[MOD] Fall from Heaven

playing warloard diff and no raging barbarian selected altho there acting like Its selected. also noticed the barb onslaught has started aronf year 200-220ish.
same deal in my second game altho i'm faring a tad bit better.
 
Let me first mention, I'm playing 100b and it's a complete blast. No more vanilla for me, chocolate crisp all the way.

Q: Is there a way to launch the mod directly? It's a drag to launch, activate and restart.

Regarding barbarians:
I think there should be more animals, so that taming them isn't just an early game rush affair? Tigers might be a bit too painful, because there's no easy way of staying out of their reach, like with Bears. Orthos (5str superbarb with axe) is really difficult to kill unless you rush to (and find) copper, particularly after the AI has spoonfed him promotions... I think I might have seen him with Shock!

Raging barbarians can be really painful - any map with default or less players will crawl with barbarians. It is fun the first few times, but they might be a bit to agressive if a lot of wilderness remains. I actually built a wall of Elven Archers in one game, around most of my rather large empire, excluding a few AI borders, because they were crazy about pillaging everything I had - a massive wall so they could simply not enter. It was a small map with raging barbarians, and they had wiped out three of the six AIs, so I was left with barbarian hell.



Being a buildaholic, I absolutely adore the Druid's "Nature" ability, but I wonder, is there any way for "Nature", "Cure Disease" etc to not destroy improvements?

Some tooltips, for instance the Ancient Temple resource, should eventually make its way into the game.


Some Civilizations, and I hear new ones are on the way, need an original musical theme. Being a composer, drop me a line and I'll see what I can do. The techno-ish theme I get sometimes is kind of cool, but the strong beat and electronic feel might be a bit over the top.

- Thanks for the best mod ever.
 
Zherak_Khan said:
Let me first mention, I'm playing 100b and it's a complete blast. No more vanilla for me, chocolate crisp all the way.

Q: Is there a way to launch the mod directly? It's a drag to launch, activate and restart.

Yeah there is a shortcut in the 'Mods\Fall from Heaven 100\' directory that will automatically start the game and load the mod.

Regarding barbarians:
I think there should be more animals, so that taming them isn't just an early game rush affair? Tigers might be a bit too painful, because there's no easy way of staying out of their reach, like with Bears. Orthos (5str superbarb with axe) is really difficult to kill unless you rush to (and find) copper, particularly after the AI has spoonfed him promotions... I think I might have seen him with Shock!

Raging barbarians can be really painful - any map with default or less players will crawl with barbarians. It is fun the first few times, but they might be a bit to agressive if a lot of wilderness remains. I actually built a wall of Elven Archers in one game, around most of my rather large empire, excluding a few AI borders, because they were crazy about pillaging everything I had - a massive wall so they could simply not enter. It was a small map with raging barbarians, and they had wiped out three of the six AIs, so I was left with barbarian hell.

Being a buildaholic, I absolutely adore the Druid's "Nature" ability, but I wonder, is there any way for "Nature", "Cure Disease" etc to not destroy improvements?

It won't destroy the improvements and they will be able to be cast in your opponents lands and in cities in phase 2. But we wont be able to make that change in phase 1 (Talchas rewrote the spell system from scratch to fix all the little annoyances in phase 1).

Some tooltips, for instance the Ancient Temple resource, should eventually make its way into the game.

Some Civilizations, and I hear new ones are on the way, need an original musical theme. Being a composer, drop me a line and I'll see what I can do. The techno-ish theme I get sometimes is kind of cool, but the strong beat and electronic feel might be a bit over the top.

- Thanks for the best mod ever.

Check out the following post which covers all of the planned civs for phase 2. The art still needs some work, but the audio is ready to go. Let me know what you think.

http://forums.civfanatics.com/showpost.php?p=3880930&postcount=4727
 
Most of the themes sound excellent. Any special reason for the variation in length? Myself, I spend at most ten seconds in diplomacy anyway, so it doesn't really matter.

The Illian theme has a slightly too electronic sound for me. It kind of works, what with the evil, mystical, eerie, marching theme, and after about ten listens I started feeling comfortable with it, so...leave it in.

I persume, and hope not to step on toes, that these themes are cuts from songs not made for the mod? Else, who's the mastermind?

Edit: Have you considered leader- or civ-specific winning conditions? Could add a lot of character.
 
Zherak_Khan said:
Most of the themes sound excellent. Any special reason for the variation in length? Myself, I spend at most ten seconds in diplomacy anyway, so it doesn't really matter.

All of the diplomacy music is played on a loop, so if it is 8 seconds or 20 doesnt matter as long as it loops nicely.

The Illian theme has a slightly too electronic sound for me. It kind of works, what with the evil, mystical, eerie, marching theme, and after about ten listens I started feeling comfortable with it, so...leave it in.

I persume, and hope not to step on toes, that these themes are cuts from songs not made for the mod? Else, who's the mastermind?

They are definitly not tunes written for the mod. I started sampling songs by Enya and Celtic songs. But I really hit the gold mine in the songs from Cirque du Solei. I not a big fan of listening to cirque music but they have a definite fantasy sound and had a wide variety of rifts for different parts of the show.

Edit: Have you considered leader- or civ-specific winning conditions? Could add a lot of character.

No, but in "Shadow" we have a quest system planned which will contain civ specific quests. Each of the civs will have particular taks that they will be rewarded for completing. They might not win, but its along the same lines as you are thinking.
 
puck11b said:
I know I have certainly seen the AI get religions before. When I play I normally shoot for dwarven studies then elvish studies. At that point I go and back fill for earlier techs that I missed. Often the Ai ends up getting OO and the Order, I am about 50/50 on getting Ashen Veil

~p

(Edited for spelling)

what difficulty level are u playin at?
 
Ranbir said:
I also still have this problem. It's quite a quandry really. I even did a clean install of the game (wiped everything) and also FoH.

All I know I've done different from the standard is that my game is installed on my G drive partition. But I doubt that is the cause.

Something maybe Firaxis can look into!


Interesting, I also did not install civ into the default directory.
(C:\Program Files\etc... )
But those for whom MP works did (at least those I have asked).

Is there anyone not experiencing this (MP crash) problem who installed to a non-default directory?
 
just re-install to the default and itll work... (i did)
 
I have the game installed in the standart directory, and i can't start a hotseat game :cry:
 
Personally I think that you should have more variety to the civs.
You have 12 human civs, 1 vampire civ, 2 elven civ 2 dwarf civs and 1 orc civ.

I think you should add the Griffon's as a light civ and the Fellbeasts (dark birds) as a dark civ. And also add some civ that's equivelent to China and Japan in medieval times. Playing with ninjas and samurai might be interesting in FFH

And I'm really dissapointed that you can't play as the infernal. Once it comes out I'm going to tweak the code.

Are you going to put Rabbit's Grim Reaper in? That would be really cool.

Sorry if I seem too critical, I'm just speaking my thoughts.

And of course Great Mod
 
darkonion said:
what difficulty level are u playin at?

The above I was playing on Noble. I've now played Prince a few times and I can expect to get either elvish studies or dwarvish studies, but I've yet to snatch both before the AI.

The later game relegions are similar, I can pick Order or Ashen veil, but I can not get both.

I've never tried to get OO... they are just not right. *grin*
Iä! Iä! Cthulhu Fhtagn!

~p
 
Civmansam said:
Personally I think that you should have more variety to the civs.
You have 12 human civs, 1 vampire civ, 2 elven civ 2 dwarf civs and 1 orc civ.

Variety means a lot more than the race. So just because the elohim and the hippus are both human doesnt mean they are the same.

I think you should add the Griffon's as a light civ and the Fellbeasts (dark birds) as a dark civ. And also add some civ that's equivelent to China and Japan in medieval times. Playing with ninjas and samurai might be interesting in FFH

And I'm really dissapointed that you can't play as the infernal. Once it comes out I'm going to tweak the code.

The editor will let you change the infernal to a playable civ if you want. They will actually be pretty playable in "Light" and it won't make much difference. In "Fire" the infernals will be fulfilling some specific purposes in the game that make them very dangerous and difficult to play as human (that and the fact that they will be the only civ that starts in hell). Of course you could start with hell all to yourself until the other civs start breaking in if you want (or making attacks up into creation), but there will be some aspects of the game that wont make the infernals a very balanced option.

Are you going to put Rabbit's Grim Reaper in? That would be really cool.

Yeap, thats the unit I use for the Summon Wraith spell.

Sorry if I seem too critical, I'm just speaking my thoughts.

And of course Great Mod

Always glad to have feedback keep it coming. At some point Im sure its frustrating to see the results of our decisions without seeing why we made them. When the beta of phase 2 releases I hope to grant public access to our forums and you will be able to see exactly what we have planned and why.
 
puck11b said:
The above I was playing on Noble. I've now played Prince a few times and I can expect to get either elvish studies or dwarvish studies, but I've yet to snatch both before the AI.

The later game relegions are similar, I can pick Order or Ashen veil, but I can not get both.

I've never tried to get OO... they are just not right. *grin*
Iä! Iä! Cthulhu Fhtagn!

~p

Thats the same results I get. But shame on you for skipping our cephaid masters, whats a little thing like free will between friends.
 
what does having enemies in phase 2 do? does it mean that you get minus relationship points with them? What do the things like (earth mean)?
 
redstar05 said:
what does having enemies in phase 2 do? does it mean that you get minus relationship points with them? What do the things like (earth mean)?
Yes, I think they will have minus relationship if they meet.
And the 'earth' thing is one of 21 different magical spheres that will be in the game. Each civ has a sphere, i.d. their magical units will start with a spell from this sphere, e.g. the adepts from the civ with earth sphere will start with an earth spell.
 
Kael said:
Thats the same results I get. But shame on you for skipping our cephaid masters, whats a little thing like free will between friends.

*chuckle*
The truth of the matter is that I haven't played a game where the sailing techs were must haves for me. I generally play Titunia (sp?) the Halfling (cre/fin) so Runes is a good fit for me religion wise (you've got to love running 100% science and making a profit), and hunters are my unit of choice for the Barbarian rush at year 120 or so, plenty of oomph and two move out of the gate is very useful for defending the realm from pillaging baa-baas. Since the road to fellowship goes through hunting it is just a natural lead in for me. By the time the baa-baa rush is done and I can devote the production to coastal improvements OO is long gone. I also tend to miss out on a lot of the early wonders since my beginning game is focused on money/science rather than production.

The down side to this start is that I end up with a relatively week early military which sends more than my share of barbarians at me, but my hunters can cruise around and take them out with relative ease. By the time I have expanded to the point where I am looking at punishing my neighbors for the crime of, well, being my neighbor, I normally have tier 3 units to their tier 2 units from the tech lead.

And the Baron... I love the Baron, nothing like a unit that generates it's own garrison troopies.

~p
 
Kael said:
Yeah there is a shortcut in the 'Mods\Fall from Heaven 100\' directory that will automatically start the game and load the mod.



It won't destroy the improvements and they will be able to be cast in your opponents lands and in cities in phase 2. But we wont be able to make that change in phase 1 (Talchas rewrote the spell system from scratch to fix all the little annoyances in phase 1).



Check out the following post which covers all of the planned civs for phase 2. The art still needs some work, but the audio is ready to go. Let me know what you think.

http://forums.civfanatics.com/showpost.php?p=3880930&postcount=4727

I see you copied the portraits from icewind dale II. I dont like those pictures and they dont look very unique or appropriate for this mod. In fact i think they are very ugly. :vomit:

I know its your mod but cant you make your own graphics or at least get something that doesnt look like a painted portrait?

And also are you going to do some animated leaderheads in the future?
 
Xanikk999 said:
I see you copied the portraits from icewind dale II. I dont like those pictures and they dont look very unique or appropriate for this mod. In fact i think they are very ugly. :vomit:

I know its your mod but cant you make your own graphics or at least get something that doesnt look like a painted portrait?

And also are you going to do some animated leaderheads in the future?

Like I mentioned the leaderhead pics are final copy yet, lunargent has been going through and cleaning them up and doing a remarkable job.

The reason I selected the Icewind dale pics is because almost all of the pics are from the same artist, Justin Sweet. He is one of my favorite and his paintings inspired a lot of of the flavor of the FfH world. In particular his figures seem to be tragic, corrupt or flawed in some fashion. There are no knights in shining armor, only battle weary warriors covered in blood and steel. Sweet's "watercolor" style doesn't have hard edges and tends toward blurry pictures, especially when just certain aspects are framed (a lot of what lunargent is doing is cleaning up these artifacts though he has even added and removed things from the pics, but he does such a good job you cant tell when you look at it).

Of course there are also a few pics from Brom (another amazing fantasy artist) and a few from others, just where the picture really seemed to capture the person.

C.Roland made some animated leaderheads for phase 2 early on. Some were perfect but our problem was that there was no way we could do them all, we just didnt have enough base models to work from. And try as we might some would always look like "ceaser with a new skin". The problem isnt such a big deal with units, but when your looking at a human face that you recognize skinning it so that it doesn't look like a painted version of the original form is hard (if not impossible) to do.

And I didnt want a mix of some 2d and some 3d leaderheads, it was either all one or the other.

We may switch to 3d leaderheads later on, but it honestly isnt high on my list. I would rather have an artist make me a Kraken unit than a new leaderhead. And as cool as 21 new leaderheads would be, 21 new unit models would be even better!
 
Back
Top Bottom