[MOD] Fall from Heaven

TheJopa said:
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!

I think that the chance to spread should be based more on the religious civic that the city is using. No stae religion should be easier to spread a new religion than a theocracy. A civ that has instituted free religion should be 100%.
 
The Grigori are angels known as the Watchers, and their fall is described in the Book of Enoch. They fell in love with mortal women, and produced a race of giants, the Nephilim.

Samyaza would probably be the most natural leader of a Grigori faction if one wants to give it a better connection with the origin of the name.

(Wikipedia knows many things.)
 
Mr.Earl said:
I don't have Excell :( can I use notepad?

Yeap, in the XML. The editor just makes it easier.
 
Mesix said:
I think that the chance to spread should be based more on the religious civic that the city is using. No stae religion should be easier to spread a new religion than a theocracy. A civ that has instituted free religion should be 100%.
Theocracy has "no non state religoin spread" already, but I doubt that people would, even in Free Religion, accept new religion if 4 other are already present
 
Kael said:
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.

Chance for Orthus to spawn. I know I'd want to up it to 100% in all games.
 
azzacanth said:
Try OpenOffice: http://www.openoffice.org/

It's supposed to be able to run Excell files. I haven't tested this myself yet, but I like their suite in general.

Unfortunatly the macros (programmed in visual basic) dont run in open office as far as I can tell.
 
Sorry if this is a stupid question, but have you released this excell editor to the public? If so, where could I get it? Is it included with the main download or something? Thanks

Edit: I found it in the utility forum. For some reason I was convinced that it had to be in this thread somewhere. Keep up the good work.
 
Gunner said:
Sorry if this is a stupid question, but have you released this excell editor to the public? If so, where could I get it? Is it included with the main download or something? Thanks

It will be supplied with phase 2 when it releases. It is Fall from Heaven specific so its not really useable with other mods (we have custom schema, and even entirely new xml files).

If you want a version that can be used with "vanilla civ" mods Talchas posted a generic version here: http://forums.civfanatics.com/showthread.php?t=164476.
 
Great mod! I'm relatively new to the game, and I was lucky enough to stumble on FfH right away, and now I pretty much don't play anything else.

Anyway, I was poking around and found another mod that I thought was a great idea and would be fairly easy to add to FfH. Forgive me if this has already been mentioned, I've only made it through a portion of the 240 pages of this thread, but the mod I found was the Promotions and Perks by Zuul:

http://forums.civfanatics.com/showthread.php?t=142086

I especially like the increased flexibility of promotions and a percentage chance of getting the promos at build. I know this would take a bit to modify for all the different FfH classes/units, but I think it would be a worth-while effort.

Anyway, just my 2 cents. I can't wait for the next version to come out!
 
MB7 said:
Great mod! I'm relatively new to the game, and I was lucky enough to stumble on FfH right away, and now I pretty much don't play anything else.

Anyway, I was poking around and found another mod that I thought was a great idea and would be fairly easy to add to FfH. Forgive me if this has already been mentioned, I've only made it through a portion of the 240 pages of this thread, but the mod I found was the Promotions and Perks by Zuul:

http://forums.civfanatics.com/showthread.php?t=142086

I especially like the increased flexibility of promotions and a percentage chance of getting the promos at build. I know this would take a bit to modify for all the different FfH classes/units, but I think it would be a worth-while effort.

Anyway, just my 2 cents. I can't wait for the next version to come out!

I wouldn't want to incorporate the promotions as a whole because the AI doesn't do a good job of ahndling them (particually when it comes to understanding the pro's and con's of the stack advantages and disadvantages). That said, Zuul does amazing work and I keep a close eye on anything he makes because he always has such good, creative ideas.

In particular Zuul's concept of "Light" and "Heavy" promotions always seemed like a brillant idea to me but I never used it because it seemed "modern" and inappropriate to a fantasy themed mod. But with the larger role of Golems in phase 2 we have those 2 promotions on the list for inclusion.

I also like Zuul's ideas for legendary/hero/avatar promotions but we have just implemented those sorts of units in another fashion.
 
Given the horrendous powers of the 'final age' wonders. It would be really handy for a pop up giving you a warning that "so and so have began plans to bring about the apocalypse" or something to that effect. Would help create a sense of urgency to try and stop them.
 
Ranbir said:
Given the horrendous powers of the 'final age' wonders. It would be really handy for a pop up giving you a warning that "so and so have began plans to bring about the apocalypse" or something to that effect. Would help create a sense of urgency to try and stop them.

Thats a great idea. I dont know if I will have time to get it into 1.0 but I will definitly try to get this into phase 2.
 
Speaking of Monthy Phyton references, Republic was Anarcho-Syndicalist Commune in 0,60 IIRC. That is from Holy Grail ;)
And where is Inquisitor's inquisition sound from? "Our weapon is suprise, fear and suprise, suprise and fear..."

How exactly will golem's role be increased?
 
Sorry it is maybe the wrong thread, but I love this mod and I wanted to play it with my friend. We have the same version 0.95 and we did not get the opportunity to find a game via internet. Is it possible to play on internet while using a mod or did anybody play this mod on internet? Thanks a lot for your help.
 
TheJopa said:
Speaking of Monthy Phyton references, Republic was Anarcho-Syndicalist Commune in 0,60 IIRC. That is from Holy Grail ;)
And where is Inquisitor's inquisition sound from? "Our weapon is suprise, fear and suprise, suprise and fear..."

How exactly will golem's role be increased?

The inquiistor quote is from the Monty Pythons Flying Circus TV show.

The Luchuirp are the enchanters of the FfH world. During the Age of Magic they made most of the major artifacts of the world (when such things were possible). They created the first golems and use them for a wide variety of functions in their empire. Worker golems, military golems, etc.

The golem flavor will continue to be that they don't "grow" (gain xp and level). But the Luchuirp have a variety of workshops that augment their goelms, infusing them with different upgrades and abilities depending on what workshops are present in the city they are built in. Allowing more customization than in typical units.

A golem build out of a fully upgraded city can be a terrifing thing, but they definitly arent going to be powerhouses out of your newly conquered cities or without a decent production engine behind them.
 
Would it be possible to make different... say golem chasis, which can have a certain number of upgrades? Or is that what you already plan? Restricting the number of upgrades to any one golem will force you to make some strategic choices, also then you'd have a little variety between your individual golems.

Edit: Tactical depth! That's the phrase I was looking for!
 
kevjm said:
Would it be possible to make different... say golem chasis, which can have a certain number of upgrades? Or is that what you already plan? Restricting the number of upgrades to any one golem will force you to make some strategic choices, also then you'd have a little variety between your individual golems.

Edit: Tactical depth! That's the phrase I was looking for!

There are 2 concepts we will be testing in Light. One is the upgradeable units like I mentioned. The other is a series of buildings that cannot be built together, so players have to choose which way to specialize.

Right now these concepts are unrelated. But if they both test well it is possible that we would combine them. We won't have any way to directly slot units, but we could only allow one "chest" upgrade in a city at once.
 
Just dropped in to congratulate you Kael, in that you've managed to further ruin my sleep schedule, hahaha. No really it's a great mod and I can't wait till the next update.
 
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