[MOD] Fall from Heaven

azzacanth said:
Negative, that would be a regular old conjuror. Like I said, he had been upgraded from an adept, and had seen a bit of combat action. Maybe having more exp points on account of combat allows him to cast more?

Anyway, if it is consistent, I wouldn't think its a problem: a mage with more experience being able to cast more spells makes sense to me.

On the other hand, if its not consistent, then it would have to be a bug :/

Makes sense. I assume you used the improvements thing (since it seems to destroy improvements when you do it). I take it whatever setting that allows workers to build roads and clear jungle outside of your territory isn't applicable?

Yeap, you got it, its an event in the improvementBuilt function. I don't think you can build roads in enemy territorys (although you can in neutral territory) so i tohught the improvement was better because its not as annoying to lose the tiles improvement as it is to lose a road you are counting on.
 
Err, you might want to credit Guild Wars in here somewhere too. I saw a lot of gw art being used in tech buttons and promotions.
 
Added the Marksman ability to 1.0 today. It gives units with the promotion (Marksman and Shadows) the ability to attack the weakest unit in the defending stack instead of the most powerful. Both of those units had their strength decreased by 2 to compensate for the new ability and the Marksman had their Blitz ability removed.

Marksman was one of the abilities I origionally wanted for phase 1 (so the units could be used as a counter against defended mages and priests) but I was never able to figure out how to do it. I was adding the ability to phase 2 this morning and it turned out to be so simple that I backported it to phase 1 too.
 
Kael said:
Added the Marksman ability to 1.0 today. It gives units with the promotion (Marksman and Shadows) the ability to attack the weakest unit in the defending stack instead of the most powerful. Both of those units had their strength decreased by 2 to compensate for the new ability and the Marksman had their Blitz ability removed.

Marksman was one of the abilities I origionally wanted for phase 1 (so the units could be used as a counter against defended mages and priests) but I was never able to figure out how to do it. I was adding the ability to phase 2 this morning and it turned out to be so simple that I backported it to phase 1 too.

Kl :) does this make a new use for the warrior?

:sniper: :help: :whipped: :king:
 
kevjm said:
Kl :) does this make a new use for the warrior?

:sniper: :help: :whipped: :king:

Nice smilies! Yeap, some buffers could be very handy. Better to fireball marksmen or shadows that cross into your lands.
 
Kael said:
Added the Marksman ability to 1.0 today. It gives units with the promotion (Marksman and Shadows) the ability to attack the weakest unit in the defending stack instead of the most powerful. Both of those units had their strength decreased by 2 to compensate for the new ability and the Marksman had their Blitz ability removed.

Marksman was one of the abilities I origionally wanted for phase 1 (so the units could be used as a counter against defended mages and priests) but I was never able to figure out how to do it. I was adding the ability to phase 2 this morning and it turned out to be so simple that I backported it to phase 1 too.
That is AWESOME. This finally makes Marksmans useful, and adds more tactics. And makes marksmans different than flurryes, they were almost same.


How comes that order has only 1 special song, while leaves and runes have 5/6, and OO and AV have 10+?
 
TheJopa said:
That is AWESOME. This finally makes Marksmans useful, and adds more tactics. And makes marksmans different than flurryes, they were almost same.


How comes that order has only 1 special song, while leaves and runes have 5/6, and OO and AV have 10+?

Because the existing songs matched more of what I thought of as Order songs so they didn't need as many new tracks.
 
Just checking back after a week of Oblivion on my favourite mod, and still no version 1.0 :(

Do you have any idea when Fraxis are going to release their bit that will allow you to release Version 1.0?
 
cordas said:
Just checking back after a week of Oblivion on my favourite mod, and still no version 1.0 :(

Do you have any idea when Fraxis are going to release their bit that will allow you to release Version 1.0?

I don't know for sure. Hopefully soon.
 
cordas said:
Just checking back after a week of Oblivion on my favourite mod, and still no version 1.0 :(

Do you have any idea when Fraxis are going to release their bit that will allow you to release Version 1.0?

You are speaking of TES: Oblivion? Is that out for PC? Damn, I just hope it isn't. Because if it is, I won't have peace of mind until I get it... And even though I have good, quite new PC, I know that it will turn out that I can't play it for some technical reason.
 
TheJopa said:
You are speaking of TES: Oblivion? Is that out for PC? Damn, I just hope it isn't. Because if it is, I won't have peace of mind until I get it... And even though I have good, quite new PC, I know that it will turn out that I can't play it for some technical reason.

Yeap, its out. Its an excellent game.
 
TheJopa said:
You are speaking of TES: Oblivion? Is that out for PC? Damn, I just hope it isn't. Because if it is, I won't have peace of mind until I get it... And even though I have good, quite new PC, I know that it will turn out that I can't play it for some technical reason.

Sorry to disappoint you, but you aren't gonna stay mad at me for long. Its out and its brilliant :), almost as good as Fall from Heaven ;)

Don't worry to much about the requirements, I have an Athlon XP2500, 1gig of RAM and a 9800PRO 128mb ram which ain't a fast PC by todays standards and I can play the game at 800x600 as smooth as a dream and it looks damn sexy. If you have any probs there are plenty of Forums and faqs out already that can help you tweak the game to improve its performance, and I am sure that new drivers will be arriving from Nvidia and ATI to make it even better :).
 
Hello everyone, I'm new to the forums, but not CIV games. I saw your mod and the number of people saying that it was better than life itself, so I thought I'd give it a try. The problem is that I can't access any menus, advisors or options from within the game, which makes it completely unplayable. I got a 'cannot load event interface error' when booting up the mod, but I'm not sure that's related. Any suggestions?
 
Javan said:
Hello everyone, I'm new to the forums, but not CIV games. I saw your mod and the number of people saying that it was better than life itself, so I thought I'd give it a try. The problem is that I can't access any menus, advisors or options from within the game, which makes it completely unplayable. I got a 'cannot load event interface error' when booting up the mod, but I'm not sure that's related. Any suggestions?

It typically means you have other files in your 'CustomAssets' directory. Try renaming it to 'CustomAssets.old' and it should resolve the issue. The game will create a new set of customassets when it begins.
 
I'm afraid that didn't resolve my issue. The game did indeed create a new custom assests folder, but....I'm still suffering from the same problem.
 
Javan said:
I'm afraid that didn't resolve my issue. The game did indeed create a new custom assests folder, but....I'm still suffering from the same problem.

Interesting. Do you have civ patch 1.52 installed?
 
Javan said:
Yep, that I do.

Can you give me the exact error you see when you load.
 
I get 'failed to load python module CvEventInterface'. I'm not that technical, so I have little idea what this means.
 
Javan said:
I get 'failed to load python module CvEventInterface'. I'm not that technical, so I have little idea what this means.

Hmm.. its erroring attempting to load CvEventInterface.py. That file isn't in Fall from Heaven. Normally that means that there is a modified version of that file in your customassets directory but you have already ruled that out.

Is it possible you changed your CvEventInterface.py file in your Assets directory?

I attached a copy of the default CvEventInterface.py file from 1.52, see if it matches your copy at: 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\Python\EntryPoints\CvEventInterface.py'

Or, if you really want to remove all doubt uninstall and reinstall Civ4.
 
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