal (minor Civ)
Alignment: Evil (Entropy)
Race: Demon
Enemies: Mercurians, Kuriotates
Leader:
[tab]Hyborem
Theme: http://kael.civfanatics.net/images/Audio/Infernal.mp3
Desc: Demons, denizens of Hell. They hope to open up gates to the world of man and then either conquer it or pull the entire plane into Hell.

Illians (minor Civ)
Alignment: Evil (Winter)
Race: Human
Enemies: Svartalfar
Leader:
[tab]Auric Ulvin
Theme: http://kael.civfanatics.net/images/Audio/Illians.mp3
Desc: Auric is the reincarnation of Mulcarn, a dead god born as a man. His power is just a shadow now as it is scattered across the planes but he, or more correctly the voice inside him, means to regain it.
 
Another must-be
Amount of industry from chopping forest (many people want to tweak this)
% of followers for religious victory (Some people say it is too high)
 
TheJopa said:
Ammount of industry gained from slave sacrifice.
-II- from Dwarven soldier sacrifice (If this is for phase 2, then skip this one)
Chance that crusader will be spawned.
Chance that spreading religion in city would be successfull
Chance of resources spawning for Mithril and reagens (I hear people complaining about this one.)

I will add more when they come to my mind

Yeah, this is all for phase 2. The slave sacrifice, dwarf sacrifce and chance ofor any of the bonus's to appear are XML settings so they are all already in the editor.

The chance for the religion to spread is a great idea, thats not a function I wrote so I will have to find it but I think that is defintily worth including.

The crusader is easy enough to add. Do you really think people would want to chance that?
 
Kael said:
Malakim
Elohim



I didn't read through the entire list to see if you had more but..

did you know that malakim (melachim) is hebrew for "kings", and elohim is hebrew for god or gods?

I don't have an objection to the names being used but just curious if you were aware of this.
 
For crusaders- I would like to set it to 100% for myself, that is why. But not that I would play with that too much.
And if you are making chance for successful religion spread, there should be separate values 1) If city doesn't have any religion 2) If it has only 1 religon 3) 2 religions and more
I would personaly set 100%/60%/10% so that you practicaly need inquisition if you want 3rd religion
And see above for religious victory

Thanks for full list of civs!
 
Given that he's also used Grigori, Balseraphs and Kuriotates, he must be aware of it.
 
TheJopa said:
Another must-be
Amount of industry from chopping forest (many people want to tweak this)
% of followers for religious victory (Some people say it is too high)

Both XML variables, though they aren't in files I have included in the editor yet. I will probably include the victory file but I probably won't include the one that controls the chopping bonus because there isn't much in there worth messing with except for that variable.
 
azzacanth said:
I didn't read through the entire list to see if you had more but..

did you know that malakim (melachim) is hebrew for "kings", and elohim is hebrew for god or gods?

I don't have an objection to the names being used but just curious if you were aware of this.

Yeah. There is sometimes a lot of thought behind particular names (and sometimes I just like the sound of it). Elohim seemed fitting because they are my spiritual people. Malakim and a lot of the others come from Christian mythos angelic orders (both good and evil), and a lot of the angel names are from old Christian sources as well.
 
Kizor said:
Given that he's also used Grigori, Balseraphs and Kuriotates, he must be aware of it.

Yeap, those are angelic order names too. I don't know what they mean in hebrew but Im not surprised that they have a meaning in hebrew. I wouldn't be surprised if Sheaim, Luchuirp and the Calabim are the same.
 
IVZanIV said:
The music is haunting. Where did you get those?

If you mean the civ themes most of them are clips from Cirque du Soleil and Enya songs.
 
So I looked them up for the heck of it in my handy brown-driver-briggs hebrew lexicon (I love that thing even though I barely know enough hebrew to use it)

Spoiler :

hope I did spoiler right, never used it before.

Grigori - the nearest thing I can find is gargar/gargarot (since the vowels are pointed onto the consonants, GRGR is how the word is spelled) which although not entirely clear to me appears to be related somehow (says "v sub. " and refers me to) the verb garar, to drag or drag away. which has also a lot of explanation which I dont understand on account of having not seen the verb in context. :)

Balseraphs - I can't find any word specifically matching that. Found a bunch of other stuff looking for it which is interesting to me but irrelevant to you. ;) seraphs I am somewhat familiar with which has spirit or angel connotations (I am not 100% sure of it.)

Kuriotates - I found a word, kuriyyot (kryt) which appears to refer to a location in judah. otherwise, there is kirya or kiryataiym which appear to be singular and dual for "city". closest I came to that.

calabim - celev (clv) is dog (or kelev since in english ce turns into se). the b sound in hebrew words is the same letter as v, just makes a difference of whether it has a dot or not (spelling). There are a lot of english words where we place a b where properly it was v, for example Avraham. under the heading of celev (dog) is a reference to celavim or calavim (I dont know how to make the upside down e for that first vowel), the plural. So actually, Calabim is dogs *hehe*

Closest I can find to luchuirp is a series of LChD words (lachad, leched, etc) on a root of take or capture. not sure that is a match.

Too many possible spellings of Sheaim (although I am guessing it is Sh(silent)YM) so I am just looking at some of the more obvious. I found sham (there, thither), shem (name), shamay (heavens, sky) - which is odd because I dont think thats precisely what I learned in my workbook last lesson as heavens,sky; I'll have to compare - root ShMH (to be high, or lofty), shammah (waste), ok, my eyes are starting to hurt reading 1/4 inch tall hebrew. skipping the rest of ShM- . Exactly one reference under Sh(ayin/silent)M which has no vowels and has a short listning which is some kind of reference which I dont understand. But, Sheaim (sheaiym) sounds very hebrew so I wouldn't be surprised if it is.



Well there you go.... Dont worry, I need practice using my BDB anyways :D
 
Mr.Earl said:
hey Keal, I looked at your list there and I just want to ask, What do I do if I want to play as one of the minor civs?

You use the editor to switch it from a minor civ to a playable civ (very easy to do). See the attached pic, the selected cell if changed from 0 to a 1 allows players to play the civ.
 
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