[MOD] Fall from Heaven

Anarcho-syndicalist commune, that reminds me of Monty Python's Holy Grail. Was that an intentional reference? (If so, it's a good one).

"You can't wield supreme executive power just because some watery tart threw a sword at you"
 
Haarbal said:
i've got on problem, every time i load the mod i get a ton of errors about the marathon game speed. am i the only one with this problem?

haarbal

Did you remove v0.5 and install v0.6 or overwrite v0.5 with v0.6? You need to completely remove the first version and then do a new install.
 
I also don't like the fact that each improvement gives negative benefits.
Well, I do. It makes more interesting strategic decisions, and adds diversity and specialization to cities. More of this. Really powerful wonders with really severe penalties would be cool.
 
Question Mark said:
Well, I do. It makes more interesting strategic decisions, and adds diversity and specialization to cities. More of this. Really powerful wonders with really severe penalties would be cool.

At first I didn't, but now I love it. Some cities need culture so I plop down an obelisk and take the penalty in gold. Same for a market. When your treasury is dwindling you get + gold and lose 1 research. Works like a dream when you're hurting for cash.
 
Hi, I just download your mod but I think there is a bug or a line missing in the Python, every time a worker finish a job ( like build road etc) come up a python exeption message:

Traceback (most recent call last);

File "CvEvent interface", line 23, in onEvent

File "CvEvent Manager", line 166 in Handle Event
 
Hi, I just download your mod but I think there is a bug or a line missing in the Python, every time a worker finish a job ( like build road etc) come up a python exeption message:

Traceback (most recent call last);

File "CvEvent interface", line 23, in onEvent

File "CvEvent Manager", line 166 in Handle Event

File " CvCustomEvent manager", line 161 in onimprouvement Built

AttributeError: CvCostumEventManager instance has not attribute "_CvCostumeEventManager_LOG_IMPROUVEMENT.



Doent effect much the play but very annoying clicking that all the time after a turn.
 
Constitution: Equality to Law
Craftsmanship: Bow Craftsmanship
Gunpowder: Alchemy
Monotheism: Religious Law
Scientific method: "Plague Mastery" or "Dangerous Experimentation"
Calendar: Astrology
Liberalism: Personal Freedom

Domesticate Camels and Domesticate Elephants: Merge to "Domesticate Great Beasts"

Architecture, Feral Bond and Soul Debt are only pre-recs to other techs right now, which is kind of boring.
 
Dragonlord said:
Another quick time out from playing your Mod :D

There is DEFINITELY something screwed with Mithril!

In my current game (Standard, Continents), which I am close to winning on Emperor:D with Domination there is NOT ONE SINGLE MITHRIL in the whole world! At least, there is none on my continent (which I own) and none of the AIs seems to have it either, nor does it show on the world map.

Since practically all the high level units need the stuff, a lot of gameplay goes out the window... researched all those lovely techs and now I can't build the units..:cry:

BTW, I hadn't seen any mithril in the other 2 maps I played either, though there I hadn't explored the whole world, so that's not conclusive. It definitely seems very,very rare though.

You are correct. I have redone the resource rariety in 0.70, the biggest change in the rariety is that Mithril and Gunpowder show up more frequently.
 
Dennis_Moore said:
Anarcho-syndicalist commune, that reminds me of Monty Python's Holy Grail. Was that an intentional reference? (If so, it's a good one).

"You can't wield supreme executive power just because some watery tart threw a sword at you"

Yeap! There are a ton of Monty python references and art in the mod (and even one audio clip).
 
Duce1111 said:
Hi, I just download your mod but I think there is a bug or a line missing in the Python, every time a worker finish a job ( like build road etc) come up a python exeption message:

Traceback (most recent call last);

File "CvEvent interface", line 23, in onEvent

File "CvEvent Manager", line 166 in Handle Event

File " CvCustomEvent manager", line 161 in onimprouvement Built

AttributeError: CvCostumEventManager instance has not attribute "_CvCostumeEventManager_LOG_IMPROUVEMENT.



Doent effect much the play but very annoying clicking that all the time after a turn.

You have debug messages turned on, you should turn them off. I only turn mine on when Im actually debuging something, otherwise I keep them off.
 
Mumin said:
Chemists lab: Alchemist's lab
Hospital: Infirmatory
Tower: Wizard's Tower

This is exactly what I need, thank you Mumin. Following up on Mumin's ideas I offer the following challenge. I need the name of the tech that supplies you with each of the following t4 units. I have included the ones that I really like, but Im even willing to change those if you guys come up with something better:

Druid-
Beastmaster-
Shadow-
Saboteur- Espionage
Knight-
Camel Archer-
War Chariot-
War Elephant-
Berserkers- Rage
Immortal-
Phalanyx- Mithril Weapons
Shieldwall- Mithril Armor / Lames (I like Lames but I doubt many people know what it is)
Marksman-
Flurry-
Heavy Crossbowman- (I have Machinery here, I want something that eludes to the pulley that makes the heavy crossbow possible, but I don't like Pulleys)
Arquebus- Mumin suggested Alchemy (which I like)
Archmage-
Defiler-
Demon Summoner- Infernal Pact
Elementalist- Ethereal Call
High Priest- Theology
Paladin- Righteousness
Monk-
 
Kael said:
Yeap! There are a ton of Monty python reference and art in the mod (and even one audio clip).

When can we see The Monster of Caer Bannog tear through the ranks of enemy knights? :D
 
Kael said:
Yeap! There are a ton of Monty python reference and art in the mod (and even one audio clip).

Let me guess, the picture for the social order civic is one.

Someone is going to have to ask this, what are lames?
In truth you could define all the terms like this in the civpedia.

Monk: Monasticism?
Marksman: Precision
Archmage: Institutionalized Magic
-need academies and ranks

woodelf said:
Druids : Samhain

could you include an explanation?
 
Mumin said:
When can we see The Monster of Caer Bannog tear through the ranks of enemy knights? :D

Soon i hope.

(a Typhoid Mary like wonder possibly)?

Question Mark said:
Well, I do. It makes more interesting strategic decisions, and adds diversity and specialization to cities. More of this. Really powerful wonders with really severe penalties would be cool.

*cough* Apocalypse *cough*
 
loki1232 said:
Let me guess, the picture for the social order civic is one.

Someone is going to have to ask this, what are lames?
In truth you could define all the terms like this in the civpedia.

Monk: Monasticism?
Marksman: Precision
Archmage: Institutionalized Magic
-need academies and ranks



could you include an explanation?

Lames are the articulated joints in armor that allowed armorsmiths to begin making sets that completly covered the wearer instead of just dissconected pieces that left exposed gaps. I like the metaphor both because it represents the full sets of armor and the movements of an group of well trained soldiers. That they could maneuver on the battlefield without ever exposing themselves to enemy attack.

I had to google Woodelfs Samhain, apparently its a celtic Summers End festival.
 
loki1232 said:
could you include an explanation?

It's one of the 2 most important nights to the Druids. I figured you could research something like Samhain or Beltaine and it would allow you to draft or build Druids.

Also known as All Hallow's Eve.

edit : I was thinking the tech could be Festival of Samhain.
 
Druid: "Gaia's Blessing" or "Nature Mastery"
Beastmaster: "Feral Domination"
Shadow and Knight: What's wrong with Guilds and Nobility, respectively?
Immortal: "Cheat Death" or "Willpower"
Shieldwall: "Laminated Armor"
Flurry: "Lightning Reflexes". "Celerity" is otherwise fine by me.
Heavy Crossbowman: "Technomancy"
Archmage: "Sorcery" or "Advanced Sorcery"
Monk: "Mental Focusing"
 
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