[MOD] Fall from Heaven

loki1232 said:
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. (etc etc)

I've copied your post into my notes I like a lot of your ideas. I REALLY like the idea for the spirit sphere rank 3 to add favor instead of reduce it, I think you are right and it better fits the theme. I also love the Fires from Heaven idea to start forest fires all over the place, and the everyone invisible idea (I have no idea how that would play out but its a damn interesting idea).

As to some of the specific questions you ask about the spells. I have no idea how they will work, range on them or anything. It just maps out where I want to be (it may look nothing like that once I get there). You can see in 0.70 that the mage spellcasting units have ranks in spell speheres that decide what spells they have, so a spellcaster with Fire II has the ability to conjure fire elementals.

I think I am going to have to pull the key event off of the unitcombat type and make a new promotion to key off of. Something like Sorcery. Then anyone with that promotion and a spell spehere will be able to cast the spells offered by that sphere.

I can't wait for the day when I can have mages level normally and these spell spheres are filled out enough that you can pick your spheres as you level up and build the spellcaster you want.
 
I think Im am gonna have to sumbit it as a bug to Firaxis.
Ah, I'd noticed odd promotions before, on warrior--> Archer units. It was kinda neat, though, perhaps you could use this in other ways. But a conjurer w/o elementals isn't. :(
Also, wizardly types are strong now! They can summon fireballs/elementals outside an enemy city, then bombard on the same turn. A fact Montezuma isn't too happy about at the moment.
And those elves are cute!
 
Nikis-Knight said:
Ah, I'd noticed odd promotions before, on warrior--> Archer units. It was kinda neat, though, perhaps you could use this in other ways. But a conjurer w/o elementals isn't. :(
Also, wizardly types are strong now! They can summon fireballs/elementals outside an enemy city, then bombard on the same turn. A fact Montezuma isn't too happy about at the moment.
And those elves are cute!

Mumin made the elves and did a great job.

And yeah, the spells are very powerful, maybe to powerful. I need to figure out what I am doing with "siege" abilities. I gave that to mages for lack of spells but now that they can chuck fireballs at a city do they really need to be able to lower the defence too?

I like a unit keeping its old promotions, so you can have odd promotions on units too. Like a Mage that used to be an Ashen Veil priest that still has the medic promotion. But Im finding out the problem is that the function where I build the mage units is bypassed by the upgrade task. I am looking for something similiar for unit upgrades.
 
Some very strange, and large errors with the last build, after a unit moves, his moves go to 0/-149... and they never rise again, also sometimes, units lose their LOS, if you need a log or anything like that just ask me
 
One little bug I've noticed. The free Blessed promotion you receive from that specific wonder began to dissapear from my Maceman after a few turns.
 
Sisonpyh said:
One little bug I've noticed. The free Blessed promotion you receive from that specific wonder began to dissapear from my Maceman after a few turns.

Being blessed only lasts until the next combat, then its gone.
 
Kael - Should Elven archers get the city garrison promotion?

Also, any chance of an Advanced Animal Handling tech so we can get some viscious animals to control? I'm thinking of some bears, wolves, the hellhound, ect. They wouldn't be summoned, but trained or controled.
 
There's a problem with 1.52 and your mod. In 1.52 AI is more agressive which leads to too early attack in your mod. There's just no challange that AI attacks in early game with warriors when i have experienced hunters in defense... :rolleyes:
 
Crash757 said:
There's a problem with 1.52 and your mod. In 1.52 AI is more agressive which leads to too early attack in your mod. There's just no challange that AI attacks in early game with warriors when i have experienced hunters in defense... :rolleyes:

Well, I my experience is diffrent the AI in 0.7 is weaker & attack less then in normal game, the AI improved though, from previous version.

Some thing strange is that in 0.7 the AI really love scouts, & just conquered several cities that were guarded with lots of scouts.

I feel that the game is still easy at my noble so I might try it at prince, the AI almost always behind in the tech tree which almost never happens in regular game in early stages like here.
I played for several Hours on normal game & the AI didn't get to magic, this is pitty because I wanted to be on the defence side of a fireball for once (& ofcourse reload the game kicking & screaming).

Good point is that the AI did get to maceman & one of them even build an army of drowns(!), though he was stack with them for too long untill I kicked his ass with meteors.


I really like the new system of religion & techs/wonder dependecies !!
 
Kael - Should Elven archers get the city garrison promotion?
I would prefer it if they didn't. Elves aren't famous for urban combat.

Also, any chance of an Advanced Animal Handling tech so we can get some viscious animals to control? I'm thinking of some bears, wolves, the hellhound, ect. They wouldn't be summoned, but trained or controled.
I agree. This would be cool, and it would make the animal handling promotion worthwile. Hellhounds sounds more like demons than animals though.
 
Question Mark said:
I would prefer it if they didn't. Elves aren't famous for urban combat.

Good point. It just seems wierd that they don't get archer bonuses.

Question Mark said:
I agree. This would be cool, and it would make the animal handling promotion worthwile. Hellhounds sounds more like demons than animals though.

I'm trying to get my hellhound skin in the game! Maybe some evil type of beast controlling as well.

Also, maybe a way to script that there's a check on controlled animals per turn. If they fail the check they go native and are barbarian, free to turn on their former masters as well.... :)
 
Hi,

Hellhounds are actually Demonic in nature. I can reel you off a list off possible units(Fey, Demonic, Celestial, Humonoid(Gnolls, Orcs, Goblins, Kobolds), once I am back home(No Internet at home atm) if ya would like...

AVID fan of Civ and Fantasy so this is right up my street...
 
woodelf said:
Good point. It just seems wierd that they don't get archer bonuses.



I'm trying to get my hellhound skin in the game! Maybe some evil type of beast controlling as well.

Also, maybe a way to script that there's a check on controlled animals per turn. If they fail the check they go native and are barbarian, free to turn on their former masters as well.... :)

Yeah, as Question Mark said I didn't want people leaving their elves in the cities, they are more powerful when they are out wandering in the forest where they want to be. Thats why I didn't allow them access to the city garrison abilities.

And yes, as you can see ont he Summon Tiger spell that was descibed before the Tiger doesn't dissapear like other summoned units. Instead it becomes a barbarian unit. A Ranger with a rank of nature magic could summon tigers, use them and then when they turn "wild" capture them (or be killed by them) for permanent use.
 
Kael said:
And yes, as you can see ont he Summon Tiger spell that was descibed before the Tiger doesn't dissapear like other summoned units. Instead it becomes a barbarian unit. A Ranger with a rank of nature magic could summon tigers, use them and then when they turn "wild" capture them (or be killed by them) for permanent use.

A similar approach could perhaps be applied to summoning demons? It is, after all, dangerous to mess with the dark forces. Perhaps even better: Summoned demons have a risk of becoming barbarians rather than one of your own units.
 
Hi Kael,

Quick easy question - are wonder movies supposed to work? For example, with Pyramids or Chicken Itza? I am trying to figure out if they are not supposed to work or if there is something wrong with my install or base game files. Thanks! :goodjob:
 
Rando said:
Hi Kael,

Quick easy question - are wonder movies supposed to work? For example, with Pyramids or Chicken Itza? I am trying to figure out if they are not supposed to work or if there is something wrong with my install or base game files. Thanks! :goodjob:

They have been disabled because there are no wonder movies for any of the new stuff. So ratehr than have half on and half off I turned them all off.
 
Played the new version for a while, now it's time for comments:

1) Tried to build the Avatar of Wrath twice, both times on the turn it's supposed to appear the game crashed. May have something to do with my outdated hardware but still it's better to report it.

2) Most recent game, large map, continents. One mithril (on a remote island near to the pole). No gunpowder. Once again I didn't get to produce Immortals nor Arquebuses. You might want to make the resources even more common.

3) Mages don't get to advance because of the new spell system. It may not a bug but I was rather surprised when I produced an archmage and the only upgrade available was 'Cast meteor swarm'.

4) Watermills, Windmills and Workshops are seriously weakened and even Lumbermills are useful only when build next to a river. Some techs should strenghten them in similar fashion that towns get additional hammer in the mid-game. They could also get something from some of the civics, just like farms do from aristocracy.

More will probably come later

Cheers
 
Chammadai said:
Played the new version for a while, now it's time for comments:

1) Tried to build the Avatar of Wrath twice, both times on the turn it's supposed to appear the game crashed. May have something to do with my outdated hardware but still it's better to report it.

The Avatar is even more terrifing than I thought! :) It is a huge function, it runs through every player and every unit. If your computer doesn't have enough memory I can see how it could cause an issue. Has anyone else seen this?

2) Most recent game, large map, continents. One mithril (on a remote island near to the pole). No gunpowder. Once again I didn't get to produce Immortals nor Arquebuses. You might want to make the resources even more common.

I run a few maps and see what the ratio is. They have been turning up pretty well for me but I will check them out.

3) Mages don't get to advance because of the new spell system. It may not a bug but I was rather surprised when I produced an archmage and the only upgrade available was 'Cast meteor swarm'.

Yeah, thats the downside of the new spell system. Once commands functions are accessible I will use those but until then I decided to give up leveling on mages for the ability to cast spells anywhere (and the fact that the computer understands how to use the spells if they are in the promotion code).

4) Watermills, Windmills and Workshops are seriously weakened and even Lumbermills are useful only when build next to a river. Some techs should strenghten them in similar fashion that towns get additional hammer in the mid-game. They could also get something from some of the civics, just like farms do from aristocracy.

More will probably come later

Cheers

I haven't changed any of these. Are they weakened because the techs that used to boost them are gone?
 
Stalin_Bulldog said:
Some very strange, and large errors with the last build, after a unit moves, his moves go to 0/-149... and they never rise again, also sometimes, units lose their LOS, if you need a log or anything like that just ask me

I got your save game and those units are broken for me too. I made a bunch of new untis and none of them seem to be breaking. The units are negative in everything a promotion gives, negative movement, negative view, negative strength, city attack, city defense, healing, etc etc.

Can you create a situation where this occurs (ie: can you reproduce it on demand)? When it happens does it happen to all of your units?

Has anyone else seen this?
 
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