[MOD] Fall from Heaven

Hello - I just wanted to weigh in on the sea city issue. I think in the short term the best option (take into account my lack of any truly useful modding info...but that's getting better) would be a world wonder that is a city. Maybe only buildable by a seafaring civilization? The city wouldn't be underwater, it would be a floating city. Or perhaps be an aquatic settler that upon founding the city, produced something like the fruit of Ygdraggsail (butchered, I know). A special resource that made the city feasible. Having the actual city float around could be very difficult, I imagine, but that would be excellent as well. For the record I would like to see sky fortresses as well. Floating castles, not cities, that have a few magical properties, and can transport x amount of troops. Also, it would not be able to be attacked by any unit without the flight promotion. (There should be a flight promotion once such units are available outside, of course, the hawk.) The flying castles would also be a wonder, I would think.
 
they would work well with ffh but wont they be a bit difficult to make????
 
Hi Kael... I really don't want to sound greedy, but I would love to have access to your source( I completely understand if you don't want to release it!).

Some nifty Mod components out there I would like to run some tests on(especially combined with the only full Mod I play.. I haven't even loaded vanilla since .7 came out!).

Anyway.. just a hope.. :)

Cheers!
 
BlazeRedSXT said:
Hi Kael... I really don't want to sound greedy, but I would love to have access to your source( I completely understand if you don't want to release it!).

Some nifty Mod components out there I would like to run some tests on(especially combined with the only full Mod I play.. I haven't even loaded vanilla since .7 came out!).

Anyway.. just a hope.. :)

Cheers!

The most changes are in Phython so if you already play the Mod you have about 98% of the source. If you look into the tutorials section you will get the last 2% plus code from the unfinished phase 2 beta.
 
Ohh.. interesting. Okay, I noticed that in ver1 there was a DLL included and didn't know how much had been added to it yet(us poor public with only ver 1 to play with).

Is there anything significant in the Ver1 DLL that I will need to know, or add to my cobbled up source? Is that stuff from the Tutorial section Kael posted already in?

Great work guys!

Cheers!
 
Japp that stuff in the tutorial section is ffh code. i think Kael posted everything but im not 100% positive. For Ver 1 the main changes as far as i remember were: the drown traveling coast, that fireball combat ends instantly and the marksman promotion mainly that changes that were left out of 0.95.

But if i were you i would not become too accustomed to changing anything that needs the SDK, as later Versions will most probably differ in many aspects form the vanilla SDK.
 
BlazeRedSXT said:
Ohh.. interesting. Okay, I noticed that in ver1 there was a DLL included and didn't know how much had been added to it yet(us poor public with only ver 1 to play with).

Is there anything significant in the Ver1 DLL that I will need to know, or add to my cobbled up source? Is that stuff from the Tutorial section Kael posted already in?

Great work guys!

Cheers!

That DLL has all of the version 1 source code in it, which isn't very many changes and most are in the tutorial section. There are some things in the tutorial section that arent in that dll (version 2 stuff).

There will be a new version of the dll coming out for 1.0 this weekend because I have to make a code change.
 
Chalid - couldn't help but notice you are working on a dragon unit. Definitely one of the things I am missing the most.

Could you guys elaborate more on how you plan on involving dragons? I mean, in general, I think they don't tend to join other civs as units - at least I would imagine. On the other hand, they aren't all evil (i.e, can't just make them barbarians).

Also - do you plan on implementing different color dragons like in the good old AD&D game?

This is definitely exciting!
 
Basically the ansers to your questions are Yes, Yes, Yes and Yes ;)

Right now we plan 3 dragons.
The red dragon can only be built by the barbarians. He will sit in his city and defend the Dragons Horde (the wonder that is buildable at the moment).
To get that Wonder you will have to kill the Dragon.

The Gold and Black Dragon are planned as Heros of the Kuriotates and the Sheaim. They will be very very very special Units but I do not want to give away to much. ;)
 
A little FfH world history information on Dragons to add to Chalid's info:

[tab]The first age was the Age of Dragons. The gods, new to creation, began a war with each other while mankind hid in caves from the terrible powers that were being unleashed around them. The gods created the dragons as war engines to help fight these battles.

[tab]Realizing these wars would destroy creation the gods came together and formed the Compact, an agreement that they wouldn't fight directly with each other. The dragons were put into a deep slumber and the gods began working through men instead of direct conflict. This event marked the end of the Age of Dragons and the begining of the Age of Magic.

[tab]Since that time a few dragons have awoken, most continue to sleep either hidden in creation or in the planes of their godly masters.
 
Kael said:
It sets the boundries for the early half of the game and introduces strategic choke point and defensive aspects to city placement outside of just the highest yield tiles. Along with coast trading, water resources etc etc.

Those are aspects that all would be enhanced with a larger naval component I think.

Though even if there aren't any sea cities etc, what would you think of making sea exploration more like land? I mean, some naval "goodie huts" as an incentive to explore, and more and varied naval barbarians and monsters as opponents and ways to gain XP?
 
M@ni@c said:
Those are aspects that all would be enhanced with a larger naval component I think.

Though even if there aren't any sea cities etc, what would you think of making sea exploration more like land? I mean, some naval "goodie huts" as an incentive to explore, and more and varied naval barbarians and monsters as opponents and ways to gain XP?

Yeap, I agree with you. We definitly still have some work to do on the naval units side. Id like some more ships, a naval animal, stuff like that.
 
First off, this is an awesome Mod, it's all I ever play anymore, Thanks to all that put in all the hard work:king: . The second is a request/sugesstion. Do you have any plans or have you thought about giving sabateurs Xps for a successful mission, thus raising their potential to succeed? I use them quite often, especially when another Civ uses them against me, REVENGE, and thought how cool it would be to develop them just like other units, maybe with special promotions. Just a thought.
 
Chalid - sounds awesome.

This might be a "newbie" question - but is fall from heaven based on something I should be familiar with? or is it a fantasy world you created? Sorry for the ignorance - its been years since I played fantasy games and your mod drew me back in...
 
Gileyal said:
Chalid - sounds awesome.

This might be a "newbie" question - but is fall from heaven based on something I should be familiar with? or is it a fantasy world you created? Sorry for the ignorance - its been years since I played fantasy games and your mod drew me back in...

Fall from Heaven is based on the world I created for a D&D game I ran for several years.
 
Hi Kael im still playing and loving your mod and i have a few more suggestions.

You might have plans for this suggestion already but il ask anyway.

I was wondering if you could include something similar to railroads in phase 2.
Of course they dont have to be called railroads at all. Maybe they could be something magical and the graphics for it could look different.

I have no idea what it would be called. But this is a fantasy mod so im sure we could find the equivelent for a railroad right?

And i also have one question.

How does the religious victory work? I have never clicked that so i dont have any idea.
 
I have a bug to post. I think its a bug anyway.

Both overlord leaders Industrious/Seafaring.

I think Xabu was supposed to be Spiritual/Industrious.
Right now theres no leader thats spiritual/industrious and i wanted to play with those traits. :(
 
Xanikk999 said:
I have a bug to post. I think its a bug anyway.

Both overlord leaders Industrious/Seafaring.

I think Xabu was supposed to be Spiritual/Industrious.
Right now theres no leader thats spiritual/industrious and i wanted to play with those traits. :(

Xabu is Financial/Seafaring. I think he was Industrious/Seafaring in the origional, you may need to patch (link in the first post).
 
Kael said:
Xabu is Financial/Seafaring. I think he was Industrious/Seafaring in the origional, you may need to patch (link in the first post).

Is there any leaders who are industrious/Spiritual? I may be missing something.

If not do i have to change a bunch of xml files to make one that way?
 
Xanikk999 said:
Is there any leaders who are industrious/Spiritual? I may be missing something.

If not do i have to change a bunch of xml files to make one that way?

Unfortunately, you'll have to. Xabu was Ind/Spi but after the new leader traits were introduced he was changed into Ind/Sea...
 
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