[MOD] Fall from Heaven

Minor point regarding heroes: I read from Kael i think that the XP on heroes will be capped at 101 instead of 100. I think this is a bad idea. My heroes often cap out at 100 sitting around doing nothing and it motivates me to make sure to use them to get that extra promotion.

- feydras
 
feydras said:
Minor point regarding heroes: I read from Kael i think that the XP on heroes will be capped at 101 instead of 100. I think this is a bad idea. My heroes often cap out at 100 sitting around doing nothing and it motivates me to make sure to use them to get that extra promotion.

- feydras

I think you are right. I also like the fact that you will likely recieve a promotion from your first combat with your "camped" hero. I think it will make it more fun after you have been growing him for that long.

Its also fully configurable so it can be tweaked to any players desires. I also added an entry that adjusts the chance that the heroes gain an xp each turn for players that dont want their heroes to gain xp as quickly (it defaults to 100%).
 
Something a little unclear for me - it seems that heroes get XP for just existing. Is this how its supposed to be?
Gotta say - loving this mod more and more as time goes by.
 
Gileyal said:
Something a little unclear for me - it seems that heroes get XP for just existing. Is this how its supposed to be?
Gotta say - loving this mod more and more as time goes by.

Yeah, we talked about a lot of different ways to "grow" heroes. But at the end of the day just granting them auto-xp every turn was the simpliest for both the ai to understand and to keep players from having to perform any micromanagement.
 
Hello all,
I have just played several times with v1.0, this after I have been away from the game & mod the last couple of months (even more then that).
I must say what a great mod! The changes are awesome & the difficulty is better, it seems like the AI was improved also in the last version!
It's great being back,
Thanks KAEL :thanx:
 
Hi all. Registered on the forums just so I could comment on this mod. :)

Awesome mod! I'm a big fan of fantasy, and this mod is right up my alley, way to go!

A few things I've noticed so far:
The "Religious Law" tech says that after you research it and switch to the Organized Religion civic, you can build Command Posts. Well, I did this and have yet to see any option to build a command post at all. They don't appear to be available for construction.

The Galley says it holds 4 cargo, but it refuses to take my Ranger while he's carrying his bird. I'm guessing this would make the Galley an Aircraft Carrier, since the bird acts like a plane - but just thought I'd mention that, since I wanted to take a Ranger and his pet to explore new lands.

I researched the Survival skill because it says it allows you to replace forests, but the only units I see that can plant forests are Druids (which are only available much later on), and Elven Archers (which I can't build since I'm following the Dwarven religion). "Can build a forest" should either be moved or have an explanation as to where to find the proper Units to do this.

Though the mod is awesome, I think it would be much better if all the techs were replaced. It's very odd (to say the least) to have half-fantasy and half-modern history. Sort of makes me imagine Frodo in LOtR stumbling upon the Egyptian pyramids or a German panzer tank, know what I mean?

Also, I'm not sure if when you create new Leaders you can give them predispositions about other civs, but I've been playing for 235 turns now with 14 civs (all have pretty much met each other by now), and using the custom option "aggressive AI", yet there hasn't been a single war yet in the game.

Lastly, although it was OK as "comic relief", the icon for the "Chicken Itza" wonder was a bit out of place. :lol:

I absolutely love the complicated and convulted tech trees - there are just SO many choices... decisions, decisions! :)

Keep up the great work!

-Targa

EDIT: Took another look at the Druid, and he appears to be a National Unit as well - I'm assuming Leaf religion, not dwarf? It doesn't say. All these units that are religion-specific need to have a note in the civilopedia saying what religion you need to get them. I was just about to research summoning, feral bond, and connect with nature in order to get a druid, which would have been a waste of time if you can't get them while following Kilmorph religion.
 
Targa said:
Hi all. Registered on the forums just so I could comment on this mod. :)

Awesome mod! I'm a big fan of fantasy, and this mod is right up my alley, way to go!

A few things I've noticed so far:
The "Religious Law" tech says that after you research it and switch to the Organized Religion civic, you can build Command Posts. Well, I did this and have yet to see any option to build a command post at all. They don't appear to be available for construction.

Only civs with the Organized trait can build command posts. The other civs can only get them through great commanders.

The Galley says it holds 4 cargo, but it refuses to take my Ranger while he's carrying his bird. I'm guessing this would make the Galley an Aircraft Carrier, since the bird acts like a plane - but just thought I'd mention that, since I wanted to take a Ranger and his pet to explore new lands.

Your right, I never thought of that. A unit cant be cargo and a container. Likewise a unit can only carry 1 type of unit, either land or air, so a ship couldnt carry a ranger and his bird. Its an interesting dilema and I will have to think about it but I don't know an easy solution at this point.

I researched the Survival skill because it says it allows you to replace forests, but the only units I see that can plant forests are Druids (which are only available much later on), and Elven Archers (which I can't build since I'm following the Dwarven religion). "Can build a forest" should either be moved or have an explanation as to where to find the proper Units to do this.

Your right, I will clarify who exactly can build forests.

Though the mod is awesome, I think it would be much better if all the techs were replaced. It's very odd (to say the least) to have half-fantasy and half-modern history. Sort of makes me imagine Frodo in LOtR stumbling upon the Egyptian pyramids or a German panzer tank, know what I mean?

You are right, I dont think the tech tree will be redone by the first beta release of phase 2 but the real world wonders are all gone. And we plan on replacing the tech tree in time.

Also, I'm not sure if when you create new Leaders you can give them predispositions about other civs, but I've been playing for 235 turns now with 14 civs (all have pretty much met each other by now), and using the custom option "aggressive AI", yet there hasn't been a single war yet in the game.

The game difficulty also adjusts the ais likelihood to go to war. If you are playing on one of the easier levels this would be common.

Lastly, although it was OK as "comic relief", the icon for the "Chicken Itza" wonder was a bit out of place. :lol:

I absolutely love the complicated and convulted tech trees - there are just SO many choices... decisions, decisions! :)

Keep up the great work!

-Targa

Thanks! Keep the feedback coming!
 
mamimo said:
Hello all,
I have just played several times with v1.0, this after I have been away from the game & mod the last couple of months (even more then that).
I must say what a great mod! The changes are awesome & the difficulty is better, it seems like the AI was improved also in the last version!
It's great being back,
Thanks KAEL :thanx:

Welcome back, I havent heard from you forever! Glad to see you are enjoying the mod.
 
Ahh! Organized TRAIT, well, that explains it. :) Never mind about the Edit, I found out I can get Druids regardless of religion it appears.

Thanks for the quick reply!

-Targa
 
Hello,

Kael or otherwise, I need some help.

I'm just about finished with my OG Warlords Map/Scenario for FFH.

I have a quick list of things to resolve before I do. Simple though they are I need some assistance

1. I need to set the default for the scenario to dis-allow settlers.

2. I need to set the default for the scenario to dis-allow razing cities.

3. For some reason the World Builder says year 4, and I can't seem to get it to reset to year 1?

4. For some reason when I play test, no matter who I start with, there are random chunks visible? It's different for each player. And, yes I've tried toggling the hide map button.

5. Should I be concerned that I've built this scenario for 1.00c?

I am actually pretty excited that I can actually contribute something here, and I think you's guys will like it.

The premise is the original Warlords game. The first turn based strategy that I ever played, long ago. I had to recall the map from memory, so no, it's not exact. It's pretty close though. Without bridges I had to get a little inventive with my river systems, but it's very workable. In fact the lock/channel system makes things very interesting. To get through...you either don't, get a open borders treaty, or take the city. In fact I've tried to encourage warfare and diplomacy across the board. Resources have also been regionalized and placed near intersections to further diplomacy, trade, and war. I've only playtested single player, but I think it will be great for multi as well. That's what the original game was best for anyway.

If you're not familiar with the premise, it's pretty simple. The old high king was cast down, and destroyed through collusion of the Undead hordes and Orcs. Many years later the entire land is in an apocalyptic dark age. Eight factions have begun to emerge to vie for supremacy, and the right to be crowned the new high king. That's where it starts.

I think you will find some interesting surprises, but I'm not going to give them away. Thank you to everyone who has made such a great mod, and I hope I've made a worthy scenario.

I'll be releasing it in the next 24 hrs or so.
 
One other thing. The above issues are probably so easy to fix that it may be easier for me to email you the WB file than for you to explain it to me.

Kael. If you would could do that for me, I could send it to your email address on page 1?

Thanks in advance.
 
Starship said:
One other thing. The above issues are probably so easy to fix that it may be easier for me to email you the WB file than for you to explain it to me.

Kael. If you would could do that for me, I could send it to your email address on page 1?

Thanks in advance.

I'll PM you my email address.
 
Page 269 and still going strong...

Question to Kael about phase 2 - are you still planning on having terrain change graphically with the allignment of the player who owns it? I was thinking of having a similar system with the 40k mod, and was wondering if it had been already done, or even was still planned.

In other words, I want to steal your graphics. :mischief:
 
Kael said:
Normal barbarians is probably etter than raging. A few people love raging barbarians but I never played with it. As is the mod has double the normal games barbarians, adding raging on top fo that is just crazy.

I just tested and giants shouldn't be able to enter your cultural boundries. Maybe thats something thats allowed on raging? They are intended to make it dangerous to explroe the wild, not be a threat to early cities.

i've the same problem but i've not selected raging barbarian.
Why the barbarian don't stop ti come?
 
Was playing this mod with raging barbarians on huge highlands and monarch difficulty (marathon length ;)) , very exciting :goodjob:

I managed to get a warrior up to 100 XP through successive combats. But after that he would not gain anymore xp through combat. Is this intentional?

In fact this might be true in vanilla civ too, since I've never gotten a unit to 100 xp before, but if you could clarify this I would be grateful.

Also note that while combat did not give any more xp, I still got xp from goody huts.
 
Kael.. I noticed that a really skimpy version of your FfH editor(xls) in this version.. but the screenshot in your earlier post has me .. umm.. drooling I guess is the best way to describe it.

Is that full of a sheet only implimented in Phase 2, or is there a more robust version like that available for 1?

Cheers!

Ohh, and Midevil, there is a MaxXP for Barbarians and Animals.. though I can't remember where it is(its XML so easy to adjust if you wanted to).
 
This seems like a really cool mod, but I am having two problems which may or may not be related. I'm sure the answer is somewhere in the 269 pages of this forum, but I don't have the time to go looking through all of it.

So my first problem is I can't seem to get Fall From Heaven to show up in any of the scenario menus. I have successfully started it up by opening the Fall From Heaven .exe, but it would be nice to not have to browse through my documents folder every time.

Second and slightly more important to me is a problem I am having with multiplayer. My girlfriend and I want to play this mod over my LAN but whenever I start up the mod as a multiplayer game it gives a warning that both computers aren't running the same version, and then crashes to the desktop before it ever begins loading. Both computers have the 1.61 installed and the most recent version of Fall From Heaven. I can however play a single player game.

If anyone has any clues as to how to fix these two problems, or just what the problem might be, I would appreciate the feedback.
 
BlazeRedSXT said:
Ohh, and Midevil, there is a MaxXP for Barbarians and Animals.. though I can't remember where it is(its XML so easy to adjust if you wanted to).

Thanks! I'll look into it.
Theres no one but barbs to him to fight, since barbs eliminated all the AI :lol:

Fluteman said:
If anyone has any clues as to how to fix these two problems, or just what the problem might be, I would appreciate the feedback.

If you mean game crashes as soon as you 'launch' from MP lobby, I used to have the same problem.
Solution is here:

http://forums.civfanatics.com/showpost.php?p=3950784&postcount=5177

In summary just rename your CustomAssets folder or delete it. (Perhaps this should be put in the FAQ on first post?)
 
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