[MOD] Fall from Heaven

You downloaded just patch--- you will have to download full version first (On top of 1st page of thread is link) It is 122 MB so I hope you have cable connection... And that version already includes newest patch so you don't have to patch after you download.
 
Kael said:
There isnt anything the bosoletes the carnival, it only requires the hunting tech. I just did a test and was unable to ind a situation where I couldn't build one, even in the late game. The only reason I could see that would cause this is if the city already had a carnival.

I will try to reproduce it, no problems with adding newcought animals either? If I can reproduce it, where do I send my save to?
 
AljayBoy said:
Em, well heres a few pointers:

1. Rush for the Baron - Get him and then you can build an army of werewolves, saving you from having to train them in your cities leaving you to build other things. (Plus he's damn cool! :D )

2. Found a religion and spread it, standard rule for vanilla civ too, spreading it to your neighbours drastically reduces the chance of them attacking you.

3. You need regeants for Mages and Archmages etc so make sure you have this resource or can trade for it as you don't want to be missing out on the power of Archmages.

4. You are gonna need to start building your army earlier than in vanilla civ as the barbarians are just crazy, so although you really want to build that settler your not gonna be able to protect him or the city as the barbarians WILL come in force.

5. Be careful when scouting in the early part of the game as the hill giants are nasty!

Can't remember anything else other than the tech tree is significantly more open than in vanilla civ so research, while being very important, isn't the be all and end all it is in vanilla.

I haven't encountered the hill giants while exploring yet which might be because I'm doing a tiny pangaea map on settler. Although I could try a small map and have 3 civs instead of 4 because like someone, Kael I think, mentioned, they usually play the map with one civ short of usual.

Haven't really gotten the hang of the thing yet.
 
evanb said:
So, Kael... Have you found anything about that crash in my saved game?

Yeap, sorry took wuite a qhile to isolate. Your crahs was being caused by a problem displaying the Temple of the Veil in extremely large cities. I removed the Temple of the Veil building art from the mod and its working fine now.

I have uploaded patch E which resolves this issue. It is linked in the first post.
 
Furin said:
I will try to reproduce it, no problems with adding newcought animals either? If I can reproduce it, where do I send my save to?

If you can reporduce jut zip and attach your save here and I would love to get a look at it.
 
although which religions are good for what here? because unlike vanilla civ, the religions in here have things that are allowed because of the religion.
 
smjjames said:
although which religions are good for what here? because unlike vanilla civ, the religions in here have things that are allowed because of the religion.

The pedia entries for each of the religions does a pretty good job of listing what can and cant be done. The change your religion makes on your civ is dramatic so its not easy to simply say what is better for what.

At a 10,000 foot view:

1. The Order is good at lowering city costs and maintaining a large army.
2. Runes of Kilmorph makes money.
3. Fellowship of Leaves is good for living in a forest empire and maintaining happy, healthy (and usually poor) cities.
4. Octopus Overlords can capture slaves and get one of the best early game units, the Drown.
5. The Ashen Veil are good at researching techs and have powerful abilities that usually have a negative side effect, like the disease spreading units.

If you play magic the gathering you can look at the 5 religions as the 5 magic colors and you should have a petty fair view of what may work for you.
 
cool, just wanted to know in general.

and as for disease spreading units, they don't have negative effects for you, just other civs?
 
and as for disease spreading units, they don't have negative effects for you, just other civs?

Disease is a double-edged sword, and will hit units on both sides. The advantage you'll have as the veil is that a good part of your army will most likely consist of undeads and demons, which are both completely immune to disease.
 
kael... is it just me or do the AI never use adepts, mages, and archmages and their spells... ive never seen an AI cast fireball of summon demon... is there a reason for this... and if not... u can fix this too at the same time... when my mage, for example, is set to "explore", can it attack an animal with its fireball attack instead of dying every time it attacks it...

im sorry if this was already covered or not... ive been out for a few days... and i dont feel like reading all them pages... thank you...
 
darkonion said:
kael... is it just me or do the AI never use adepts, mages, and archmages and their spells... ive never seen an AI cast fireball of summon demon... is there a reason for this... and if not... u can fix this too at the same time... when my mage, for example, is set to "explore", can it attack an animal with its fireball attack instead of dying every time it attacks it...

im sorry if this was already covered or not... ive been out for a few days... and i dont feel like reading all them pages... thank you...

The AI does use them, but not to their full potential. In my games the AI typically only uses them defensively. i don't recall ever being attacked by many mage units. kinda glad, the awesome power of three archmages in a stack of units is not something i'd want to see in my borders.
 
I figured out the "Out of Sync" error. See, we figured we were set with the 1.0, but we didn't know that I had 1.0B, and my friend had 1.0C. In the future, leave a note about that or something on the main page. Thanks, and good game.
 
I know it's a bit late for new ideas, but would it be possible for players in the conquest and/or slavery civic to receive slaves when capturing or razing a city?
 
kevjm said:
I know it's a bit late for new ideas, but would it be possible for players in the conquest and/or slavery civic to receive slaves when capturing or razing a city?

I like that idea.

If your religion is ashen veil, then you can sacrifice them. Otherwise function as workers or basic soldiers.
 
kevjm said:
I know it's a bit late for new ideas, but would it be possible for players in the conquest and/or slavery civic to receive slaves when capturing or razing a city?

I don't like the idea of allowing slaves through the conquest civic. I would like to retain it just for the slavery civic (and the balseraphs have a special unit that can capture slaves on any civic). But I love the idea of have slavery civ's granted slaves when they raze a town. I will add that to phase 2.
 
I've played around 3 hours, doing this and that, to get a hang of the changes, and I'm finding that there are just way too many buildings..
Not only can't I build most of them (or if I try, I end up not having enough of a military, and defending cities with just 1 unit..) but it clutters up the list, and makes it difficult to pick and choose which ones I really want.

Other than that though, I'm finding it to my liking.
I'm especially enjoying playing around with the 'hero' units.
Saves me from having to build massive armies when trying to take down civs of equal tech-strength :D.
 
runedot said:
I've played around 3 hours, doing this and that, to get a hang of the changes, and I'm finding that there are just way too many buildings..
Not only can't I build most of them (or if I try, I end up not having enough of a military, and defending cities with just 1 unit..) but it clutters up the list, and makes it difficult to pick and choose which ones I really want.

Other than that though, I'm finding it to my liking.
I'm especially enjoying playing around with the 'hero' units.
Saves me from having to build massive armies when trying to take down civs of equal tech-strength :D.

I got to say i love the multitude of choices. The great thing about the mod is you don't have to build them all to be successful. Think of it like specialized cities - what is this city's function?
I have been playing a couple games for awhile now and i admit i do feel overwhelmed at times but i like the extra buildings and the limited tier 4 units that spring from them. Choices, choices.

I agree the heroes are a great addition, and not as overpowering as i'd first thought they would be.

- feydras
 
Chalid said:
It should not be. Do you have anotehr Mod installed that influences the domestic advisor. Check if there are any files in your /MyData/MyGames/Sid Meier's Civilization/Assets/phyton/screens/ folder. If not it might be a bug.


Thanks for the info, Chalid. That's exactly what it was, another mod that I had forgotten I had installed. I deleted it, and the domestic advisor screen comes through clear. So, no bug here.
 
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