[MOD] Fall from Heaven

Kael said:
Actually everyone owes a Zurai a huge thanks. He just PM'ed me some code that not only allows units to cast spells outside of their cultural boundries but is natively recognizable by the AI. It is really awesome stuff and it will be included in 0.70.

The only disadvantage is that casters won't be able to level traditionally anymore (because I am monopolizing the level code for spellcasting) but I think tis a good trade until the SDK releases and I can move spells to the command code where they really belong.

Hurai for Zurai! (I know, bad pun, I apologise).

I just noticed an annoying bug:
When I tried to run a Hot Seat with the FFH mod activated I got a CTD, twice. May be that it's not handling my custom options very well, but I suspect it dislikes the mod.

Edit: I'm fairly sure it's the mod, I ran it without any major changes, and it still crashed.
 
Druid- Commune with Nature
Beastmaster- Animal Mastery
Shadow- Guilds
Saboteur- Espionage
Knight- Nobility
Camel Archer- Domesticate Camels
War Chariot- Competitive Games
War Elephant- Domesticate Elephants
Berserkers- Rage
Immortal- Divine Blood
Phalanyx- Mithril Weapons, Formations
Shieldwall- Mithril Armor, Lames
Marksman- Precision
Flurry- Celerity
Heavy Crossbowman- Machinery
Arquebus- Alchemy
Archmage- Strength of Will
Defiler- Mastery of Entropy
Demon Summoner- Infernal Pact
Elementalist- Ethereal Call
High Priest- Theology
Inquisitor- Inquisition
Paladin- Righteousness
Monk- Meditation

What about the golems?
 
Haarbal said:
first 5 fantasy civ's up and running, with a minor bug with the flag colours
->(PRESS HERE)<-
just overwrite the files that it needs to overwrite and enjoy

Thanks for those flavour civs! Works like a dream!

It's much more fun with fantasy-style civs. Tip: play a custom game and choose the fantasy civs; and, what I didn't know before, you can actually play against the same civ twice, with different leaders - in my current game I'm playing with ALL the fantasy civs on a Pangaea map, I think its 10 civs this way, not 5 (2 leaders each).
 
Dragonlord said:
Thanks for those flavour civs! Works like a dream!

It's much more fun with fantasy-style civs. Tip: play a custom game and choose the fantasy civs; and, what I didn't know before, you can actually play against the same civ twice, with different leaders - in my current game I'm playing with ALL the fantasy civs on a Pangaea map, I think its 10 civs this way, not 5 (2 leaders each).

I thought getting 2 Leaders was a bug with the fantasy civs at first, but it works well. Did you add in my fantasy diplomacy dialogue as well?
 
woodelf said:
I thought getting 2 Leaders was a bug with the fantasy civs at first, but it works well. Did you add in my fantasy diplomacy dialogue as well?

Must have missed that - where can I find it? I looked through the last couple pages but no luck... I kind of quail at looking through 26 pages, though :D
 
Dragonlord said:
Must have missed that - where can I find it? I looked through the last couple pages but no luck... I kind of quail at looking through 26 pages, though :D

It's in the Elf civ thread. Near the end.
 
What on EARTH am I doing wrong?

The mod sounds like a blast, but I can't get anything remotely fantasy sounding to come up in the game setup.

I downloaded the mod, extracted it, and placed the fall from heaven folder in the MODS folder (inside the Civ 4 folders)

I started the game and had it load the mod.

The Fall from Heaven title screen came up fine with the new music.

NOW is the problem: When I go to setup a single player game, all I get is the standard map and civilization selections (American, Aztec, etc...) This is true whether I try to "Play now", set up a custom game, or play a scenario.

I know I've probably overlooked something really stupid and thanks in advance for helping the n00b.

I can't WAIT to play this mod!!!!
 
There are no "official" fantasy civs yet. Kael's still using the default normal Civ4 civs.
 
OHHHHHHHHhhhhhhhhhhh

See, I knew it was something simple.

Like nothing being wrong, for instance. That's pretty simple...
 
Dragonlord said:
Found it! Thanks!

@Kael: You said somewhere you'd fixed the TXT_ errors. Is it fixed in 0.60, so I'd need to DL it again, or fixed in 0.70?

0.70 which will be released on Friday.
 
Kael said:
0.70 which will be released on Friday.

This short line will cost me . . . oh ye it will . . . "just one more turn honey" . . . "come on dear, it's fantasy based it's so cool" . . . "honey... honey . . . honey! what are you doing with this suitcase? what it's kael or you ??? how can I choose@!#$? " :crazyeye:
 
First off Kael, great mod. I like it quite a bit already, and this is before you've even really gotten into the graphical.

I played through today and noticed that the various inquisition stuff doesn't work properly. Inquisitors can not purge cities, and the great wonder Purge the faithful doesn't clean out any religions whatsoever. I don't know if you've already addressed it for 0.70, but I thought I ought to throw it out there for you.

CIV version : 1.52
FfH version : 0.60
 
I just d/led and played this twice.

It's very impressive for a first effort, sincerely, but the balance is non-existant. I started a game on Monarchy (epic, large, continents) and after my first couple axe-men had 3 of your doubled city attack bonuses while the army formed I could see that was game, wiping out 2 civs and set up to storm over the world by 500BC.

So I restarted on Emporer (epic, large, archipelago snaky continents) and just gave up now at about 500AD, with over 20 cities and the world clearly conquered.

It's these doubled bonuses. The computer can't deal with em. My first axe-man was level 9 and literally unstoppable, let alone the rest of em. The adepts coming out with 2 movement, 70% withdrawal and 100% collateral damage out the gate in 3 turns apiece on epic is insane.

This was without reading the techs or civics or having any idea at all of what's going on. With that understanding this would be easily beatable on deity. And thus, unfortunately not much fun SP. The AI coding options coming with the patch would probably be able to rectify this.

World be a blast against other human players at the moment, but finding skilled human players keen to sit down with me for a 10 hour game of this mod is not something that's gonna happen.

Nice effort. Was very refreshing. I look forward to trying it again in 3 months to see how the playability has come along.
 
AU_Armageddon said:
...
Nice effort. Was very refreshing. I look forward to trying it again in 3 months to see how the playability has come along.
Well, agree with all your post to a point, don't wait 3 month, try 0.7 that will be released on friday, my understanding is that Kael improved the AI a bit more & let him use magic (!!), if that is so you might conquer the closest enemy but when the AI will use fireballs you will beg him to stop!
 
mamimo said:
Well, agree with all your post to a point, don't wait 3 month, try 0.7 that will be released on friday, my understanding is that Kael improved the AI a bit more & let him use magic (!!), if that is so you might conquer the closest enemy but when the AI will use fireballs you will beg him to stop!

Agreed. It's only 1 day away! Once the AI defends itself I assume we'll all be begging for peace. :eek:
 
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