[MOD] Fall from Heaven

loki1232 said:
For the first time I played a game as the Fellowship and i noticed a way to abuse the forest planting ability.
I have a forest, and in the same turn tell my apprentice to start chopping it down, and my elven archer to start planting a new forest. The total time is only 24 turns, which seems too powerful.

Also, what does Gaurdian of Nature do?
The strategy text seems totally incomplete.

Yeah, its actually turned down from the version in .50. Someone else reported it and I halved the speed it takes elves to build forests. So now it offers some production but it takes so long im not sure if its an exploit or just a little perk for the Fellowship.

(Druids still build at the origional speed so they can provide a considerable productivity boost, but thats intentional).

Guardian of Nature gives +5 Health in all cities, -10% military production, +2 happiness from Druid Rinf and Groves and +1 Happiness for each forest in the city range.
 
loki1232 said:
Do we know when it will come out?

Supposed to be late January, but its software so who knows. We aren't even sure what it will really include.
 
Kael said:
Yeah, I needed to include a disabled tech so I could tie some things to techs but I never actually wanted the players to be able to normally get them. So I created a Tech called Never and disabled it (which is why it was red). I wish they wouldn't display it but I dont have much choice about that.

Helpful tip: You can assign negative numbers to the y value of a tech's location. -1 makes it go off the top of the screen, and while the tech chooser will scroll vertically downwards if you have a tech box down there, it won't scroll upwards. Placing a tech at -1y effectively makes it invisible.
 
Zurai said:
Helpful tip: You can assign negative numbers to the y value of a tech's location. -1 makes it go off the top of the screen, and while the tech chooser will scroll vertically downwards if you have a tech box down there, it won't scroll upwards. Placing a tech at -1y effectively makes it invisible.

Good to know, thanks!
 
Just registered! :)

This mod is awesome kael. Thank you for putting in the time to make it.

I was just wondering, are there any plans to add more 'unique' units to the mod? Ie, more units for the different religions, such as archangels for order, maybe dwarvern clansmen for Ruins of Kilmorph, etc. I know itll be a lot of work, but it would make each religion even more unique, which is what makes this mod so great.

Regardless, awesome mod, and thanks for putting all that time in!
 
Kael said:
Horses should be revealed with Animal Husbandry, that's what reveals it in my games.

The spawning chance for horses seems very low then. Is it the same as standard Civ4's? If not, might wanna tweak that up some.
 
Regarding Mithril: has anyone ever actually seen any Mithril in the game?

I'm getting frustrated here: in all the games where I got to the point where I should be seeing Mithril (tech Mithril Working), I've yet to see a single Mithril - anywhere!
Most of the games were in 0.60 and Kael said he raised the probability of Mithril appearing - but in my current game in 0.70 I got the tech Mithril Working... of course, again none in my territory, though I own most of my continent - traded for current World Maps...and: no Mithril to be seen anywhere in the world!
What in the world is going on? Is the tech description incorrect, and Mithril is revealed with a much later technology, or does it really occur so seldom?

:mad: :mad: :mad:
 
BTW for all who didn't know, the music in the main screen is a ripoff/remix of the Heroes of Might and Magic music
 
ogredpowell said:
Just registered! :)

This mod is awesome kael. Thank you for putting in the time to make it.

I was just wondering, are there any plans to add more 'unique' units to the mod? Ie, more units for the different religions, such as archangels for order, maybe dwarvern clansmen for Ruins of Kilmorph, etc. I know itll be a lot of work, but it would make each religion even more unique, which is what makes this mod so great.

Regardless, awesome mod, and thanks for putting all that time in!

There are many unique units, and fantasy type civs planned for later, once we get the SDK.
 
This mod is awesome, it's really the best I've played until today.
However I wanna say my opinion about some possible improvement of the game.
First of all the speed of the game must be wrong. Last game I've played I was discovering technologies very fast (every 2-3 turns), but it was almost impossible to built new units because it takes long time before u can built all the city structures as training yard, archery range, barracks and stables. At the same time u want to expand your empire building some settler and the only thing I could do was upgrading warriors to archers after built some archery range and this was made around 1600 a.c. So, my suggestion is to slow down a bit the game.
Second suggestion, why dont give to each religion a specific peculiarity, as for example, some bonus for military production, some bonus for health in the cities, etc. ? In this way your choice about the religion to convert can change your game strategy.
I was thinking this bonus should be: Runes of Kilmorph (+2 hammers for a city with this religion), Fellowship of the leaves (+2 health for a city with this religion), The Order (+2 gold for a city with this religion), Octopus Overlords (+25% units production for a city with this religion), Ashen Veil (+2 research for a city with this religion). This bonus are applied when the religion is the state one, to avoid the possibility to spread every religion in every cities and exploit all bonus.
Thanks again for your wonderful work, I enjoy it so much! Bye
 
Snake - In a lot of my games I bypass some techs early on and go for some juicy ones that takes 30+ turns. Eventually when I go back and clean up the ones I skipped there will be quite a few that take 2-3 turns, but I think that's because everyone else already has them and you should be cranking out a lot more research than you were when they first became available. For example when Fellowship of the Leaves is first researchable in my games it's over 30 turns, but by the time I actually grab it then it takes 3 turns.

Not sure if this is the case with you, but I find the tech to be fine, maybe too many choices all of the time, but fine. For the city structures I tend to keep each city individualized. I'll make one an archer center, another gets the barracks, one a stable, ect. Most will eventually get training yards. But building them all would take forever and why bother? You can't build more than one unit at a time per city anyhow. :)

I like the idea of religions getting somewhat differentiated. +2 health seems weak, but then again you wouldn't have to build some buildings to get rid of sickness then.... Good ideas and welcome to the CFC.
 
Normal siege units (catapult, cannon) are totally useless now, I never build them OR the Siege Workshop (OK, that gives the Chariot too, but I just stick with Horse Archers).

I feel the Mage-type units should have their bombard abilities removed and keep only their spells, with Adepts getting some weaker spell like a Magic Arrow (as someone said already).

I'm against giving the Spells bombard ability, they're fine with the straightforward collateral damage they have (Fireball). Picture it: you're throwing a Fireball, then you stop it at the city border, order it to Bombard... and then? Attack anyway, giving it a second effect? Or does it disappear? Or sit around till the next turn?
Naaah, give the Bombard to the true Siege units, giving an incentive to build them and make the Mage line into pure Spellcasters.
I agree. There should be a use for siege weapons.

I love the new magic system, summoning outside borders and all. To bad mages etc. can't promote, and a spell did become permanent once, but still it's great. What about giving the lesser spells to upgraded casters as well, archmages being able to summon fire elementals and so on?

Oh, and the wrath did not appear when the wonder was built.
 
edu2003mdq said:
I, on the other hand, was surprised to see several mithril resources appear in my territory and later found some more in new conquered territory... :eek:

And it happened on researching Mithril Working, as per description?

I dunno why I never see any Mithril in my games.. zero, zilch, nada!
 
Kael - I forgot to grab the Avatar fix and couldn't see it on the first page. Can you post it somewhere in the first post or make it more obvious if it already is there. Thanks.
 
Snake Pliskeen said:
This mod is awesome, it's really the best I've played until today.
However I wanna say my opinion about some possible improvement of the game.
First of all the speed of the game must be wrong. Last game I've played I was discovering technologies very fast (every 2-3 turns), but it was almost impossible to built new units because it takes long time before u can built all the city structures as training yard, archery range, barracks and stables. At the same time u want to expand your empire building some settler and the only thing I could do was upgrading warriors to archers after built some archery range and this was made around 1600 a.c. So, my suggestion is to slow down a bit the game.
Second suggestion, why dont give to each religion a specific peculiarity, as for example, some bonus for military production, some bonus for health in the cities, etc. ? In this way your choice about the religion to convert can change your game strategy.
I was thinking this bonus should be: Runes of Kilmorph (+2 hammers for a city with this religion), Fellowship of the leaves (+2 health for a city with this religion), The Order (+2 gold for a city with this religion), Octopus Overlords (+25% units production for a city with this religion), Ashen Veil (+2 research for a city with this religion). This bonus are applied when the religion is the state one, to avoid the possibility to spread every religion in every cities and exploit all bonus.
Thanks again for your wonderful work, I enjoy it so much! Bye

The religions do provide bonus's similiar to this but it isn't as direct as you suggest. All but the Runes have a special building they can build that helps along these lines, and each has a unique civic that gives bonus's similiar to what you suggested, and they get different benifits from their spread:

+Fellowship of Leaves- T: Elven Studies
+75% Spread
Primary Sphere: Nature
Secondary Spheres: Life, Earth, Fire and Creation.
Elven Archer
B: Treehome
C: Guardian of Nature
+1 Money for every opponent city that shares the religion
+4 Culture in Holy City
+1 Culture for each of your cities that shares the religion

+Runes of Kilmorph- T: Dwarven Studies
+25% Spread
Primary Sphere: Earth
Secondary Spheres: Nature, Enchantment and Body
Dwarven Soldier
Paramander
C: Arete
+1 Money for every opponent city that shares the religion
+2 Money and +2 Culture in Holy City
+1 Money for each of your cities that shares the religion

+The Order- T: Monotheism
+125% Spread
Primary Sphere: Law
Secondary Spheres: Mind, Sun, Metamagic and Spirit.
Crusader
B: Basilica
C: Social Order
+1 Money for every opponent city that shares the religion
+4 Culture in Holy City
+1 Culture for each of your cities that shares the religion

+Octopus Overlords- T: Message from the Deep
Normal Spread
Primary Sphere: Water
Secondary Spheres: Winter, Death, Shadow and Enchantment
The Drown
B: Asylum
C: Slavery
+2 Money for every opponent city that shares the religion
+2 Culture in Holy City
+2 Culture for each of your cities that shares the religion

+The Ashen Veil- T: Knowledge of the Ether
+75% Spread
Primary Sphere: Entropy
Secondary Spheres: Winter, Death, Air and Water.
Walking Corpse
B: Necropolis
C: Sacrifice the Weak
+1 Research for every opponent city that shares the religion
+2 Culture and +2 Research in Holy City
+1 Culture for each of your cities that shares the religion
 
Hey Guys,

I was playing again last night, and I noticed something funny. For the first 10 turns I saw a couple of skeletons, 1 mountain giant (Really cool unit- Congratz), and that was it. For the next hundred turns there were a lot of barbarians, LOTS OF IT, but there were only warriors and a huge amount of scout units, never saw a giant again(that was sad). Those turns were all about protecting from barbarians, the annoyed the trap out of me. But I guess that’s the whole point.

QUESTION: How should I start a new game? Can I load the mod and hit single player, and then hit PLAY NOW? Do I have to load the scenarios screen? I did that for the last game I played. But I only see the normal civs (Chinese, Americans) I don’t know where to get the Haarbals people!

SUGGESTION: We need pictures for the different buildings. The Obelisk, the market, the council, they all look the same on the building screen. That’s a crucial point. You did a great job on the herbalist and training yard thought. Do you need some pics?

IDEIA: When I suggested that you should add some GREAT WALKERS, I meant people like the Hill Giant. Mythological Units, that can haress your game play. Hill Giants, Dragons, Monsters in general. I know I know… We have to wait for the MOD UNIT thing… Whos responsible for that? I want to put some pressure on it.

CRY: WE NEED THE MOD UNIT THING !!!!! We sure are imaginative, BUT WHAT THE HEY ???!!!!
 
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