[MOD] Fall from Heaven

Kael,


Im playing a game on noble/achipelligo(sp?)/marathon, and I noticed that Orthus never spawned.

Every other game ive played, he has spawned- right next to me. is this a bug, or have i just been real...er....'lucky'... every other time?

Again, Kael and design team- this is amazing. I have my last final on the 8th, so if you release phase 2 on time (the 7th), im goign to have to preemptively thank you for causing me to fail my last exam!
 
I think you should split the cost of upgrading units in half or less. It costs at least 100 gold to upgrade one unit, and if you have a stack of say 10 units it will cost at least 1000 gold to upgrade. Unless you have a massive treasury, this would probably be almost all of your gold. This should have been done in vanilla civ, but given how this mod focusses so much around upgrading units their is even more of a need to do it.
 
dreiche2 said:
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?

Let me know what the rest of you think, if you guys think it is to loud I will turn it down a bit.

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

Diseased corpses were always diseased (so they could spread disease) but they also used to be immune to disease. This actually doesnt stop the effect of being diseased, it just keeps the unit from becoming diseased (which didnt make much sense since they were already diseased). I made a change in 1.0 so that demons are automatically immune to disease, so the immune to disease promotion on all demons was removed. So its working as it always has, i just simplified the mechanic.

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

Good point. The great people are all people from the Fall from Heaven world so sometimes I forget I had made one a great person whn I make them a hero. I see Sphener was one too.

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

Good point, will do.

-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:

Hmm.. if you could trap a reliable save I would love to see it.
 
Starship said:
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

It will make a second one. Let me see if I can add a check to make sure one hasn't already been made before he spawns.
 
ogredpowell said:
Kael,


Im playing a game on noble/achipelligo(sp?)/marathon, and I noticed that Orthus never spawned.

Every other game ive played, he has spawned- right next to me. is this a bug, or have i just been real...er....'lucky'... every other time?

Again, Kael and design team- this is amazing. I have my last final on the 8th, so if you release phase 2 on time (the 7th), im goign to have to preemptively thank you for causing me to fail my last exam!

Its not a bug, Orthus won't always spawn. Barbarians aren't turned on until a few condidtions are met. Basically the amount of cities in the world needs to be above a certain amount depending on the world size and amount of civs. If it is under that number I dont spawn Orthus because he would be to much of a threat for the world.

Phase 2 is scheduled for released on May 19th. I don't know where the 7th date came from, it isn't anything that I ever announced. For details on how Fall from Heaven phase 2 is going check out: http://forums.civfanatics.com/showpost.php?p=3458431&postcount=7
 
Samuelson said:
I think you should split the cost of upgrading units in half or less. It costs at least 100 gold to upgrade one unit, and if you have a stack of say 10 units it will cost at least 1000 gold to upgrade. Unless you have a massive treasury, this would probably be almost all of your gold. This should have been done in vanilla civ, but given how this mod focusses so much around upgrading units their is even more of a need to do it.

I like the current balance. Rich civs can pay this cost, poor civs will have to pick and choose what they do and dont upgrade. If I lower the cost it takes away the "money strategy" of pushing for gold to be able to ruch and upgrade units.

But these will be tunables with the editor in phase 2 so you will be able to set it to whatever you would like.
 
Broken Hawk said:
Are MOD v1.00d and Patch v1.00e the final upgrades before Phase II? Thanks.

I will continue to support 1.00 even after phase 2 releases. So I would expect to see a 1.00f, g and h. These will only be bugs fixes and minor cosmetic changes, no balance or additions will be made.

So none of the patches will effect save games or scenerios that may be developed.

The reason I will keep supporting this version after Phase 2 releases is that Phase 2 will just be an early early beta on the 19th. Those that played Fall from Heaven 0.50 will know what I mean. You will be able to see what we are doing and play with the new stuff but it won't be as well balanced, documented or stable as 1.00 is for quite a while. It will just be a playtest version, 1.00 is a finished product.
 
I Really like your mod its AWESOME!!!!!!! :goodjob: i play it alot basicly i dont even play the origanal civ just this moded edition! i also was wondering could i make a Scienaro for your mod :)
 
View attachment 125374Attached is a file that crashed playing FfH, this was the first crash i have had since early 95 series. Of course this is the first time i have had a good game going, LOL, using the Meshabber. Hope this helps??
Didn't know for sure if it is attached this site is not working right, going very very slowly. took about three minutes to upload and two minutes just to change thread, this happens alot during late nights:blush: . Dont think it worked keep getting attachment error??:mad:

P.S. got the e-mail thx
 
Xtream_Rockstar said:
I Really like your mod its AWESOME!!!!!!! :goodjob: i play it alot basicly i dont even play the origanal civ just this moded edition! i also was wondering could i make a Scienaro for your mod :)

Definitly, I would love to have scenerios made! :D
 
strategyonly said:
View attachment 125374Attached is a file that crashed playing FfH, this was the first crash i have had since early 95 series. Of course this is the first time i have had a good game going, LOL, using the Meshabber. Hope this helps??
Didn't know for sure if it is attached this site is not working right, going very very slowly. took about three minutes to upload and two minutes just to change thread, this happens alot during late nights:blush: . Dont think it worked keep getting attachment error??:mad:

Not getting the link, I'll pm you my email address.
 
I read spotlight on vampires- GREAT!!! But how will you choose which unit to "Feed" with? Weakest, random, or via interface? Same goes for "Create flesh golem"?
 
If it is of any interest for this mod, i have just incorporated an extra attack value for different terrains and features.

I managed to insert two new values into the XML schema called <TerrainAttack> and <FeatureAttack> and they do exactly what they are suppose to do, give a unit an attackvalue when the attack another unit occupying a certain type of terrain or feature plot.

Of course this did entail some minor addition to the SDK, but I will have everything documented and ready for use if it is of any use.


I have attached some picture to show this change...

Right now, units will not gain any defensive bonus from a tile unless they have bin stationary for at least one turn, I will incorporate a value called Light_Unit or some such to neglect this (in different terrain also, called Forrester_Unit and Hillmen_Unit and DesertRaider_Unit). Any special bonuses from Terrain or Features will not be affected by this.

All this may be used in Python as Functions and also used as Promosion values, haven't testet everything yet but it should work.
 

Attachments

  • warrior1.jpg
    warrior1.jpg
    20.8 KB · Views: 250
  • warrior2.jpg
    warrior2.jpg
    44.2 KB · Views: 218
Just a couple of quick comments:

There's a typo in one of the Tips that you see when you're loading/generating a new scenario: "Nations with Ashen Veil and Octopus Overlords state regions..."
(regions should be religions)

Not really a problem, but I found a sweet way to use revitalize nature: In the original game, flood plains are always only added to desert regions so you don't get an enormous food resource. If you revitalize nature on a flood plain/desert, you can get great food production plus a hammer if you go to Plains, and super food production if you make it grasslands (something like a full loaf + 2 bread), because the flood plain "overlay" is not removed. Not sure if this is intentional or not - or whether the AI will be smart enough to use it that way. Works great for rapid growth! :)

-Targa
 
@Kael
Could you include the following mods in FfH? They really make things easier. If not in 1.0, then maybe in phase II?

Exotic foreign advisor

Special domestic advisor

P.S. Oh, and the link to the FfH download on the first page says its version 100d, but lower on the page there's the 'e' patch. Is it a typo?
 
Love the mod. As far as im concerned, it has taken nilla civ's place. Thus thats why im posting this here rather than somewhere else. This mod IS civ from now on =)

Realistically (yes I know its pointless trying to back up a concept for a fantasy mod with realism, but stick with me here) When armies went to besiege a fortified location (city, fortress, etc) those armies built their seige weapons on site. Siege weapons were not built in a city somewhere (until the advent of cannon, which required established metalworking facilities). Catapults, onagers, trebuchets, siege towers, sap points, ladders and many others were constructed at the site of the siege.

While this concept might also work as a fully independent mod for regular civ, I think FfH's awesome promotions system would make it work flawlessly.

Certain units can be given Siege Engineer promotions to allow them to 'build' a siege weapon (like how fireballs are 'summoned'). Said siege weapons can do their dirty business. This might actually make the siege weapon suicide attack system bearable. Furthermore, war machines of various types might be constructed, such as ballista, scorpions and such as anti infantry weapons.

There it is. Review and amend at leisure.
 
Neo Guderian said:
Love the mod. As far as im concerned, it has taken nilla civ's place. Thus thats why im posting this here rather than somewhere else. This mod IS civ from now on =)

Realistically (yes I know its pointless trying to back up a concept for a fantasy mod with realism, but stick with me here) When armies went to besiege a fortified location (city, fortress, etc) those armies built their seige weapons on site. Siege weapons were not built in a city somewhere (until the advent of cannon, which required established metalworking facilities). Catapults, onagers, trebuchets, siege towers, sap points, ladders and many others were constructed at the site of the siege.

While this concept might also work as a fully independent mod for regular civ, I think FfH's awesome promotions system would make it work flawlessly.

Certain units can be given Siege Engineer promotions to allow them to 'build' a siege weapon (like how fireballs are 'summoned'). Said siege weapons can do their dirty business. This might actually make the siege weapon suicide attack system bearable. Furthermore, war machines of various types might be constructed, such as ballista, scorpions and such as anti infantry weapons.

There it is. Review and amend at leisure.
I like this idea, if implemented through a promotion it would another strategic layer to units, and in general I think it makes for a more interesting gameplay dynamic.
 
Back
Top Bottom