[MOD] Fall from Heaven

Few quick questions:

1) As mentioned before (by me hehe!) can you add the upgrade paths somewhere in the civilopedia in the next installment of FfH. It would make me happier!

2) Does a summoner gain experience from when the summoned unit kills an enemy? In my experience i dont think he does, but this may just be me missing the exp being added on... If he doesnt, would you please make him!;)

3) The upgraded Mages and Conjurers cant cast spells or summon. I think that this has been mentioned but just wanted to make sure it hadnt been missed.

4) Pleeeeaaase hurry up with 0.8, and more events like the Barbarian King's Axe wouldnt got down badly methinks ;)

mrkingkong
 
So you are planning to come up with a more "fantasyesque" timeline than 3600BC to 2050 AD? Great, that was just what I was thinking about requesting.

One question tho: Is the Order excluded from building Demon Summoners? Because I can't see that it says so anywhere in the game info.

Oh, and KingKong: as far as I've experienced, if you can level up your upgraded mages, they get their casting abilities.
 
Just got a chance to try 0.7 yesterday, and it seems really good. I like the new religious restrictions, and the Ashen/Order conflict. I didn't get a chance to try Avatar of Wrath, because I planned to try it out for fun after winning a conquest victory, but then I found I couldn't built it anymore. Don't know if it's because I owned all cities at that point. I think I checked all the build queus for it.
I'm also glad it's possible to summon/cast everywhere. It was annoying to have to wait for the rebellion to die in recently captured cities before being able to use your archmages and demon summoners.

I did experience a few bugs. One seemed to be reoccuring - my units would sometimes not get their new promotions on lvl up. The xp would display as 11/10 or so, but I wouldn't get the promotion display. And upon next lvl up, I'd get 2 promotions in one go.
The other happened when I accidentically founded The Order while all of my cities had The Ashen Veil. It would display a city name for the new holy city, but that city would still only have The Ashen Veil, because of the new restrictions. I assumed The Order was dead, then, because it failed to spawn in its holy city, but some time later, one of my rivals suddenly converted to it, even though it shouldn't exist.
A minor thing... "-" on the new quotes seems to show up as "[]" for some reason.
 
mamimo said:
Can you release only a fix for the Wrath CTD today? before version 0.8?
If not I will have to start a new game, an idea for it self not that bad, but I haven't got that far in you mod yet...

Another point is the improved AI, although I am playing in prince level (instead of noble) & I played diffrent then usual in your mod (didn't go to dwavish techs, thus couldn't get iron untill this day :( ) the AI is defenetly gives a fight -> to the point I am straggling to be 2st place, so I need that Wrath!

You are doing great work on this mod, I can't believe it's only the beginning.
U R THE :king:

Ask and you shall recieve. Here is a patched 0.70 file that resolves the Wrath Unleashed CTD and the fact that upgraded units can't initially cast spells bugs.

To use just uncompress the file and copy it into the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 070\Assets\python directory. There should already be a file in there with the same name.
 
I thought it was the apostrophe that turned u as "[]".
 
Kael said:
Ask and you shall recieve. Here is a patched 0.70 file that resolves the Wrath Unleashed CTD and the fact that upgraded units can't initially cast spells bugs.

To use just uncompress the file and copy it into the C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 070\Assets\python directory. There should already be a file in there with the same name.
Thanks you very much :D
 
mrkingkong said:
Few quick questions:

1) As mentioned before (by me hehe!) can you add the upgrade paths somewhere in the civilopedia in the next installment of FfH. It would make me happier!

I will check it out, I would like to have it too.

2) Does a summoner gain experience from when the summoned unit kills an enemy? In my experience i dont think he does, but this may just be me missing the exp being added on... If he doesnt, would you please make him!;)

He doesn't earn any experience. There are 2 reasons for this.

1. I have no way to tie a summoned unit back to the person that summoned it.

2. Under the current spell system spellcasters never level so experience doesn't mean anything to them anyway.

Once I get access to Command functions I will change this and work out a way to get the xp to roll back to the summoning mage and get mages ability to level.

3) The upgraded Mages and Conjurers cant cast spells or summon. I think that this has been mentioned but just wanted to make sure it hadnt been missed.

Yeap, check the post above this for the fix if your interested.

4) Pleeeeaaase hurry up with 0.8, and more events like the Barbarian King's Axe wouldnt got down badly methinks ;)

mrkingkong

:) Good to hear. I have the want list for 0.80 written. This is the first version where I haven't been fixing issues and I'm focusing on just adding new material (which means 0.90 will probably be fixing all the stuff Im adding now ;) )
 
wilboman said:
So you are planning to come up with a more "fantasyesque" timeline than 3600BC to 2050 AD? Great, that was just what I was thinking about requesting.

One question tho: Is the Order excluded from building Demon Summoners? Because I can't see that it says so anywhere in the game info.

Oh, and KingKong: as far as I've experienced, if you can level up your upgraded mages, they get their casting abilities.

Yeah, Im going to use a straight timeline with no relation to our own. It will probably be just 1 year increments counting forward from 0.

Yeah, the Order can't make Demon Summoners and the Ashen Veil can't make High Priests. I will add that to the unit strategy definitions.
 
OH, ****!
I changed the CvEventManager and happy happy joy joy, I loaded my save game... just to get the msg "the save file you have selected is protected to ensure that the assets in your mod folder have not been changed."
It seems I don't have any luck, any way to bypass it?
thanks,
 
On a side note, I think Obsidion Gates are a bit too powerful. I know they're basically just like airports from the normal game, but nevertheless I think it's a pretty great advantage to be able to teleport a gazillion defenders to an enemy city halfway across the globe the moment you've captured it.
I have 2 suggestions for changing the Gates. One is pretty logical - both cities should need Gates to let units teleport. It would mean you'd have to wait out the resistance, and be willing to spend the cash to rush-buy a Gate before being able to pull in reinforcements.
The other is more lore-related. The Ether being the place of residence for The Ashen Veil, and perhaps other nasty things, I think travelling it should carry some risk. Could be a 5% chance for a unit to be destroyed/heavily damaged/catch disease, or a larger chance to suffer small amounts of damage, if such would be possible.
 
Corlindale said:
Just got a chance to try 0.7 yesterday, and it seems really good. I like the new religious restrictions, and the Ashen/Order conflict. I didn't get a chance to try Avatar of Wrath, because I planned to try it out for fun after winning a conquest victory, but then I found I couldn't built it anymore. Don't know if it's because I owned all cities at that point. I think I checked all the build queus for it.
I'm also glad it's possible to summon/cast everywhere. It was annoying to have to wait for the rebellion to die in recently captured cities before being able to use your archmages and demon summoners.

I did experience a few bugs. One seemed to be reoccuring - my units would sometimes not get their new promotions on lvl up. The xp would display as 11/10 or so, but I wouldn't get the promotion display. And upon next lvl up, I'd get 2 promotions in one go.
The other happened when I accidentically founded The Order while all of my cities had The Ashen Veil. It would display a city name for the new holy city, but that city would still only have The Ashen Veil, because of the new restrictions. I assumed The Order was dead, then, because it failed to spawn in its holy city, but some time later, one of my rivals suddenly converted to it, even though it shouldn't exist.
A minor thing... "-" on the new quotes seems to show up as "[]" for some reason.

There isn't anything that obsolete's Wrath Unleashed. The only reason I can think of why you couldn't build it would be because one of the AI players had already built it.

Yeah I though about the Holy City conflict between the Ashen Veil and the Order too. Right now Im leaning toward leaving it like it is. If the Order starts up in a city with a city that is already Ashen veil or vise-versa then they get their Holy city wiped. And it does exist, it just doesn't have a holy city.

I need to figure out how to make - in the text strings, there is some special character for it.

Can you email me a save game with a broken unit that isn't getting a promotion?
 
mamimo said:
OH, ****!
I changed the CvEventManager and happy happy joy joy, I loaded my save game... just to get the msg "the save file you have selected is protected to ensure that the assets in your mod folder have not been changed."
It seems I don't have any luck, any way to bypass it?
thanks,

Shoot, no way I know of.
 
Been playing the mod now for a few days now, must say realy cool mod!! Like the music in the Main Menu!!!(Off of what Album??) ould be nice to have it ingam/or similar type of music in game :) :) :) :)

Here be a few things I have noticed while playing:-

Disciples and Priests seem to end up with wired (To Me) names, Disciple of Runes of Kilmorph for example. Should be Disciple of kilmorph???

Some wonders and Improvements seem to mix themselves up(Wonder, Wonder, Wonder, improvement, Wonder, Wonder, improvement ect) ment to be??

The New Unit/Building/Wonder/Civic Icons seem to be Blurry compared to the original ones, also some Improvements/Units do not show an icon when in World map View just an !

Dwarven Soldier has a few typos in its description while viewing in World view(not civlopedia)

Priesthood & Polytheism Icon over extend thier plates and lap on to the following tech.

Some of the Civics seem to over extend themselves so you can not see all of what they grant in the Civic window, mainly, Social Order, Military State, Arete, Guardian of Nature, Pacifism.

Market doesnt seem to reduce science like it should, not 100% sure on this.

An opinion:-

I feel that the workers seem to do improvements to quick, Cities grow very fast and techs come and go real quick. NPC's I find are to friendly while playing on an Island map they do not expand quick, they also seem to lag behind in Techs, they also dont seem to build wonders, the odd one now and again, if I set my mind to it i can churn out every wonder bar 1 or 2.) Using 2-3 cities.
 
Some info I though ya may find usefull, wether it be for units/civs/resources

Demonic/Fiendish

Balor, Bebilith, Hellhound, Hound of Xvim, Shadow Mastiff, Succubus, Vrock, Rakshasa

Planar/Celestial

Celestial Avenger, Celestial Warrior, Hound Archon, Lantern Archon

Humanoid

Orc, Orc Shaman, Gnoll, Medusa, Minotaur, Minotaur Shaman, Asabi, Kobold, Troglodyte, Yaun-Ti, Goblin, Goblin Shaman, Hobgoblin, Bugbear, Dryad, Grig, Nixie, Nymph, Pixie, Human, Elf (Drow), Dwarf (Duergar), Halfling, Gnomes, Half-Orc

Giant

Ettin, Hill Giant, Mountain Giant, Fire Giant, Frost Giant, Ogre, Troll

Abberration

Beholder, Drider, Ettercap, Eyeball, Hook Horror, Mind Flayer, Umber Hulk

Magical Beat

Androsphinx, Basilisk, Gargoyle, Gorgon, Gynosphinx, Krenshar, Manticore,

Undead

Ghoul, Mummy, Shadow, Skeleton, Wraith, Zombie, Lich, Bodak, Mohrg, Vampire, Wight

Constructs

Minogon, Golem (Bone, Clay, Flesh, Iron, Mithral, Stone), Horror (Battle, Helmed), Shield Guardian

Shapechangers

Werecat, Wererat, Werewolf

Insects


Beetles (Stag, Stink, Fire, Spitting), Spiders (Giant, Sword, Phase, Wraith)
 
DCMage said:
An opinion:-

I feel that the workers seem to do improvements to quick, Cities grow very fast and techs come and go real quick. NPC's I find are to friendly while playing on an Island map they do not expand quick, they also seem to lag behind in Techs, they also dont seem to build wonders, the odd one now and again, if I set my mind to it i can churn out every wonder bar 1 or 2.) Using 2-3 cities.

I have been playing his mod for a while & as for your comments, I have found that playing on "epic" or "maraton" combining difficulty of at least "Prince" if not higher, get the best results for good AI compatition.
Also I don't think that the worker is too fast.
 
Kael said:
I was thinking about this a few days ago. Its actually really simple to give names to units. I just need the names the give. I would just use the method they use to apply unique names to the "Great People". I'm just worried with a ton of unique names running around it may be hard to distinguish one unit type from each other. Especially for new players (and since I don't have unique art for all the units).

Two things:

1) players can rename any unit in the game. No work required.

2) units that have a different name than the GAME_KEY_TEXT for that unit have that text in parentheses following their name. For example, Einstein (Great Scientist) or Beowulf (Warrior). This is also automatic.
 
I'll give that a try, Above comments are related to a Large map(Small Islands) with Myself and 7 other Civs Playing on Epic Speed and Noble Difficulty.

Im still not convinced on the worker issue, maybe its me maybe it isn't. 8 Workers with 19 cities seem to keep them all going Ok. Where as in Civ 3 I near enough had a worker per city......I know you shouldnt compare a new game to and old one but still....:) :) :)
 
DCMage said:
I'll give that a try, Above comments are related to a Large map(Small Islands) with Myself and 7 other Civs Playing on Epic Speed and Noble Difficulty.

Im still not convinced on the worker issue, maybe its me maybe it isn't. 8 Workers with 19 cities seem to keep them all going Ok. Where as in Civ 3 I near enough had a worker per city......I know you shouldnt compare a new game to and old one but still....:) :) :)

Remeber you have a wonder that double the speed of worker & also a civic that improve the speed of worker.

Also, if you play on small islands without interuptions from the AI, it might seem that 10/15 turns to irrigate is fast, but when you are on large continent with barbariens that attack with scouts, you might loose workers/improvments every now & then.
 
Kael said:
He doesn't earn any experience. There are 2 reasons for this.

1. I have no way to tie a summoned unit back to the person that summoned it.

2. Under the current spell system spellcasters never level so experience doesn't mean anything to them anyway.

If spellcasters don't get any experience, civilizations that want to depend only on magic (as you've said before, that some civs may choose to have only spellcasters in their army) won't get any experience, thus not having any promotions, while civs with brute strength have more units and get promotions.
Give them new promotions, and experience when summoning units, but they'll get slow experience from it, or maybe make the summoned units weaker, and players may strengthen them with spellcaster promotions. If you're planning on this, you can a promotion vs. summoned units for normal units.

Someone here mentioned Arcanum, is there any chance that you can add non-religion advances that can improve your civilization up to some age, or have religions give penalties for research?
 
The plan, such as I understand it, is to allow wizards to level eventually. The problem is coding it. At the moment, there are two options:
1. Make spellcasting a worker function (which means that it can only be performed in your cultural territory and destroys the improvement it's performed upon).
2. Make spellcasting form of promotion (which hijacks the promotion tree and makes experience point gathering essentially useless).
Until SDK comes out there is apparently no other way of doing this, and so for the time being Kael has decided that option 2) is the least damaging to gameplay.
 
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