[MOD] Fall from Heaven

Kael said:
Well, you are 100% correct. Firaxis is applying some rules to animals, one of which is they can't enter cultural boundries. To fix it I will need to create a 2nd instance of all of the animals that don't have the animal flag. So that if you defeat a wild bear you get a tame bear, etc. Since its going to take creating all the units and building some logic in the function to match them up correctly Im going to leave it out of 0.70. I will get it in the next version, until then captured animals won't be able to enter your own cultural boundries.
Thanks for taking the time to look into this and for the release of 0.7!!!
Time to try it now!! :goodjob:
 
Anyone else having problems? Anyone get it working? I only ask since I'm downloading via dial-up... :(
 
Hi Kael,
I don't know if the problem is on my end or yours, but some of the civics are missing thier icons. ie. Republic and Scholarship. It's really a small thing though so no worries.
Other than that 0.70 is rather fun, and yes, the AI does seem to do a more adequate job of defending itself.
 
Kael said:
The problem is, as Dragonlord mentioned, the tech comes so late that there are hardly any "wild" animals left. .

You can give to Scout "capture animal " start promotion. a idea...
What see?

And thks for 7.0.
 
Zurai said:
OK, fixed that (removed all references to GAMESPEED_MARATHON in a copy of that xml file that I placed in the module file).

However, now the title screen is completely messed up. No text on the menus.

Correction. No text anywhere. I wonder if I should reinstall.

No text in the menus means you are using the wrong civdefines for the version of civ that you are running. Do you have the 1.52 patch installed? You need it to run this mod.

You could also see it if your tried to copy 0.70 over a former copy of this mod. YOu need to delete former copies before putting this in your mod directory.
 
Sareln said:
Hi Kael,
I don't know if the problem is on my end or yours, but some of the civics are missing thier icons. ie. Republic and Scholarship. It's really a small thing though so no worries.
Other than that 0.70 is rather fun, and yes, the AI does seem to do a more adequate job of defending itself.

They both show up fine for me.
 
I got the same error as Zurai with 0.60--reinstalled both the Civ update and the mod, and it still doesn't work. Hopefully it will with 0.7...
 
Very nice with the promotion method for casting spells. An idea: Would it be possible to turn fireballs and meteors into air units that bombards like a bomber? They can be used for scouting right now and it would be nice if they couldn't kill enemies outright. It would also open up an easy way to provide units with magic resistance if desired. :mischief:

Another detail: The 1.52 patch finally introduced a separate symbol for gold (cough!)
 
Mumin said:
Very nice with the promotion method for casting spells. An idea: Would it be possible to turn fireballs and meteors into air units that bombards like a bomber? They can be used for scouting right now and it would be nice if they couldn't kill enemies outright. It would also open up an easy way to provide units with magic resistance if desired. :mischief:

Yeah, they were in one round of testing I did. The problem with it is air units have so many assumptions made about them that it made it difficult to be flexible with. The normal combat code is much more exposed so I can do more with it. The fireballs did look nice going through the air though.

Another detail: The 1.52 patch finally introduced a separate symbol for gold (cough!)

You're so subtle :D
 
Nikis-Knight said:
Problem with conjurers--when upgraded from apprentice, they cannot summon! But a normally built one can. Haven't seen mages yet.

Weird, I will check it out.
 
I just noticed those design docs posted earlier.
Smily faces sometimes indicate comments.

Sorry to take up so much room, but i don't knowhow to add one of those scrollable files.

"Air Sphere
1. Wind Wall- Makes ranged attacks 50% unlikely to hit the caster or units in the casters tile
2. Conjure Air Elemental- Summons an Air Elemental for 1 turn
Mediumstrength, high movement, both land and sea
3. Chain Lightning- Summons a strength 12 lightning bolt that has the Blitz promotion
Chain lightning should be able to gain promotions that will make it just as good against units as its opposite (earthquake) is against structures.
A wonder: Divine Winds
-Produces an Air Elemental on every tile of you cultural border.

Body Sphere
1. Circle of Being- Allows the Caster to give health to target unit
What if it more evenly distributed the health of allunits in one tile?
2. Regeneration- Speeds the target units healing
3. Stoneskin- Makes the unit immune to the next 50 points of dmg
I don't really know how the combat system works.
It that a lot?
A wonder: Enslave the Earth (already described)

Chaos Sphere
1. Confusion- Unit behaves randomly for the next turn
2. Rage- Unit becomes a Barbarian unit
3. Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents
Nice idea. Very David and Goliath
A wonder: Blight (already described)

Creation Sphere
+1. Bloom- Creates a Forest
+2. Vitalize the Land- Snow turns into Tundra, Tundra turns into Plains, Plains turns into Grass, Grass turns into Forest
What if my plains had a workshop or a cottage?
This doesn't do anything to deserts
3. ?
How about
Flourish-Increases a cty's population by half (rounded down)
A wonder: Genesis (already described)

Death Sphere
1. Raise Skeleton- Summons a Skeleton
Would these be the same ones from the frozen artic?
Could they be more powerful?
2. Contagion- Does damage and disease 50% of the units in the effected tile
3. Summon Wraith- Summons a Wraith
Invisible? Kind of like a super assassin?
A wonder: Knell of Darkness (already...)

Dimensional Sphere
1. Escape- Returns the unit to the capital
2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
3. Teleport- Teleports the unit to any revealed tile
Sounds quite fun, but easily abused.
A wonder: Power of the Unseen
All units on map gain invisibility promotion, and lose detect invisible promotion.

Earth Sphere
1. Wall of Stone- Grants the city a temporary Wall building;)
Could it also give a tile a temporary fort?
+2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
3. Earthquake- Destroys buildings and improvements
A wonder: Lord of the Mountains
-All mountains are turned into hills, one out of all other 10 flat land spaces in also turnedinto a hills. All units from city gain free guerilla promoton.

Enchantment Sphere
1. ?
2. ?
3. ? ;)
How about
Copy-Repeat any spell done in a 3 tile radius recently.
Enchanted Forest-Cast on a forest, jungle, or ancient forset insideyour cultural borders. Any units moving through it that don't belong to you will be attacked by giant spiders (wink).
Prosperity-Target city get temporary bonus in commerce, happiness, and health.
Celestial Realignment?

Entropy Sphere
1. Defile- Curses the tile, giving negative production and health effects.;)
While you're at it, why not make it give negative commerce too?
2. Enervation- Decreases the targets level by 1, reduces experience, removes 1 promotion
Shouldn't it take away just the most recent promotion?
3. Summon Demon- Summons a Demon for 1 turn
Apocalypse!

Fire Sphere
+1. Fireball- Summons a strength 4 Fireball
+2. Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+3. Meteor Swarm- Summon 3 Strength 7 Meteors
A wonder: Fires of Heaven
-Starts wildfires in all forests, ancient forests, and jungles on map

Force Sphere
1. Levitate- Allows the caster a brief glimpse of everything in a 3 tile radius.;)
Kind of weak, what if it were better on a hill or mountain or forest?
2. Telekinetic Punch- Strength 6 Attack
*cough* Civ III style Bombardment *cough*
3. Forcewave- Moves all enemy units within 1 tile of the caster back 1 tile.

Ice Sphere
1. Frostshield- Reduces damage from Fire spells and creatures
2. Winterberries- Creates a permanent tile improvement on snow terrain that gives it a bonus to health and happiness;)
An improvement would be more like Ice Industry
Winterberries is more like a resource
3. Blizzard- Adds snow to the terrain, reduces global warming
Can it be used on water tiles? (causes ice)
Seems like it could be cast repeatedly to totally stop global warming

Law Sphere
1. Tower of Iron Will- Makes the unit immune to the effect of Confusion, Domination and charm effects
2. ?
3. ?;)
How about
Rule of Law-Reduces Maintnance and increases happiness in a city.
Inquisition-Inquisits target city

Life Sphere
+1. Cure Disease- Removes the Diseased and Plagued promotion from all units in the same tile
2. Healing Rain- Heals all units in the same tile
3. Resurrection- Resurrects target unit;)
A unit that died recently in that tile, or any unit anywhere?

Metamagic Sphere
1. Dispel Magic- Removes any existing spells (good or bad) in the targeted tile
2. Magic Resistance- Gives the unit the Magic resistance promotion for a few turns.
3. Anti-Magic Shell- Removes all spells within a 1 tiles radius of the caster and keeps any new spells from being cast for the next turn in that area.

Mind Sphere
1. Charm Person- Allows control of target unit. The unit has a 5% chance per turn of returning to its original controller. The unit cannot be made to attack its original civilization.;)
Does it gain normal Xp against its old civ?
Do you have to be at war with its civ?
2. Inspiration- When cast in a city it temporarily boosts the research rate of that city
3. Domination- Allows control of target unit. The caster becomes rooted and is unable to cast spells for as long as this spell is in effect
Can it be turned off?
What is the range?

Nature Sphere
1. Summon Tiger- Summons a tiger which becomes a barbarian unit after 1 turn;)
Only Tigers? Not bears or Wolves or things like that?
+2. Entangle- 80% chance to root every unit in the tile for 1 turn
3. Summon Storm- Puts out all forest fires with 5 tiles of the caster, has a 10% chance to lightning bolt every enemy unit in that radius.
Should nature get a shield because its opposite (ice) does?

Shadow Sphere
1. Invisibility- Hides the effected unit;)
Gives it the invisibility promotion?
2. Illusion- Creates a fake unit that lasts a few turns
What do you mean by fake?
Will it have any effect?
Will it be easy to be noticed as a fake?
3. Hallucinary Terrain- Hides effected city

Spirit Sphere
+1. Bless- Applies the Bless promotion on all non-Demonic units in the same tile until their next combat
2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city
3. Enmity- Cast against another Civ leader, all other Civ's have their rating for that leader reduced. Multiple Enmity spells don't stack.
#3 seems a little evil for the spirit sphere.
What i it instead made everyone like you?


Sun Sphere
1. True Seeing- Reveals all invisible units in a 2 tile radius.
Too weak should reveal in a 3 space radius
2. Pillar of Flames- Summons a pillar of flames which hits every unit in the effected tile. Does extra damage vs demonic units.
Please say it can burn forests...
3. Scorch- Turns the tile into a Desert tile. Increase global warming.
What exactly does global warming do?
Shouldn't it be called entropy?

Water Sphere
1. Walk on Water- Allows the unit to cross water tiles for 2 turns
What if they are still on water when it ends?
I think it shouldlast until they are on land again.
2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile."
Can it ever turn a city into a coast tile?
I really want to destroy my rival's capital that way.
 
Kael said:
Yeah, they were in one round of testing I did. The problem with it is air units have so many assumptions made about them that it made it difficult to be flexible with. The normal combat code is much more exposed so I can do more with it. The fireballs did look nice going through the air though.

I just tested changing the fireball to an air unit, and I think it looks much cooler that way. :king: It seems to work without problems too. (Except I can still scout with it, but that's a minor issue. Besides, the Magi perhaps use magic to scout.) Is it something I'm missing here?
 
Well, the enemies are doing much better now. I'm getting attacked by loads of axe-and-horsemen at the moment, plus a scattering of the Drown.

Which brings me to the bug I spotted: We may know the Drown are demonic, but the Drown don't. My fully pimped (read: double smash promotion) axemen had all their modifiers intact. They tore through combat 4 Drowns like they were paper.

The other bug only happened once: the whole game froze while loading a save I had made with version 0.7. It was the first time I tried to load. I had to reboot in the end. But it never happened again, and the same save loaded just fine after rebooting. Strange...
 
Kael said:
Weird, I will check it out.

Crap, revoke my testing membership. I noticed that and lost the note I had written before I sent you an email Kael. I had 10 conjurers running around, but noticed a pair I had converted weren't able to summon.
 
woodelf said:
Crap, revoke my testing membership. I noticed that and lost the note I had written before I sent you an email Kael. I had 10 conjurers running around, but noticed a pair I had converted weren't able to summon.

*cough* *cough* Woodelfs fault *cough*
 
wilboman said:
Well, the enemies are doing much better now. I'm getting attacked by loads of axe-and-horsemen at the moment, plus a scattering of the Drown.

Which brings me to the bug I spotted: We may know the Drown are demonic, but the Drown don't. My fully pimped (read: double smash promotion) axemen had all their modifiers intact. They tore through combat 4 Drowns like they were paper.

The other bug only happened once: the whole game froze while loading a save I had made with version 0.7. It was the first time I tried to load. I had to reboot in the end. But it never happened again, and the same save loaded just fine after rebooting. Strange...

Interesting. The Drown and Adepts are two units that change their UnitCombat types on upgrades (The Drown can start as warriors and upgrade to demons, Adepts are actually siege and upgrade to adept unitcombat mages and conjurers).

I wonder if the upgrade proces maintains the old unitcombat type?!? That would seem to answer both of these situations. I will upgrade a warrior to a drown and see if he can still get melee type promotions.

Tested, yeah units that are upgraded retain their old UnitCombat type. So adepts that become mages and conjurers are actually still siege type, and ashen veil priests that become mages are actually still priests.

Hmpf.

I think Im am gonna have to sumbit it as a bug to Firaxis.
 
Kael said:
Interesting. The Drown and Adepts are two units that change their UnitCombat types on upgrades (The Drown can start as warriors and upgrade to demons, Adepts are actually siege and upgrade to adept unitcombat mages and conjurers).

I wonder if the upgrade proces maintains the old unitcombat type?!? That would seem to answer both of these situations. I will upgrade a warrior to a drown and see if he can still get melee type promotions.

Don't blame woodelf this time! I didn't get time to make a Drown. :)
 
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