[MOD] Fall from Heaven

Kael, first off: this is a great mod, I love it.

Secondly, I get a CTD every time I select which Tech to research next with this autosave.
 
I am 2/3 of the way thru on emperor level game on highlands standard map. i had to restart about 10 times, since sometimes i was starting in the cold snowy spots, sometimes with too much messy lake or useless mountains. i learned to use the settler as a fast explorer. He sees a long way and can find a great start location. Now I am having fun even at turn 400.
I like the tech tree. Its nice that you can be a bit behind and still have a chance.
I always end up getting the Dwarf Studies. i often plan to go toward elves or order or the octopus religions but i always pick mining and then cant resist bronze working to get the axeman. Anyway, i can wage effective military campaign against the AI once i hold off the barbarians. Axemen rock! And after bronze working the Dwarf religion is so tempting. I am a dwarf at heart I guess. I cant believe i am saying such things.
My opinion of the tech tree is it allows for some specialization which will give you leverage or an even chance in one area even if you're behind. i hope that feature and benefit remain in 2.0!
Obviously, the civ tribes dont really feel like orcs/minotaurs/halflings/etc. I like the pictures for the leaders just fine. More chrome in that department isnt important and i would much rather see those unique units to get the flavor going. Shheesh, listen to me, i dont even like fantasy that much. What has this mod got me saying? i want more elvish elves and dwarfy dwarves?
I dont think the great person commander is worth anything when he 'recruits'. i would like to see a field commander ability that 'attack buffs' units in his stack. THAT would be useful at any stage of the game.
People have preferences and ideas, including me. It is good that the team listens but dont let us take you guys off track. This mod is on a trajectory that is going to make it a classic.
 
Great Mod! Ive been playing this for days and loving it!

So far ive only got to play the Elven religion, and ive been trying to go for the Ashen Vale Religion (red circle icon). But because the religion is higher in the line then other religions, I always find that another race achieves it first. Annoying...

I loved the Warewolf, it was a surprise when I came to find its actually a bug. I think adding more wolves is a great idea. Perhaps alittle overpowered but fun nonetheless.

I always tend to play in Epic or Marathon, and the game takes an excruciatingly annoying amount of time. If there were a way to tweak, so that you can produce units/buildings faster in epic/marathon also terraform faster. It would make it more enjoyable. I find it annoying that the whole point of marathon is to make everything take forever, instead it should allow you more time to spend in conquest/diplomacy.

Conquering - When you take a city, obviously the racial differences are going to be huge. Perhaps evil races should only be able to "destroy" a good players race. Good players can take fellow good players citys but only hold them to ransom? (AKA they have to give them back when they make peace). When you take all a players citys, you could force them into a permanent (unbreakable) alliance, they get their citys back, but you keep the spoils of war.

Spoils of War? Technologys/gold when you take a city. But this is more game mechanics.

Im done :)
 
leidolf said:
Kael, first off: this is a great mod, I love it.

Secondly, I get a CTD every time I select which Tech to research next with this autosave.

I will check it out, thanks!
 
I finished one game. Played another with the 1 city challenge on a low level, so I can experience all the units.

Now I'm playing a serious game.

I just want to say that this is an amazing mod. I started getting tired of the regular game and then saw the post about FFH. Kael - I am literally drooling waiting for version 2.0... If I had a time machine it would be May 19th.

Great job. Lots of fun. I wish I had the knowledge to help with development. If there's anything a non-programmer can do I would be delighted.

Gil
 
Gileyal said:
I finished one game. Played another with the 1 city challenge on a low level, so I can experience all the units.

Now I'm playing a serious game.

I just want to say that this is an amazing mod. I started getting tired of the regular game and then saw the post about FFH. Kael - I am literally drooling waiting for version 2.0... If I had a time machine it would be May 19th.

Great job. Lots of fun. I wish I had the knowledge to help with development. If there's anything a non-programmer can do I would be delighted.

Gil

One of my goals in releasing phase 2 is to get some help. On may 19th expect to see a very early demo of a mod, it has no where near the polish 1.0 has and I expect 1.0 will remain king for "real" games.

The kind of help I will need will be skinning and writing help. There will be a lot of strategy and pedia entries that are currently blank. The editor makes it easy to go in and write entries if you have excel. There is also a lot of skinning that could be done to differentiate the units. The art team has been focused on the more difficult objects in the mod, im hoping the community can help with the basic stuff.
 
Downloaded this on Friday and spent most of the weekend playing. Managed to win twice on Chieftain to get a feel for the Mod, once cultural and once domination.

I must say this is great Mod, and your plans for phase II look even more exciting. I think improving the civilopedia would be helpful though - what exactly is required for a religious victory? It said I needed 80%, but is that 80% of the population of my Civ, world population, etc?

Congratulations on such a great Mod, I'll keep my eye on this one.
 
Kael said:
There are 2 ways to balance. You either balance by making things equal or you try to balance differences. The first is easier but the 2nd is more interesting to me, you don't have the issue where things seem like the same wall with a different coat of paint. So I like the fact that the religions are very different as to what they offer. We did a lot of work making sure that even though they are speced differently they are reasonably equal in power overall.
That is what I love about this mod. You aren't trying to balance by making everything equally watered down to the same level, but instead are going in wildly different directions for each religion (and I imagine eventually the civs and overall alignments) and trying to level them from there.

Also I just want to apologize for not getting my final list of pedia tweaks/fixes for you like I planned. Sadly a family emergency came up and I'm going to be out of town for the next week or two, and my laptop can't run Civ 4. Though if you are releasing the Phase 2 demo soon it's probably just as well that I wait for that and just help with the entries needed there. Just wanted you to know.
 
godpuppet said:
Great Mod! Ive been playing this for days and loving it!

So far ive only got to play the Elven religion, and ive been trying to go for the Ashen Vale Religion (red circle icon). But because the religion is higher in the line then other religions, I always find that another race achieves it first. Annoying...

I loved the Warewolf, it was a surprise when I came to find its actually a bug. I think adding more wolves is a great idea. Perhaps alittle overpowered but fun nonetheless.

I always tend to play in Epic or Marathon, and the game takes an excruciatingly annoying amount of time. If there were a way to tweak, so that you can produce units/buildings faster in epic/marathon also terraform faster. It would make it more enjoyable. I find it annoying that the whole point of marathon is to make everything take forever, instead it should allow you more time to spend in conquest/diplomacy.

I agree with you and done a bit of research, there is a way to reduce the time to build in marathon and epic, you just have to be careful not to tip the balance in your favour though.

Go into Program Files/Firaxis Games/Civilization 4/Assets/XML/Game Info/Game Speed Info.

When there scroll down there game speeds and you will see:
(im trying to upload for the first time so hope it works!)

View attachment GameSpeedInfos.doc

What I have done is lower the construct time by about 10% in each game speed and lowered the train time by 15% - 20%. I also increased the research by about 10% - 15%. These settings let me produce noticebly more units and construct slightly faster buildings, with increased research time it meant units take longer to become obsolete and, as you could train more, going to war at any time is a possibility.
 
I searched through this monster of a thread some and wasn't able to find this question asked, so forgive me if its been done already.

I have played this mod many times, and also many multiplayer battles against the computer. Now what I say may not pertain to human vs human battles so lets leave them out of the picture for now.

Against the computer, it seems to me that the summoning units are vastly overpowered. If i get some initial needed tech and then bline to conjurers, its pretty much over. 5-6 of them can advance across the world and the computer has a very hard time of stopping them. Not only do they summon a strength 6 unit which by the time you get these, even on say emperor difficulty, the computer may have his own strength 6 units, but yours are essentially full health every time and will win eventually. I just sit a few squares back from his city in relative safety, send my 4 movement fire elementals(+1 from adept) and let wave after wave of them crash into his walls. Sure i give his guy tons of xp, but he does die, and then its all lost. Enough fire elementals seems to be able to take down anything. Maybe if he had some of the unique 12, or 15 str guys but they don't get those in time to stop them. We even did take down typhoid marry or whatever with fire elementals.

So anyway, are these supposed to be this good? The summoners are weak but its easy to hide them far back on a forested mountain with some unit to protect them, though mostly the computer never attacks. Also having collateral damage summons probably means that no city could stop you given enough time.

Anyway let me know your thoughts on this and am I missing something? Thanks, btw great mod.
 
hey.. sorry but I've downloaded and installed. I say install in My Games/Civ4/Mods. That's the default one. If you could tell me how to install it I'd be really pleased. This looks extremely promising by the way.
 
You just run the installer, and then start civ, go to advanced and choose a mod, and it will restart in fall of hevan. Also later you can just double click on a save game thats from the mod and it will load straight into the mod.
 
After playing one partial game (seven hours on Marathon), which was less a game than aimlessly jumping around getting a feel for the drastically different units and techs, and now being a couple of hours into a seriously played Huge Map Lakes game, I have very few complaints and many compliments.

Always playing Huge Maps on marathon, I do have to agree that the build time for certain buildings, less so than units which are about okay, seems far out of scale compared to the Vanilla’s game’s build to turns ratio. Since FFH has prerequisite buildings for certain units, this seems to place me at a disadvantage to produce the units needed to combat the beefed up barbs in this game. (A small portion of this disadvantage is offset by the ease in getting increased movement promotions for early units, but just some).

One of the things I am enjoying on the Huge maps is the early world map trading. It is nicely balanced on a Huge Map. A player still must go out and explore to make contact and an early map trade rarely exposes the entire world.

Fireballs. Coolest thing I’ve seen in a long, long time.

Tech tree. I also agree that the tech tree is a bit daunting. I can’t imagine without playing several games through that it is possible to set an early strategy. I couldn’t. Glad to hear it’s being tweaked.

Very impressive mod.
 
kendric said:
You just run the installer, and then start civ, go to advanced and choose a mod, and it will restart in fall of hevan. Also later you can just double click on a save game thats from the mod and it will load straight into the mod.

Ok run the installer, go start civ all right. But don't I have to hold Alt or something in the beginning? Well, I'll try. Thanks alot :mischief: :)
 
Kael said:
The kind of help I will need will be skinning and writing help. There will be a lot of strategy and pedia entries that are currently blank. The editor makes it easy to go in and write entries if you have excel.

I thought you already had writers for phase 2? I'm a technical editor by trade, so while you probably don't want me writing anything creative (I'm guessing you want the pedia entries to have a creative flavor to them), I can at least look over what is written and add my two cents (grammar, consistency, etc). I'd even be willing to help write things up, I guess. I'd just have to read through the history extract and pick your brain to understand the subject better.

Also, I don't know if anyone has mentioned this problem before, but I started a game yesterday and immediately lost. I think my starting position was in the ocean, since that was the only part of the map I could see. I don't know if this is something from vanilla or not, and I'm sure it isn't very frequent, but I wanted to bring it up just incase it is something others have experienced.
 
rumbold said:
I thought you already had writers for phase 2? I'm a technical editor by trade, so while you probably don't want me writing anything creative (I'm guessing you want the pedia entries to have a creative flavor to them), I can at least look over what is written and add my two cents (grammar, consistency, etc). I'd even be willing to help write things up, I guess. I'd just have to read through the history extract and pick your brain to understand the subject better.

Also, I don't know if anyone has mentioned this problem before, but I started a game yesterday and immediately lost. I think my starting position was in the ocean, since that was the only part of the map I could see. I don't know if this is something from vanilla or not, and I'm sure it isn't very frequent, but I wanted to bring it up just incase it is something others have experienced.

Wilboman and Corlindale are both awesome writers but there is a lot to do.

When you got the failed start did you happen to be playing on the fantasy map? I had a few of those when Firaxis first released that map and they thought the issue got fixed but its possible its still around.
 
I think you should release a list of what models you need for units and maybe what pedia and strategy entries you need?
 
It was on a random map - custom continents I think. I just wasn't sure if this mod changed any of the code for starting positions and if so, if this could be a side affect of such changes and something you might want to try to locate.

And I'm willing to help out with the text any way I can, so just let me know.
 
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