[MOD] Fall from Heaven

Ok, I've been playin' your mod for quite some time, and just keep waiting for the updates. I recently updated from patch C to patch F (still on 1.00) there seems to be a movement error everytime a new game is started. I had this clitch once in awhile with C and all I had to do was reload. Now F patch won't go away it's the constant error. Also what changes did you all make from C to F?
 
the movement error looks somethin' like this (either or) 0/-1599230305 24678123/-405679234. The first one won't allow any units to move, but the game won't crash. The second allows units to move (AI) included but whoever moves a unit first the game crashes (AI usually moves of course)
 
Have you thought about creating terrain improvement which magicaly drains life energy from earth? It would work like reverse cottages, giving large boost in production and commerce, which slowly fades away over time and in the end turns tile into void terrain, which doesn't give anything but can be revitalized by druids.
Also, what will be orc archer? I would like to see Orcish Skirmisher instead of Archers and Javeliners instead longbowmen. It makes sense that they would relly more on strenght and close approach instead messing with complicated bows. Also, skirmisher would get withdrawal chance, and cheaper cost, so they are better in offense, but no unit city defense bonus like archers get. They could get garrison upgrades however, but they would be slightly weaker in city defense, forcing orcs to fight more aggresive, instead of fortifying their cities.
Also, IMO city garrison/raider promotions should be slightly toned down for phase 2. No unit other than melee can stand up to longbowmen, and all units other than longbowmen will lose to melee unit with city raider 1,2,3, even if they would win in open combat, which doesn't make much sense. I would tone them down, even if just a little bit.
Is Trojan Horse back? I loved that I could carry out sneak attacks in 0,60 because it wouldn't get expelled after declaring war... Dirty tactic, but....
 
Another note, in patch C don't know if it's fixed in F since i can't really play at the moment until the movement error is fixed. Meshabar of Dis (however you spell the name) I don't think it was stated that he causes collateral damage within a certain radius of YOUR OWN UNITS! I had to reload a few times because I took him aboard a ship and he slowly killed the queen of the line to the point it sunk in three turns! But i found an error as well, I was able to unload in into the ocean and wait for another boat! (hence this strategy was nice against the Drown who could knock my boat out of the water in the coastal areas when he was aboard as well) don't know if you ment for all this to happen or not. haven't seen anything anywhere it says it's suppose to.
 
Chammadai said:
Woah, what's the sixth religion?!? Some kind of dragon cult? And are they arranged from the most 'good' to the 'baddest'? You got me quite intrigued.

BTW, 've been wondering where did you get those icons from? They look great and I wanna know whether they're made by someone you know or from some other source.

Cheers

Im not ready to announce, the design team hasn't even had the chance to playtest it yet. But I will say that it was Corlindale's great idea and that it isn't a religion as you are used to thinking of them (and you are an amazingly good guesser).

The religions are from good to evil, but the new religion doesn't really fit into those categories, it could be either depending on how the game goes.

The icons are dressed up pictures from internet sources. The Order and Fellowship pictures were done by Stephanie Law (one of my favorite artists), the Runes is from a dragonlance symbol, the overlords is from a cthulu symbol my son has in his room, the veil is a design I found on the internet and the new one is a pic I cut and cropped from a pain and suffering pic.
 
lamotti said:
the movement error looks somethin' like this (either or) 0/-1599230305 24678123/-405679234. The first one won't allow any units to move, but the game won't crash. The second allows units to move (AI) included but whoever moves a unit first the game crashes (AI usually moves of course)

Others have noticed that this is caused by having non-compatible files in your Custom Assets directory. To fix it rename your Custom Assets directory from 'Custom Assets' to 'Custom Assets.old'. The game will create a new one when it loads.
 
a minor graphical note: can you change the symbol for OO religon? It's color tends to blend in with the terrain around a city, particularly plains. maybe if you could darken it, or just give it some sort of background for contrast.
 
TheJopa said:
Have you thought about creating terrain improvement which magicaly drains life energy from earth? It would work like reverse cottages, giving large boost in production and commerce, which slowly fades away over time and in the end turns tile into void terrain, which doesn't give anything but can be revitalized by druids.
Also, what will be orc archer? I would like to see Orcish Skirmisher instead of Archers and Javeliners instead longbowmen. It makes sense that they would relly more on strenght and close approach instead messing with complicated bows. Also, skirmisher would get withdrawal chance, and cheaper cost, so they are better in offense, but no unit city defense bonus like archers get. They could get garrison upgrades however, but they would be slightly weaker in city defense, forcing orcs to fight more aggresive, instead of fortifying their cities.
Also, IMO city garrison/raider promotions should be slightly toned down for phase 2. No unit other than melee can stand up to longbowmen, and all units other than longbowmen will lose to melee unit with city raider 1,2,3, even if they would win in open combat, which doesn't make much sense. I would tone them down, even if just a little bit.

After you play FfH2 let me know if you think this should still be done.

Is Trojan Horse back? I loved that I could carry out sneak attacks in 0,60 because it wouldn't get expelled after declaring war... Dirty tactic, but....

Yeap, thanks to Chalid. :D
 
lamotti said:
Another note, in patch C don't know if it's fixed in F since i can't really play at the moment until the movement error is fixed. Meshabar of Dis (however you spell the name) I don't think it was stated that he causes collateral damage within a certain radius of YOUR OWN UNITS! I had to reload a few times because I took him aboard a ship and he slowly killed the queen of the line to the point it sunk in three turns! But i found an error as well, I was able to unload in into the ocean and wait for another boat! (hence this strategy was nice against the Drown who could knock my boat out of the water in the coastal areas when he was aboard as well) don't know if you ment for all this to happen or not. haven't seen anything anywhere it says it's suppose to.

Yeah, hes supposed to effect his own units. In FfH2 meshabber gains a little control over his aura and can only use it when he wants (though when he does it still hits everything within a tile of him).
 
Good Sauce said:
a minor graphical note: can you change the symbol for OO religon? It's color tends to blend in with the terrain around a city, particularly plains. maybe if you could darken it, or just give it some sort of background for contrast.

Let me know if you think the FfH2 ones look clearer. I redid them all. If the concensus is that they are better I will look at backporting them.
 
WOw 9 more days, I really can't wait... I hope I will have time to play when it's out!
Can't wait to the new spell system!!
Also I hope Hero resurrection will be add in phase 2, it's really bummer to loose a 15th level hero to a level 1 unit or to a sinking ship (I repeat that because I always loose my heroes in advanced game...)

(sorry for the spam - I am Just a regular addict)
 
I have a quick question I am playing FFH 1.00F and I noticed that I can use a subdued bear to create a dancing bear without a carnival. However, all the other subdued animals require the carnival to be built. Is this a glitch or on purpose, is the bear a good enough dancer that he can carry the show without a carnival?
 
Burevix said:
I have a quick question I am playing FFH 1.00F and I noticed that I can use a subdued bear to create a dancing bear without a carnival. However, all the other subdued animals require the carnival to be built. Is this a glitch or on purpose, is the bear a good enough dancer that he can carry the show without a carnival?

Yeap. The bear is the hardest animal to capture and if captured has the benifit that he can entertain without a carnival (and he looks darn sexy in that tutu).
 
mamimo said:
WOw 9 more days, I really can't wait... I hope I will have time to play when it's out!
Can't wait to the new spell system!!
Also I hope Hero resurrection will be add in phase 2, it's really bummer to loose a 15th level hero to a level 1 unit or to a sinking ship (I repeat that because I always loose my heroes in advanced game...)

(sorry for the spam - I am Just a regular addict)

Play the Calabim, Losha gains immortality everytime she kills a living unit. As long as you keep her fed you get free resurrections.
 
Awesome mod, I've been playing it for the last week and it's revitalized my enthusiasm for CivIV. Thanks very much to the Dev Team!!

Phase 2 sounds soo damn promising as well, I can't wait to see what it has in store for us all. I saw the reference to Kal-el as well, I had thought the same originally that it was the same person, but I couldn't imagine his working on a fantasy type mod. Besides while close his username was a little different and I'm sure he'd go by that instead of making a new name. His team did some amazing work for a Realism Civ3 mod, and this mod, imo, far surpasses that one.

I do have one idea I thought I'd share as well. Especially seeing as this mod is so XP intensive. With the existence of the Hero Promotion, I get the feeling this idea should be possible. One thing I've found is that once I get a few well promoted units they'll typically make my frontline forces that tend to crush any opposition when they get upgraded to the latest and greatest forces I can build, as my typical promotion path will involve Combat V making them double strength of their normal base units, it's not always easy but generally I'll be fighting only lightly promoted, if at all, and them being one era behind makes them even more powerful regardless of city base defenses, so even without using mages to make city taking a simply nuke and walk in. I rarely need to use even siege as they're chances to win are in the 99-100% range most of the time. I also rarely have well promoted defensive units of my own, as they're not meant to be out in the wild fighting and even when I try to get them just a few promotions, it's very difficult as going down the defensive side makes it difficult to attack with them with much success, and waiting for them to be attacked is kind of dull and pointless.

Having set the tone, here's my thought, if it's possible to have a building grant a temporary promotion "Defensive Training" while the unit is stationed there (which I've seen as a promotions in the Civ Realism: Third Ressurection mod from resources and other units o I'm hoping it could be possible to affect from buildings as well) it could grant a minor hero promotion that could train units without the need for actual combat up to perhaps 10/17 xp, some small number that would basically allow 3 promotions (City Defense I, II & III). Make it so it's not a fast process, prehaps 1xp every 5 turns or so, this way in order to get the 3 promotions it would take 50 turns. My first thought was to make it either a wonder or a national wonder available at Militia. But then I figured why not make it an easily acquirable building so the AI's will commonly get it as well, which should help make standard warfare a little more difficult for the player as well by giving them some base promotions for pure defense, which considering the power of the many promotions available in this mod may not be a bad thing. Oviously there is no way to restrict the actual promotions given and I have a feeling AI's will typically go for the Combat 1-3 as opposed to the City Defense ones but that's a different discussion. It would also be quite useful for the more peaceful builder types and while it's useful it would definately have be a time based thing and not an instant promotion thing. Perhaps even make it an ability of forts to give them some further purpose beyond outdoor fortifications, this could also add to the risk factor of sending units out to train giving it an additional downside. However I'd imagine tying it to forts would make it less likely that AI's would use it.

Kinda long winded, but I hope it's some food for thought.

Thanks again for the great mod!
 
Kael, thanks for your fast answer I'll keep the ideas coming, hoping they are somewhat useful to this excellent mod.

I had a few ideas about the armaggedon counters (AC) the last days, but to create the following concept of AC to tie these ideas together. As the realms start to tap on a dark power to charge their ambition this power starts to seep in the Land twaiting its landscape and darkening the heart of its inhabitnats. The seep of this dark power would be measured by the Armaggedon Counters. What is the flavour to the Armaggedon Counters you pretend to use? It is the rise of the AC who causes the appearence of the Hell in "Earth"? Could you speak a little more about the dark fantasy atmosphere you want to give the mod?

The rise of the AC triggers a serie of events called the Seven Signs of the End. Three of these signs would be the awakening of the 3 Terrors. Each sign would be mainly a catastrophe, punishing the entire world for the ambition of a few, but could be used to harness certain very risky strategies.

A example could be the Terrors. Each Terror sleeps since the start of the game in their Tombs in different places of the world. These Tombs would be revealed by History of the World technology, and could be bored using special techiniques, freeing it before the AC naturally awakens them.

The first Terror would be Nyarlothotep. It is a unit with a high stealth tratit (see below) who starts to visit cities after he awakes. He looks like a victorian gentleman. He "infects" every city he visits with the Creeping Chaos. The creeping Chaos is unspeakable knowledge which pormotes ahuge science boon, but the city starts to crumble in madness, unhapness increasing each turn after some moments of euphoria, until the city revolts. After that the citzens starts to kill each other until the city is deserted. The creeping chaos can spread through trade routes, however it will never spread to the holy cities of each religion. Its Tomb is in an artic plain.

The second Terror would be a one thousand eyes spider made of crystal called Trapper in Dreams. Its Tomb is in the ocean. It devours the dreams of every living being in the world and stops the further increase of the AC. It grows larger as it eats dreams. As long as Trapper is awake the realms cannot use the diplomacy screen, research and culture production are freezed. It freezes the world similar as it was when it awaked.

Invisible War: There would be two new traits: stealth and gather information. A unit with stealh could only be seen if there is a unit with the gather information trait, equal or higher than the stealth level, near it. It would give a more paranoid atmosphere to the mod. A CRIMINAL stealth unit could infiltrate in a city creating a CRIMINAL ORGANIZATION structure which would increase the unhapiness in the city and generate a little gold, proportional to the city gold income, to its realm.

Now I am tired. I will post the third Terror and development of the Taint trait tomorrow.
 
phoulishwan said:
Awesome mod, I've been playing it for the last week and it's revitalized my enthusiasm for CivIV. Thanks very much to the Dev Team!!

Phase 2 sounds soo damn promising as well, I can't wait to see what it has in store for us all. I saw the reference to Kal-el as well, I had thought the same originally that it was the same person, but I couldn't imagine his working on a fantasy type mod. Besides while close his username was a little different and I'm sure he'd go by that instead of making a new name. His team did some amazing work for a Realism Civ3 mod, and this mod, imo, far surpasses that one.

I do have one idea I thought I'd share as well. Especially seeing as this mod is so XP intensive. With the existence of the Hero Promotion, I get the feeling this idea should be possible. One thing I've found is that once I get a few well promoted units they'll typically make my frontline forces that tend to crush any opposition when they get upgraded to the latest and greatest forces I can build, as my typical promotion path will involve Combat V making them double strength of their normal base units, it's not always easy but generally I'll be fighting only lightly promoted, if at all, and them being one era behind makes them even more powerful regardless of city base defenses, so even without using mages to make city taking a simply nuke and walk in. I rarely need to use even siege as they're chances to win are in the 99-100% range most of the time. I also rarely have well promoted defensive units of my own, as they're not meant to be out in the wild fighting and even when I try to get them just a few promotions, it's very difficult as going down the defensive side makes it difficult to attack with them with much success, and waiting for them to be attacked is kind of dull and pointless.

Having set the tone, here's my thought, if it's possible to have a building grant a temporary promotion "Defensive Training" while the unit is stationed there (which I've seen as a promotions in the Civ Realism: Third Ressurection mod from resources and other units o I'm hoping it could be possible to affect from buildings as well) it could grant a minor hero promotion that could train units without the need for actual combat up to perhaps 10/17 xp, some small number that would basically allow 3 promotions (City Defense I, II & III). Make it so it's not a fast process, prehaps 1xp every 5 turns or so, this way in order to get the 3 promotions it would take 50 turns. My first thought was to make it either a wonder or a national wonder available at Militia. But then I figured why not make it an easily acquirable building so the AI's will commonly get it as well, which should help make standard warfare a little more difficult for the player as well by giving them some base promotions for pure defense, which considering the power of the many promotions available in this mod may not be a bad thing. Oviously there is no way to restrict the actual promotions given and I have a feeling AI's will typically go for the Combat 1-3 as opposed to the City Defense ones but that's a different discussion. It would also be quite useful for the more peaceful builder types and while it's useful it would definately have be a time based thing and not an instant promotion thing. Perhaps even make it an ability of forts to give them some further purpose beyond outdoor fortifications, this could also add to the risk factor of sending units out to train giving it an additional downside. However I'd imagine tying it to forts would make it less likely that AI's would use it.

Kinda long winded, but I hope it's some food for thought.

Thanks again for the great mod!

We added a cheap early game defensive building that obsoletes in the misgame to help with this. Also, specific civs are better at defense that the current upgrade tree, while others are worse.

In general I dont want to free xp because I want to encourage players to go hunting even with defensive units. Sending a warrior out to kill a few barbarians, then bringing him home to upgrade to an archer is a very effective strategy.
 
bebematos said:
Kael, thanks for your fast answer I'll keep the ideas coming, hoping they are somewhat useful to this excellent mod.

I had a few ideas about the armaggedon counters (AC) the last days, but to create the following concept of AC to tie these ideas together. As the realms start to tap on a dark power to charge their ambition this power starts to seep in the Land twaiting its landscape and darkening the heart of its inhabitnats. The seep of this dark power would be measured by the Armaggedon Counters. What is the flavour to the Armaggedon Counters you pretend to use? It is the rise of the AC who causes the appearence of the Hell in "Earth"? Could you speak a little more about the dark fantasy atmosphere you want to give the mod?

The rise of the AC triggers a serie of events called the Seven Signs of the End. Three of these signs would be the awakening of the 3 Terrors. Each sign would be mainly a catastrophe, punishing the entire world for the ambition of a few, but could be used to harness certain very risky strategies.

A example could be the Terrors. Each Terror sleeps since the start of the game in their Tombs in different places of the world. These Tombs would be revealed by History of the World technology, and could be bored using special techiniques, freeing it before the AC naturally awakens them.

The first Terror would be Nyarlothotep. It is a unit with a high stealth tratit (see below) who starts to visit cities after he awakes. He looks like a victorian gentleman. He "infects" every city he visits with the Creeping Chaos. The creeping Chaos is unspeakable knowledge which pormotes ahuge science boon, but the city starts to crumble in madness, unhapness increasing each turn after some moments of euphoria, until the city revolts. After that the citzens starts to kill each other until the city is deserted. The creeping chaos can spread through trade routes, however it will never spread to the holy cities of each religion. Its Tomb is in an artic plain.

The second Terror would be a one thousand eyes spider made of crystal called Trapper in Dreams. Its Tomb is in the ocean. It devours the dreams of every living being in the world and stops the further increase of the AC. It grows larger as it eats dreams. As long as Trapper is awake the realms cannot use the diplomacy screen, research and culture production are freezed. It freezes the world similar as it was when it awaked.

Invisible War: There would be two new traits: stealth and gather information. A unit with stealh could only be seen if there is a unit with the gather information trait, equal or higher than the stealth level, near it. It would give a more paranoid atmosphere to the mod. A CRIMINAL stealth unit could infiltrate in a city creating a CRIMINAL ORGANIZATION structure which would increase the unhapiness in the city and generate a little gold, proportional to the city gold income, to its realm.

Now I am tired. I will post the third Terror and development of the Taint trait tomorrow.

We haven't started on detailed design for "Fire" yet. Just the high level. From the origional source Armageddon is the casting of a series of spells by Tebryn (the Sheaim leader), each of which inflicts powerful curses on the world. The end result of them was the merging of creation with hell.

The mod will be similiar with the spells allowing more and more interaction between hell and creation, the specifics (besides some of the spells) havent been developed yet. Once we have "Light" more comeplete we will start on "Fire". I like your ideas but the process will probably looser than what you are describing. Specific actions will add or detract from the counter and the order of the events won't be specified (forcing the order limits the strategic options and makes the game play the same each time).

As to your question about what we mean by dark fantasy, this is from the design guidelines:

Fall from Heaven is a Dark Fantasy mod. Meaning even the good guys aren't always that good. Blood and gothic imagery should be prevalent. Traditional "princess fairy" aspects of the fantasy world will not be included, the world is to violent for them to survive.

When I write for the mod I avoid flawless characters. No perfect paladins, no beings of light and innocence. Even the good gods can be cruel and destructive in certain situations. Thats the "dark fantasy" aspect I am going for.

ps bonus points for the cthulu references :)
 
[tab]As I will be away from the internet for most of the weekend I went ahead and updated the 7th post in this thread with the FfH2 update a day early. Be sure to check it out, the "Spotlight on" is on Chalid and it features some screenshots of his amazing work.

[tab]I didn't include descriptions of what the stuff was, I don't have much time today. But the FfH2 team members are more than welcome to provide any details you would like and answer questions.

[tab]As a shortcut you can get to the post here: http://forums.civfanatics.com/showpost.php?p=3458431&postcount=7
 
phoulishwan said:
Having set the tone, here's my thought, if it's possible to have a building grant a temporary promotion "Defensive Training" while the unit is stationed there (which I've seen as a promotions in the Civ Realism: Third Ressurection mod from resources and other units o I'm hoping it could be possible to affect from buildings as well) it could grant a minor hero promotion that could train units without the need for actual combat up to perhaps 10/17 xp, some small number that would basically allow 3 promotions (City Defense I, II & III). Make it so it's not a fast process, prehaps 1xp every 5 turns or so, this way in order to get the 3 promotions it would take 50 turns. My first thought was to make it either a wonder or a national wonder available at Militia. But then I figured why not make it an easily acquirable building so the AI's will commonly get it as well, which should help make standard warfare a little more difficult for the player as well by giving them some base promotions for pure defense, which considering the power of the many promotions available in this mod may not be a bad thing. Oviously there is no way to restrict the actual promotions given and I have a feeling AI's will typically go for the Combat 1-3 as opposed to the City Defense ones but that's a different discussion. It would also be quite useful for the more peaceful builder types and while it's useful it would definately have be a time based thing and not an instant promotion thing. Perhaps even make it an ability of forts to give them some further purpose beyond outdoor fortifications, this could also add to the risk factor of sending units out to train giving it an additional downside. However I'd imagine tying it to forts would make it less likely that AI's would use it.

Kinda long winded, but I hope it's some food for thought.

Thanks again for the great mod!

Would it be possible to make a set of new city defence promotions which can only be granted by certain buildings? Perhaps the archery range, bear totems or tree home for example? Then it may be possible to reduce the city attack and defence promotions as another person suggested but still have high defence in your most advanced cities.

Of course this promotion would only last as long as the unit is in the city.
 
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