[MOD] Fall from Heaven

Most of time every border city i own has its own two or three disciples/adepts of some religion waiting for a foreign riot to start, so i can use their little culture bomb to stop the riot. Every border city! There isnt a simple solution for that?

And the Magic trait, im Human (Magic something / Organized). I know this trait gives my wizards some upgrades, but what exactly? I cant find in the civilopedia; my wizards seem exacly like the enemy ones.. :(
 
Brancaleone said:
Most of time every border city i own has its own two or three disciples/adepts of some religion waiting for a foreign riot to start, so i can use their little culture bomb to stop the riot. Every border city! There isnt a simple solution for that?

And the Magic trait, im Human (Magic something / Organized). I know this trait gives my wizards some upgrades, but what exactly? I cant find in the civilopedia; my wizards seem exacly like the enemy ones.. :(

Thats Magic Resistance, it makes your melee, recon, mounted and archer units start with the magic resistance promotion (less vulnerable to spells).
 
Starship said:
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.

The link is to your thread so it should have the latest updates.
 
I checked now, its 'Arcane' not 'Magic Resistance'. It gives combat I and Spell Extension I to arcane units, but nothing shows on civilopedia about that last one. So im curious, i use alot of mages and i know they are stronger than the enemy ones, but i dont know how :)
 
Psychorg said:
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.

We have advanced temples that serve this purpose. There are 2 temples for each religion and once a civ builds one in any of its cities it cant build the other in any of its cities. They allow us to differentiate the religions between civs like you suggest.
 
Zherak_Khan said:
Hippus.mp3. Orcish theme in FfH 1.0. Where is this from?

Thanks for any answers.

Hippus.mp3 (which was used for Skulkan in FfH1) is from a Cirque du Solei song from their "Ka" CD called Pageant.
 
One last teaser pic before bed. An Imp with the most amazing attack. Fantastic to see, unless he's coming for you!

 
Brancaleone said:
I checked now, its 'Arcane' not 'Magic Resistance'. It gives combat I and Spell Extension I to arcane units, but nothing shows on civilopedia about that last one. So im curious, i use alot of mages and i know they are stronger than the enemy ones, but i dont know how :)

Combat I makes all of your spells 20% more powerful. Extension I increases their range by 1.
 
Okay, I think the Cult is in their final form so here is a few details about them:

Forgotten and ignored by the gods some men have turned to worshipping the great dragons that once fought over the land and now lie dormant beneath it. Within the Kuriotate and Sheaim civilizations these groups have begun to gather in strength, forming small cults with very different agendas. But they all agree that dragons are divine and find their draconic gods to be much more accessible than empty prayers offered in the temples.

First of all, the cult isn't truely a religion, they are a cult. Meaning that players can't adopt them as a state religion. Instead they act as a destabilizing force in your empire.

The Kuriotate and the Sheaim have a history with dragons, each has a dragon hero, one good (Eurabatres, the Kuriotate gold dragon) and one evil (Abashi, the Sheaim black dragon). And only the Kuriotate or Sheaim can found the dragon cult, so if they aren't in the game then the religion will never be founded.

Once founded the cult spreads like any other religion. But if it is in a non-Kuriotate or non-Sheaim city the cult reduces the cities culture by 1 per turn. A city with 0 culture is destroyed so it is possible for the Cult to tear apart small cities.

Secondly a city with the cult in it has a 20% chance of giving each living non-disciple unit produced in it the "Cult of the Dragon" promotion. This doesn't do anything unless the unit is in a tile that is owned by the holder of the Cult of the Dragon holy city. If it is, the unit has a 3% per turn chance to abandon his civ and join the civ that holds the holy city for the Cult of the Dragon.

Note that even non-Kuriotate and non-Sheaim civs can take advantage of this if they capture the Cult holy city.

Also, once we get dragons in, Cult members will likely be made to automatically convert to them if they are near.
 
This mod just keeps getting better!

What a tremendous idea, I really like it :goodjob:

Will inquisitors and "Purge the Unfaithful" work with the cult? As they are used to keep hidden there might be good reasons for them not to be. On a second thought this would make a religious victory quite impossible. :mischief:
 
ma.KaBre said:
This mod just keeps getting better!

What a tremendous idea, I really like it :goodjob:

Will inquisitors and "Purge the Unfaithful" work with the cult? As they are used to keep hidden there might be good reasons for them not to be. On a second thought this would make a religious victory quite impossible. :mischief:

Yes, Purge the Unfaithful and Inquisitors are more important in FfH2 because of the Cult.
 
sounds really cool. :)

I wonder what is the reason (story wise) that cities with the dragon cult can fall apart etc.? Wouldn't that mechanic rather fit some evil Chaos cult or somehting?
 
ma.KaBre said:
So the cult will be effected by them?!? (Sorry for being pesky ;) )

Yeap, the Cult will be removed by Inquisitors and Purge the Unfaitful.
 
dreiche2 said:
sounds really cool. :)

I wonder what is the reason (story wise) that cities with the dragon cult can fall apart etc.? Wouldn't that mechanic rather fit some evil Chaos cult or somehting?

Anarchy and infighting. The Cult are extremists and erode that which holds civilized people together (much like Jerry Springer).
 
Hello Kael.

I have been following this thread for quite some while, and im looking forward to the next version.

I dont really have a question - I just wanted to say good work by you and your mates, and that I have had some fun times playing the mod ;-)

/Michal
 
No, no tutorial planned at the moment. As you know a tutorial will be rather shortlived as the project is constantly evolving, so we did not write one up to date.
But of course you can create one as soon as the beta is out. I think many people will be grateful.
 
Grev_michal said:
Hello Kael.

I have been following this thread for quite some while, and im looking forward to the next version.

I dont really have a question - I just wanted to say good work by you and your mates, and that I have had some fun times playing the mod ;-)

/Michal

Thanks. We're glad you're enjoying it.
 
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