[MOD] Fall from Heaven

Targa said:
Not gonna read thru 270 pages of posts to see if this has been mentioned yet, but just wanted to point out that Sid's Tips for the Ranger unit says something like "The Ranger is important because it can explore rival territory" - which gave me the impression that it was saying it could explore territory of someone you don't have open border agreements with (after all, ANY unit can explore Open Borders countries) - kinda like the Privateer naval unit, but of course it can't. May want to re-word that tip.

"[COLOR_UNIT_TEXT]Ranger:[COLOR_REVERT] (Recon) Rangers can move through impassable terrain, carry hawks and carry on a Scouts increased movement rate. They are also the first unit to receive the Animal Handling promotion, allowing them to convert defeated animal units. These units are particularly useful because they can travel in Rival territory. They require a Hunting Lodge to train and can be upgraded to a Druid or a Beastmaster."

The rival territory units it is talking about is the converted animals, not the ranger.

Also, since I'm here, I may as well mention something else that crossed my mind. I'm playing a Monarch difficulty game against 12 AI, and of course the computer-AI doesn't give great suggestions for research and construction. I specifically aimed at military wonders in my capital city, and ended up with a truckload of bonuses so far (only about halfway thru or less), while the AI concentrated on things like the Parthenon and Great Library. The city has something like:

Training Yard (xp)
Command Post (xp and production)
Heroic Epic (production)
Eye Tower Wonder thingy (sentry bonus)
Dragon Wonder thingy (quality weapons bonus)
Umm... Priesthood wonder? - Something that gives Blessed bonus
Colosseum (more xp)

Not sure if that's all or not, and not sure if there's more to be made available as the game goes on or not. The point being that if you concentrate on these specific things you can get some real beefed-up military units coming out of a single city. Made me wonder if some of the buildings should be National Wonders so as to limit how many you can have per city. Anyway... works great for me in this game (I'm not going to complain about the promotions my guys are getting, especially since I'm playing Agressive AI), but just thought I'd throw that out there for consideration.

Thanks again for all your hard work (everyone involved)!

-Targa

The problem with national wonders is that they are buildable by all civs. I persoanlly dont have a problem with your super unit city if you have enough of a lead to get them all made you probably deserve the super units.
 
This mod is great, if I had the time I would like to venture on a similar path and do a fantasy mod, but that is not an option for me.

I downloaded the SDK and had a small look through it and found it pretty easy to read and I had a suggestion that could be implemented rather easy through modifying the SDK files.

Getting attack values for units depending on terrain, just as the city attack value. This would be an interesting addition for a fantasy based mod (for any mod for that matter).

You could either add a new value called iTerrainAttack, the file called CvUnit.cpp holds most of the combat logics.

By inserting (and maybe tweeking the following lines should do the trick)

if (pPlot->getFeatureType() != NO_FEATURE)
{
iModifier += featureDefenseModifier(pPlot->getFeatureType());
if (pCombatDetails != NULL)
{
pCombatDetails->iFeatureDefenseModifier = featureDefenseModifier(pPlot->getFeatureType());
}
}
else
{
iModifier += terrainDefenseModifier(pPlot->getTerrainType());
if (pCombatDetails != NULL)
{
pCombatDetails->iTerrainDefenseModifier = terrainDefenseModifier(pPlot->getTerrainType());
}
}

This should be inserted under the attack unit, the above are more or less from the defending unit entries. Now, this will probably not work as is and must be changed but it seems rather easy to incorporate it, so that the defence value also becomes an attack value by inserting it under the attacking units modifications.

Another thing I would like to se is a feature where a unit that moved doesn’t get any defence modifications from terrain, except for light units that would get this as a specialty. This would reduce the effect of trying to hide invading armies on the forest and hills making them almost impossible to intercept. This would make moving armies susceptible to surprise attacks while on the move and also give light units a needed bonus against heavier units and good for advancing ahead of the army in difficult terrain.

Super elven units in the forest, since they might both be light and have both attack and defence bonuses in forests etc.. the same for dwarves.

This could also be made so that certain promotions would give heavy units defence bonuses on the move in certain terrains etc... the limits here is very lucid.

Did I mention that this mod is GREAT!!!

Together with TAM it is the best mod for CivIV, keep up the good work.
 
I don't know if it's intended, a bug or even allready mentioned:
I just realized that fireballs are able to cross water tiles but fire elementals aren't. Actually it quite makes sense but I thought I'd mention it never the less.
 
Sorry did not post anything no idea what to talk abt anyway
But anyway more information of the expansion is out wonder if any one in the team is making FfH for the expansion (Warlords, Vassal States)
 
Thanks for the clarification, Kael. Not having animal units in the original game, I am unfamiliar with their uses. Love the dancing bears! Great for happiness boost on higher difficulties, and also great for culture boost (saved me from building an obelisk) in new cities to get that initial expansion.

The ability to use your animals to explore rival territory is just another example of how awesome this mod is.

I just happened to read that other post regarding the "e" patch, and patched my version up. You may want to edit the first post in this thread and move the link for the patch to the top, adding a note that both need to be downloaded/installed.

-Targa
 
Just a small cosmetic thing: Could you use other icons for the pagan temple and the cathedral? I think that their religious symbols in the upper-left corner don't really fit with the flavour of the mod. :)

Another question: Have you ever done anything to the random seed? I just started a new game and got money from 10 goddie huts in sucsession - not really rewarding :(.
 
ma.KaBre said:
I don't know if it's intended, a bug or even allready mentioned:
I just realized that fireballs are able to cross water tiles but fire elementals aren't. Actually it quite makes sense but I thought I'd mention it never the less.

Thats intended, one of the advantages of fireballs.
 
Frozen-Vomit said:
Just a small cosmetic thing: Could you use other icons for the pagan temple and the cathedral? I think that their religious symbols in the upper-left corner don't really fit with the flavour of the mod. :)

Thats a good idea, I will check it out.

Another question: Have you ever done anything to the random seed? I just started a new game and got money from 10 goddie huts in sucsession - not really rewarding :(.

Nope, I havent touched the random seed.
 
ghostbearkhan said:
Sorry did not post anything no idea what to talk abt anyway
But anyway more information of the expansion is out wonder if any one in the team is making FfH for the expansion (Warlords, Vassal States)

We aren't developing FfH for the expansion. Im dileberatly avoiding changes that the expansion will already offer, let Firaxis do what they do best. I would suspect that after the expansion releases I will incorprate changes from it that suit Fall from Heaven.
 
Jorgen_CAB said:
This mod is great, if I had the time I would like to venture on a similar path and do a fantasy mod, but that is not an option for me.

I downloaded the SDK and had a small look through it and found it pretty easy to read and I had a suggestion that could be implemented rather easy through modifying the SDK files.

Getting attack values for units depending on terrain, just as the city attack value. This would be an interesting addition for a fantasy based mod (for any mod for that matter).

You could either add a new value called iTerrainAttack, the file called CvUnit.cpp holds most of the combat logics.

By inserting (and maybe tweeking the following lines should do the trick)

if (pPlot->getFeatureType() != NO_FEATURE)
{
iModifier += featureDefenseModifier(pPlot->getFeatureType());
if (pCombatDetails != NULL)
{
pCombatDetails->iFeatureDefenseModifier = featureDefenseModifier(pPlot->getFeatureType());
}
}
else
{
iModifier += terrainDefenseModifier(pPlot->getTerrainType());
if (pCombatDetails != NULL)
{
pCombatDetails->iTerrainDefenseModifier = terrainDefenseModifier(pPlot->getTerrainType());
}
}

This should be inserted under the attack unit, the above are more or less from the defending unit entries. Now, this will probably not work as is and must be changed but it seems rather easy to incorporate it, so that the defence value also becomes an attack value by inserting it under the attacking units modifications.

Another thing I would like to se is a feature where a unit that moved doesn’t get any defence modifications from terrain, except for light units that would get this as a specialty. This would reduce the effect of trying to hide invading armies on the forest and hills making them almost impossible to intercept. This would make moving armies susceptible to surprise attacks while on the move and also give light units a needed bonus against heavier units and good for advancing ahead of the army in difficult terrain.

Super elven units in the forest, since they might both be light and have both attack and defence bonuses in forests etc.. the same for dwarves.

This could also be made so that certain promotions would give heavy units defence bonuses on the move in certain terrains etc... the limits here is very lucid.

Did I mention that this mod is GREAT!!!

Together with TAM it is the best mod for CivIV, keep up the good work.

Thanks, let me check it out!
 
Genesis Wonder needs to have it's tool-tip description changed so it lets you know that you're going to lose production (hammers) if you build it, since it changes plains to grasslands. I built it because the tool-tip said +1 health in all cities - so it was basically a waste of time (had to reload a saved game from before I started building it), since I didn't want to lose production.

-Targa
 
Targa said:
Genesis Wonder needs to have it's tool-tip description changed so it lets you know that you're going to lose production (hammers) if you build it, since it changes plains to grasslands. I built it because the tool-tip said +1 health in all cities - so it was basically a waste of time (had to reload a saved game from before I started building it), since I didn't want to lose production.

-Targa

yeah i dont like genesis. a better version i think
{+1 health all cities, floodplains layover in cities tiles (only yhe city that built it)}
that might be over powered though... actually almost certainly over powered.
but as it is, i dont like losing production. but i really like the concept.
 
I don't know if anyone has said this before, but I don't want to look through 270 pages.

On 1.0, If you press Ctrl + Alt + Shift + Z, you can cycle through all the civs playing. That means you can control any AI team you want.
 
I've just released Classic Warlords FFH. It is also in the scenario section, but I will post it here as well.

(If that's not ok, just delete this post.)

Classic Warlords FFH

A scenario for Fall From Heaven

Introduction

Welcome to the land of Illuria.

These are dark times. Long ago the greatest war Illuria has ever known raged without check, and in the end, the High King was cast down with fire and brimstone. The destruction of his lands was so thorough, so complete, that not a living soul within a hundred miles was left to bear witness. Some say that hell itself rose up to swallow the High King, but none no for sure.

It is almost a full generation since the apocalypse broke the world, and a new spring is coming to this land of isolated duchies and fiefdoms. The old ways are done, a new day is dawning.

The Cult of the Emperor, the House of the One god for over two millenia, has waned until it is almost no more. The priest's pleas for assistance have fallen on deaf ears for too long, and only a handful of faithful remain in all the realm. The peoples of Illuria are returning to ancient faiths of old, outlawed by the High Kings of ages past, but some have heard the whispers of new Gods that have come from beyond to claim the lost souls of the faithless.

The strongest Barons, Lords, and High Houses of the age that came before are cobbling together their resources, and have slowly begun to claw their way into this new age, amassing power and influence. There is only one thought in the minds of such ambitious creatures. Who will be the next? Which faction will have the might to climb over their rivals, and be proclaimed High King?

So the time has come, and a new age is at hand. Take control of one of the eight emerging powers, and begin your quest to claim the High Throne of Illuria for your people. It is time to bring the sword and flame to your enemies for king and country. It is a time of Warlords.
_________________________________________________________________

Factions

Ke-nan (the Horse Peoples) A proud human people of the open plain noted for their mastery of horse, the arcane arts, and their wide independent streak. Their herds produce the finest horses in all of Illuria. At the time of the breaking they took in the last survivors of the Emperor's BattleMage Legion, near the wilderness of Froikh. This act of kindness almost single handedly preserved the accumulated arcane knowledge of the age before, as the Imperial Wizard Academy was destroyed along with everything else in the horrors of those black days. The spread of this mystical knowledge, and the mastery of the equine has made this faction a force to be reckoned with. They are sworn enemies of Nekron's host of Bane, and their nefarious twisting of life and the mana flow.

Ironfist (the Khazarak Dwarves) The foremost of the hardy Dwarven peoples, the first peoples of Illuria, and skilled in the ways of metal and earth. Led by fearless Clanleader Ironfist the Khazarak dwarves dream of a united dwarven hegemony that spans the Iron mountains of central Illuria. Their ancestral home. The dwarven people labor with love and thrive in their stratified Guild society. The weapons, tools, armor, and jewelry of Khazarak are surpassed by no others. Dwarves have a superior constitution, make formiddable enemies, and have been known to march for days at a time without stopping to rest. They are sworn enemies to the twisted Dark Elves of the Selentine coast who raid their lands enslaving their peoples, the worst of abonimations in Dwarvish culture.

Meandor (the Selentine Dark Elves) Those who came from the sea. The remnants of an elven fleet blown by sea and storm to the Dark Woods of the North. When contact with the Elven court was finally reestablished many years later, something was not right with the children of the forest. The elves of the North had filed their teeth, their eyes were completely black, they smelled of sea salt no matter how many times they washed, and their hair no longer grew. Some say they are mad, twisted, engage in canibalism, and that their heart words chitter with insanity. They are sworn enemies of the squat earth peoples whom they enslave to toil in their mines, deep in the dark heart of the Blackwood.

Empress Julia (the Elvallie Heartland Elves) Steeped in a rich culture song, dance, art, and music, the Heartland elves are surely the fairest of Illuria's inhabitants. The beauty of elvish women is said to have driven men mad. Elves are infamous for the arrogance and aloufness towards others of lesser races. Empress Julia is the last surviving link to the line of the High King, though by distant relation only. The heartland elves are the sworn enemies of the Storm Horde tribes who ever encroach on Elven lands cutting and burning the ancient forest for timber and firewood with their expanding population. Through botched negotiation the elves are also being denied the goods and trade that the sea brings. This is an insult that the Elves cannot accept as the very ports they inhabit were built by the Elves in the pre Imperial era.

Azktor (the the Orc tribes of Kor) Nasty brutish uncivilized mongrels who live for making war, and only respect the strength of an axe arm. The Orc tribes of Kor are but the strongest of many Orc tribes that inhabit the Eastern hinterlands. Azktor is the brother of Orthus. Azktor the eldest and strongest took his place as Warchief by defeating his father in single combat, and the younger Orthus seeing his brother's prowess knew he could not defeat him. Orthus left the tribe with a few close followers, and set off to conquer his own lands. Orcs are noted for their smell, their green skin, and their foul tempers. Orcs are the most dominant of the, "lesser," races, and are known to ally or subjugate tribes of hill giants, minotaurs, gnolls, and wolf riding goblins. Orcs of Kor are the sworn enemies of the Order of the Syrian Knight Brotherhood, who come to their lands and burn their villages, and spit those that they call heathen.

Anon (the Syrian Knight Brotherhood) The last vestige of the Imperial Army and the Imperial faith. Yet the voice that answers the prayers from the High House of the One God is not as it was. Following the apocalyptic events a generation earlier the One God chose a small boy, the son of the High King's last surviving General to here his words. The boy's name was Anon, and he would be raised by his father's lieutenants as the General died just a few years after the apocalyptic events that brought down the High King. Some say suicide, from the shame of not dying for the Emperor as he had sworn to do. Others say plague. When his father passed Anon was raised in the military tradition by his father's lieutenants, and was groomed for leadership. Many years later he would rise to guide the legionary remnant, and proclaim that he had heard the new voice of the One God. Thus the last vestiges of the imperial legion was transformed into the Syrian Knight Brotherhood. Some call them fanatics, they call them blasphemers. No longer is the one god the voice of benevolence, and he no longer answers the calls from priests of old. The One God has been transformed through the fire of the apocalypse, and transfers fury and righteous fervor to the militant followers of the Brotherhood. The Syrian Knight Brotherhood is the sworn enemy of the Orcs of Kor whom they must remove to bring the light of God's word and civilization into the darkness of Eastern hinterlands.

Vulgon (the Minotaur Storm Horde tribes) The beast peoples, orcs, minotaurs, gnolls, goblins, and hill giants have long been pressed into service from indigenous local tribes, or imported from the Eastern hinterlands, for labor in the imperial navy. However, during the events that culminated in the apocalypse the oppressed rose up to defy their masters. The beast peoples through off their shackles, and through the officers overboard after being inspired by Vulgon One Eye. Vulgon had the audacity to break his shackles, take control of a Queen of the Line, sail right into Storm Harbor, burn the fleet, and take the city. He still leads the motley crew even still, as minotaurs have been known to live several hundred years. The coastal cities were sacked, the imperials driven out, and have since become refuge to a wide variety of peoples and outlaws. This faction is most noted for their piracy, and old imperial galleys still sail the coasts of Illuria looting, burning, plundering, and pillaging. The Minotaur Storm Horde is the sworn enemy of the Elvallie Heartland Elves who are currently seeking to retake their ancient ports, and cleanse the coast of the lesser races.

Nekron (Lord Bane's Legion of the Damned) Nekron was once known by another name, Lord Bane. He was High King's Lord General, and was a powerful mage. Whatever he once was, he is now a terrible and powerful lich, and goes by the name Nekron. Some say it was his betrayal that led to the apocalypse, and that he was cursed by the One God. Others say that he made a bargain with a Demon Lord rather than die, because he so coveted his own life. Whatever the case Nekron leads an army of the dead that still wears the torn, burnt, and tattered colors of the old Imperial Army. Little else is known about the horrors that brew in the North except that travellers that go in, don't come back. Nekron Lord Bane's Legion of the Damned is the sworn enemy of Kenan and the horsepeoples who it is said harbor the secret to the magic that would undo the Black lord.
_________________________________________________________________

A special thanks to the FFH team for making a great mod, and also to Kael who helped me clean this beast up.

_________________________________________________________________

The download:

View attachment 125261

Install to:

My Computer/ Drive C / Documents & Settings / Owner / My Documents / My Games/ Sid Meirer's Civilzation 4 / Saves / World Builder

At least that's where I have it, and it works just fine.

This scenario should be compatible with 1.00e, but I built it with D. In fact it should work with 1.00 probably no matter the version, but if you have trouble let me know.
_________________________________________________________________

All feedback is very welcome, and I hope you enjoy. This was a labor of love for me as this is a spin on the first turnbased strategy game I ever played when I was just a wee boy.

Starship
 
We still need more music for The Order, Leaves, and Runes. We also need custom music for civilization diplomancy for Centuars, Goblins, Minotuars, and others that have original Civ 4 music.
 
ok, some things from my last game:

-one minor thing: anyone else thinks that the volume of the cough (when a unit gets diseased)could be decreased somewhat?

-my diseased corpses where dieseased, though they are supposed to be immune...

-another minor thing: I think there is a Great Person callsed mardero, maybe that should be changed now that mardero has its own unit?

-speaking of mardero, is he supposed to be a demon? maybe he should get march instead of medic like the others?

-finally, I had one bigger issue: I built wrath unleashed, but sometimes the avatar would simply not appear. I had already won the game by domination, was in a PA, had build blood of the phoenix some turns before and also declared war on someone.

I did some test runs and tried several things like not building the Phoenix, or not declaring war etc. but I could not reliable reproduce the bug. I even had a save game where only one turn was left until wrath, and everytime I ended the turn the avatar would not appear. Then I tried a different save game, and then went back to the original one, and though I could swear that I didn't do anything differently it suddenly worked! No idea what's going on there...:crazyeye:
 
Long time civ player Played Fall From Heaven once on the PC, enjoyed it, then mother board went west - not related- got new kit downloaded the mod another 4 times and could not get it to start. The files are there, I think in the right place, but not on the load mod screen. New kit likely to end up out the window. Any one any ideas anyone? Probably just stupidity but its driving me mad. Searching can not find an .exe file - but this might just be me thinking above my pay grade.


Tegwyn
 
Great mod! When I saw my first hill giant I knew I was going to be playing this one again. Still getting used to the tech tree and made some foolish builds, but this has a lot of potential. Ran fine on my computer too.
 
Hi Kael,

I was wondering if you could help me disable the Orthus script for my scenario. Orthus actually makes two appearances in this mod as I actually have him placed from the start. I'm not sure of how the turn 100 script is interacting. If it is replacing the one that is preplaced, or if it is generating a second one. He's pretty squirrely.

Thanks

Starship
 
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