[MOD] Fall from Heaven

Ahhhhhh, that is true....I downloaded the full one at first but it didn't work so I re-downloaded (and apparently didn't pay attention either) and it didn't work.

So I am re-re-downloading and we shall see.
 
MOre ideas:

At the lv 2 of each magic sphere the unit could get a specialist power. The effect of this trait would increase as the unit's level in this sphere increase.

DEATH: NECROMANCER: If non-undead units of the mage stack dies or is killed by the stack it has a 15% chance per level of ressurecting as skeletons.
BODY: WARSHIFTER: Gain +1 Power. At lv 4 gains another +1 Power. It gives acess to the EVOLVING BODY trait, which increase the power of the unit by 0.1 each fight he survives. When the unit learns evolving body it cannot learn any new sphere or increase a learned one.
METAMAGIC: CONVERT NODE: The unit gains the CONVERT NODE to another type of node by paying some gold and waiting a few turns.
DIMENSIONAL: GATE: As long this units stay in a city, any city yours or anothers, you can teleport a unit from this city to other city where there is a unit with GATE you control. Send a unit to a city consumes all movement of the unit. It cannot gate unit if it doesn't have full movement.
ENCHANTMENT: ARTIFICIER:
Can join the city to create a MAGIC WORKSHOP. All unit created in a city with MAGIC WORKSHOP gains the MAGICAL EQUIPMENT trait, which gives +15% power in combat. If the ENCHANTMENT sphere was 3 he can buy ARTIFICER II which allows the unit to creates a MAGICAL FOUNDRY which gives all units created in the city GREATER MAGICAL EQUIPMENT which gives +30% combat. At lv4 he can acquire the ARTICER III, and can build the World Wonder LEGACY FOUNDRY which can create units, from the tier 3 or higher with LEGACY EQUIPMENT, which gives +10% to combat per lv of the unit. Each new ARTIFICER strucutre demolishes the old. Each Artificer upgrade dives one first strike to the unit (it's pistol).
CHAOS: PACT: The unit gains the power SIGN PACT. When used this power gives the unit a random power. When This power is activated there is a 40% chance that the unit is slayed. At CHAOS lv 3 it is 35% and at lv 4 it is 30%. There is a 30% per use that the unit gains a taint level.
LAW: JUDGE: As long this units stay in a city, any city yours or anothers, the city corruption is reduced in 10% per LAW lv of the unit.
MIND: EGO CUTTER: Whenever this unit hits a enemy there is a chance the enemy loses a trait. When MIND reach level 4 it can acquire the trait that the enemy lost.
FORCE:ARGENT BARRIER: Dispel any enchantment on a unit attacking or being attacked by the stack where this unit is. Dispel too any attack spell targeting the stack. The dispelling chance is 20% per FORCE SPHERE level.
ICE: WINTER CHILD: Decrease the 1 health from a enemy city whose on iit "big cross" he stands, and reduces in 2 health if the unit has ICE lv 4. It also reduces the city production by 10 % per ICE sphere lv.
ENTROPY: ENTROPMANCER: Units don't real around the mage. It cancels the power NECROMANCER and RESSURECTION. The unit is cleansed of all taint and is immune to further taint.
LIFE: RESSURECTION: When a unit is lilled in the stack the mage is, there is a 5% per lv that the unit is ressurected with the minimun HP.
NATURE: WEATHER CONTROL:As long this units stay on a square worked by a city of yours, this square food production is increased by one. If the unit has NATURE lv 4 it is increased by 3 instead.
CREATION: BIOMANCER: Gains the TRANSMUTE INTO CYTOSHAMBLER. The power turn a unit, including workers and slaves, into a CYTOSHAMBLER. These creatures have a power equal to half the number of CYTOSHAMBLERS in the world. They don't gain experience. They the ASSIMILATE trait. There is a 5% chance that the CYTOSHAMBLER acquires a non-sphere non-religious trait of the defeated enemy. All the CYTOSHAMBLER have then this trait, if the CYTOSHAMBLER which originally assimilated the trait dies, every other lose the trait. (inspired by the idea from Psychorg)
SUN: EXORCIST: +20% per SUN sphere level against summoned creatures.
FIRE: EVOKER: Your attack spells (fireball, etc.) have +1 power per each FIRE NODE there is in your realm.
EARTH: WATCHER: +20% per EARTH level in defense. Nullifies the MARKMANSHIP trait. Has +1 power per each EARTH NODE there is in your realm.
SHADOW: SHADOW SERPENT: Ignore city fortifications.
WATER: ADAPTIBILITY: The unit gains the power ADAPTATE. The unit when use this power loses the number of traits it has in WATER SPHERE, but ADAPTIBILITY and WATER SPHERE, and can assign sa much new traits as it lost minus one. Has +1 power per each WATER NODE there is in your realm.
SPIRIT: BINDER: Can CREATE PENTAGRAM terrain improvment. Whenever a Binder stands on a PENTAGRAM it gain POWER SUMMON, as long as he stands on the PENTAGRAM. Units summoned by this BINDER gains empowered. They gains +1 Power and Movement. If the SPIRIT lv is 4 they can cast permanent summons that costs gold.
AIR: SKY WALKER: Can move in coastal waters and mountains. Has +1 power per each AIR NODE there is in your realm.

What do you think of a exclusive traits to the priests of each religion. They could gain acess to them at the high level, like 7 or 8. Here are some suggestions:

Veil: CENOBITE: Generate 1 Science for each demon you control.
Veil: SOUL PRY: The unit generates 5 science per unit it kills.
Order: TEMPLAR: It gains +0.5 power for each city in the world with ORDER religion.
Leaves: HIEROPHANT: The unit gains powerful combat abilities and increased mobility, however can only move to forest squares.
Runes: RUNE CRAFTER: As long this units stay in a city, any city yours or anothers, the city production is increased by 2.
Overlords: COMPULSION: When this unit defeats another there is a chance to the defeated unit join your side.
 
darkedone02 said:
that song you made was great, it reminded me of a great game i used to play in the n64 called Quest 64. This song also remind me of other tunes i heard, I shall call this "exploring the Danger of the World" or "Dangerous Advanture". Sound like a Dungeon music too.

Try making some Church music for the religions, here is one of them that i like.
http://rapidshare.de/files/20372199/21_-_Granas_Sanctuary.mp3.html

I be happy if you made these things.

i cant download it... :cry: ... and i agree, it does sound a bit like Quest dont it??? anyway... i was hopin for a more classical feel to it...
 
PriestOfDiscord said:
3: The spell names are awfully interesting. I am espically interested interested to know what "Hideous Thoughts" will do, and what is required to cast it.

Thanks for the update!

Hideous thoughts is the Divine Mind 2 spell, meaning only Overlords priests can cast it. It reduces the targets health and gives them the enraged promotion (boosting there attack strength) and can be used on ally or enemy units. Its an interesting spell and players will have to decide when they want to curse other untis with it and when they want to use it on their own.

The enraged promotion has a small chance of wearing off every turn so you won't be that effective to hideous thoughts factory units (cast it, let them heal, then run them across the country).
 
Broken Hawk said:
Hi Development Team,

I have been playing v1.00f and have noticed two minor things you might want to change in Phase 2. When your government is reestablished after a period of anarchy, the message is in red. Can it be changed to green, symbolizing a positive event? Second, when a new tech is researched, some of the quotes in the dialog box use "Gods" vs. "gods". I think it would be more correct to use "gods" instead, especially from a real life monotheist standpoint. Of course I can't remember which tech(s) are involved. If you want me to find them I will and report back. Meanwhile, can I tinker with v1.00f and make those changes myself for my own purposes?

Thanks.

Yeah feel free. There is a spreadsheet included in the Mods/all from Heaven 100 directory that allows you to edit any of the text strings and save the changes so you don't need to go searching through xml files.
 
bebematos said:
MOre ideas:

At the lv 2 of each magic sphere the unit could get a specialist power. The effect of this trait would increase as the unit's level in this sphere increase.

Although we don't have a design need for rank 2 special abilities (they get new spells at this rank that moe than makes them worthwile) I dot like your idea as general special unit ideas. Im always on the hunt for interesting mechanics. Here is my feedback on each.

DEATH: NECROMANCER: If non-undead units of the mage stack dies or is killed by the stack it has a 15% chance per level of ressurecting as skeletons.

This is an interesting ability, Im going to grab a copy of it for later.

BODY: WARSHIFTER: Gain +1 Power. At lv 4 gains another +1 Power. It gives acess to the EVOLVING BODY trait, which increase the power of the unit by 0.1 each fight he survives. When the unit learns evolving body it cannot learn any new sphere or increase a learned one.

Thi would be an interesting way to handle unit promotions, and would require a new schema entry combat modifier on the unit that is saved (which may be good to have for other reasons). I will check this one out too.

METAMAGIC: CONVERT NODE: The unit gains the CONVERT NODE to another type of node by paying some gold and waiting a few turns.

We have a spell called transmute that allows this to happen on a more limited basis.

DIMENSIONAL: GATE: As long this units stay in a city, any city yours or anothers, you can teleport a unit from this city to other city where there is a unit with GATE you control. Send a unit to a city consumes all movement of the unit. It cannot gate unit if it doesn't have full movement.

We have some dimensional spells in the design doc that allow this and more, but they are a bit of an AI challenge at the moment so they haven't been checked in yet.

ENCHANTMENT: ARTIFICIER: Can join the city to create a MAGIC WORKSHOP. All unit created in a city with MAGIC WORKSHOP gains the MAGICAL EQUIPMENT trait, which gives +15% power in combat. If the ENCHANTMENT sphere was 3 he can buy ARTIFICER II which allows the unit to creates a MAGICAL FOUNDRY which gives all units created in the city GREATER MAGICAL EQUIPMENT which gives +30% combat. At lv4 he can acquire the ARTICER III, and can build the World Wonder LEGACY FOUNDRY which can create units, from the tier 3 or higher with LEGACY EQUIPMENT, which gives +10% to combat per lv of the unit. Each new ARTIFICER strucutre demolishes the old. Each Artificer upgrade dives one first strike to the unit (it's pistol).

This is basically what the enchantment spells already do, but they don't do it through buildings (so the casters can do it in the field).

CHAOS: PACT: The unit gains the power SIGN PACT. When used this power gives the unit a random power. When This power is activated there is a 40% chance that the unit is slayed. At CHAOS lv 3 it is 35% and at lv 4 it is 30%. There is a 30% per use that the unit gains a taint level.

We have an unholy taint ability as someone had suggested a few pages back. It weakens the casters combat ability and increases the rate he gain xp by. i dont like giving him a chance to die, but we may do something special with tainted units in the "fire" expansion. :mischief:

LAW: JUDGE: As long this units stay in a city, any city yours or anothers, the city corruption is reduced in 10% per LAW lv of the unit.

This is what the guardsman ability does.

MIND: EGO CUTTER: Whenever this unit hits a enemy there is a chance the enemy loses a trait. When MIND reach level 4 it can acquire the trait that the enemy lost.

This is similiar to Psychorg's stela promotion idea and i like both.

FORCE:ARGENT BARRIER: Dispel any enchantment on a unit attacking or being attacked by the stack where this unit is. Dispel too any attack spell targeting the stack. The dispelling chance is 20% per FORCE SPHERE level.

We have a dispel magic spell in the design doc (but not int he mod yet) that does this.

ICE: WINTER CHILD: Decrease the 1 health from a enemy city whose on iit "big cross" he stands, and reduces in 2 health if the unit has ICE lv 4. It also reduces the city production by 10 % per ICE sphere lv.

We accomplish a similiar effect be destorying your enemies terrain, scorch turns a plains into a desert and defile creates fallout on the tile.

ENTROPY: ENTROPMANCER: Units don't real around the mage. It cancels the power NECROMANCER and RESSURECTION. The unit is cleansed of all taint and is immune to further taint.

Its hard to get the ai to undestand that units stop the healing of other units (ie, that it should stack them together). And the effect is probably to specific.

LIFE: RESSURECTION: When a unit is lilled in the stack the mage is, there is a 5% per lv that the unit is ressurected with the minimun HP.

We will find someway to do ressurection, but it probably wont be as a unit ability. I would guess it will be through a wonder and require at least 1 life mana to make (probably more).

NATURE: WEATHER CONTROL:As long this units stay on a square worked by a city of yours, this square food production is increased by one. If the unit has NATURE lv 4 it is increased by 3 instead.

I would like to have some weather effecting spells too. especially when we look at some of the more world effecting functions we have pallned for "Fire". But it will probably be a larger imapct than this.

CREATION: BIOMANCER: Gains the TRANSMUTE INTO CYTOSHAMBLER. The power turn a unit, including workers and slaves, into a CYTOSHAMBLER. These creatures have a power equal to half the number of CYTOSHAMBLERS in the world. They don't gain experience. They the ASSIMILATE trait. There is a 5% chance that the CYTOSHAMBLER acquires a non-sphere non-religious trait of the defeated enemy. All the CYTOSHAMBLER have then this trait, if the CYTOSHAMBLER which originally assimilated the trait dies, every other lose the trait. (inspired by the idea from Psychorg)

Slivers! :D These may be to effective in a turn based strategy game unless their was a mechanism that limited their growth. But it is still an interesting idea for a unit.

SUN: EXORCIST: +20% per SUN sphere level against summoned creatures.
FIRE: EVOKER: Your attack spells (fireball, etc.) have +1 power per each FIRE NODE there is in your realm.

We are hoping on adding "future tech" versions of each of the spheres and each tiem you learn one your casters spells form that sphere get more effective. We are also talking about doing the same if you have access to multiple spell spheres of that type. Of course this requires all spells to be "growable" so it may take a while before this can be done.

EARTH: WATCHER: +20% per EARTH level in defense. Nullifies the MARKMANSHIP trait. Has +1 power per each EARTH NODE there is in your realm.

In general I don't want to nullify the marksman trait, it already has a counter (ranged spells) and serves an important role in the game (giving mages a weakness).

SHADOW: SHADOW SERPENT: Ignore city fortifications.

We may do this as a seperate promotion that can be learned by recon units.

WATER: ADAPTIBILITY: The unit gains the power ADAPTATE. The unit when use this power loses the number of traits it has in WATER SPHERE, but ADAPTIBILITY and WATER SPHERE, and can assign sa much new traits as it lost minus one. Has +1 power per each WATER NODE there is in your realm.

Allowing a unti to drop all his spell spheres and choose new ones would be an interesting mechanic. I will have to see if we want to allow it somewhere without making it abusable (creating an everything mage that casts all the long duration spells of one sphere then switches to another, etc etc).

SPIRIT: BINDER: Can CREATE PENTAGRAM terrain improvment. Whenever a Binder stands on a PENTAGRAM it gain POWER SUMMON, as long as he stands on the PENTAGRAM. Units summoned by this BINDER gains empowered. They gains +1 Power and Movement. If the SPIRIT lv is 4 they can cast permanent summons that costs gold.

It was similiar to just allow the trait Summoner players to have longer summons. Permanent summons do exist alreayd on some units (krakens, skeletons, tigers).

AIR: SKY WALKER: Can move in coastal waters and mountains. Has +1 power per each AIR NODE there is in your realm.

We need to develop a "flying" mechanic. We dont have it yet, and air domain units just dont cut it. When we do im sure there will be a fly spell that performs simiarly.

What do you think of a exclusive traits to the priests of each religion. They could gain acess to them at the high level, like 7 or 8. Here are some suggestions:

Veil: CENOBITE: Generate 1 Science for each demon you control.
Veil: SOUL PRY: The unit generates 5 science per unit it kills.
Order: TEMPLAR: It gains +0.5 power for each city in the world with ORDER religion.
Leaves: HIEROPHANT: The unit gains powerful combat abilities and increased mobility, however can only move to forest squares.
Runes: RUNE CRAFTER: As long this units stay in a city, any city yours or anothers, the city production is increased by 2.
Overlords: COMPULSION: When this unit defeats another there is a chance to the defeated unit join your side.

In general we will be doing some of these through the advanced temples. The fact that the priests of different religions have different spell lists (even more different depending on how you upgrade them) means that we don't have much of a need to differentiate them further.
 
bebematos said:
CREATION: BIOMANCER: Gains the TRANSMUTE INTO CYTOSHAMBLER. The power turn a unit, including workers and slaves, into a CYTOSHAMBLER. These creatures have a power equal to half the number of CYTOSHAMBLERS in the world. They don't gain experience. They the ASSIMILATE trait. There is a 5% chance that the CYTOSHAMBLER acquires a non-sphere non-religious trait of the defeated enemy. All the CYTOSHAMBLER have then this trait, if the CYTOSHAMBLER which originally assimilated the trait dies, every other lose the trait. (inspired by the idea from Psychorg)

Is anyone making a startrek mod? :borg:
 
bebematos said:
CREATION: BIOMANCER: Gains the TRANSMUTE INTO CYTOSHAMBLER. The power turn a unit, including workers and slaves, into a CYTOSHAMBLER. These creatures have a power equal to half the number of CYTOSHAMBLERS in the world. They don't gain experience. They the ASSIMILATE trait. There is a 5% chance that the CYTOSHAMBLER acquires a non-sphere non-religious trait of the defeated enemy. All the CYTOSHAMBLER have then this trait, if the CYTOSHAMBLER which originally assimilated the trait dies, every other lose the trait. (inspired by the idea from Psychorg)
I like this, except one thing:
"if the CYTOSHAMBLER which originally assimilated the trait dies, every other lose the trait."
You would have to keep that one in capitol for the rest of the game, and that ain't fun. And AI wouldn't do so, so killing that one would cripple his army. And second thing, number of this units would have to be limited.
 
From FfH 2:

After founding the Fellowship of the Leaves my forests began changing into something more protective....an Ancient Forest. And when the goblins and orcs began invading my lands imagine my surprise when the forest sent this as a Protector!

 
woodelf said:
From FfH 2:

After founding the Fellowship of the Leaves my forests began changing into something more protective....an Ancient Forest. And when the goblins and orcs began invading my lands imagine my surprise when the forest sent this as a Protector!


Heh, this one seems a bit extreme, but oh well... ;) How Ancient forests are created? Do normal forests change into them, just like mines sometimes create new resources, or do they appear automatically after a number of turns?

And I've noticed one thing when watching the succession game - Arete no longer allowed to haste buildings for money. Is that so or simply it wasn't displayed?

Cheers
 
Thanks for the quick answer and comment, they estimulates me to keep posting more ideas.

About the "slivers": There must be a way to limit the slivers or the late game could turn in a "sliver war". One way to limit their growth is to make them cost gold to be summoned, and a unit to be transformed, and this gold cost could be scalable, each "sliver" would be more expensive than the last. Another way to balance them would be modify it's growth curve and creating "Sliver Slayer" promotion. Another way to limit them is after the "swarm" population reaches x there is a increasing chance that with the creation of each sliver the "overmind" is created and a most of the slivers go rogue. To TheJopa: I don't to know how to avoid "provider sliver" castling, a way could be they causes unhealth in the city they are garrisoned, but then the Player would garrison them in a fort outside a city.

About ADAPTIBILITY: I don't it too unbalanced, he loses a trait each time he adapt, but it could cost all the unit movement to ADAPT to prevent sphere dancing.

About WEATHER CONTROL and WINTER CHILD: I admit these mechanic are a little goofy, but the need to keep "vulnerable" a powerful mage outside a city to the unit do their job creates a lot of design space.
 
When playing in the wee early morning, i notice that i had Three (3) Winter Palaces in three different cities going at the same time, this is the only wonder i have found this way so far, is this intented?

Also in the Assets/art/units, there is a zipped file there that says "Greaterwerewolf" and in it is three more folders, ie: Greaterwerewolf, Ravenouswerewolf and Werewolf, are we (I) supposed to do anything with these files??
 
I know the idea of separate cults within a religion has been discussed, and I am aware that it might make things too comlpex, but I still can't help feeling this would be a neat way of differentiating civs with the same religion (perhaps not as much of an issue in Phase 2, where the different civs seem different indeed).

Imagine, for instance, a Death Cult offspring of the Ashen Veil. When a certain technology is researched the civ can build a Death Cultist. This unit can then use its special ability to sacrifice a part of the population in a city to build the Death Cult shrine. That city then becomes the Holy City for the Death Cult. If the civ swithces to this new religion it will gain some benefits (but also some penalties, just for good measure ;))

Diplomatically, other civ would treat this new religion as the Ashen Veil, so civs following the Order would still dislike it, and fellow 'Veilians' would support it.

To further differentiate the cults from the base religions, a cult could be restricted so that it can only spread in a city with the base religion. This would make the cults more like customisable versions of the religions rather than religions on their own.
 
Kael,
I've been playing the mod for a few weeks now, and I've noticed something odd about the "magic-user" units. All my MU increase in XP automatically, like they have "Hero" up to 10/10 XP. Then they stop. If they gain XP after that, from battles, all they get the option to do is recast their existing spells. (I.e. if they were a mage upgraded from an adept, they can cast Haste and Fire.) Yet the Civopedia specifically lists that they should have the opportunity to get other spells as promotions.

My question is (and yes, like a few people I haven't had time to read all the way thru the 280+ pages on this thread), is this intentional and the Civopedia incorrect, or is there an error in the program?

Thanks, the Mod rocks! :goodjob:
 
Chammadai said:
Heh, this one seems a bit extreme, but oh well... ;) How Ancient forests are created? Do normal forests change into them, just like mines sometimes create new resources, or do they appear automatically after a number of turns?

Well, to my surprise the Treant only stayed 2-3 turns. So Orthus still kicked my butt in another city. :D

Normal forests change into them, making life as an Elf much better.
 
pa12ick said:
Kael,
My question is (and yes, like a few people I haven't had time to read all the way thru the 280+ pages on this thread), is this intentional and the Civopedia incorrect, or is there an error in the program?
It is a limitation of the current spell-system in FFH 1. The spell-system has been reworked completely for phase two (first beta will be released on may 19th). With this system arcane units will be able to learn new spells.
 
pa12ick said:
Kael,
I've been playing the mod for a few weeks now, and I've noticed something odd about the "magic-user" units. All my MU increase in XP automatically, like they have "Hero" up to 10/10 XP. Then they stop. If they gain XP after that, from battles, all they get the option to do is recast their existing spells. (I.e. if they were a mage upgraded from an adept, they can cast Haste and Fire.) Yet the Civopedia specifically lists that they should have the opportunity to get other spells as promotions.

My question is (and yes, like a few people I haven't had time to read all the way thru the 280+ pages on this thread), is this intentional and the Civopedia incorrect, or is there an error in the program?

Thanks, the Mod rocks! :goodjob:

In FfH 1 Mages can not level. That had to be dropped. The 10XP are so that they can always cast as casting is handled as Promotion. In FfH2 Mages will be able to level and buy further spells. So its an error in the Civilopedia for FfH1.
 
woodelf said:
From FfH 2:

After founding the Fellowship of the Leaves my forests began changing into something more protective....an Ancient Forest. And when the goblins and orcs began invading my lands imagine my surprise when the forest sent this as a Protector!


he he... ur losing 117 gold per turn in this pic... LOLZ
 
Hello. I've posted a new link to Battlefield Illuria 1.2r. It is done for the meantime, and I was hoping that you might update your page 1 link?

I'm going to try to learn a few things, and maybe I can be of use to your mod at some point. My first goal is swamp tiles.

Looking forward to 2.0.
 
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