[MOD] Fall from Heaven

Kael said:
Haarbal's civs will not be in 0.80. Haarbal will be getting an early copy of the mod so he can get his civ's working with it so hopefully there will be a 0.80 version of Haarbal's mod soon after (or the day of) 0.80's release. But thats up to Haarbal.

That said the thing I change that really messes with Haarbal's ciuvs is the civics and they haven't changed much, if at all in 0.80 so it might not even need a change. As I said I will send to Haarbal so he can test.

As for the goblins, they are talking about Haarbal's goblin civ. Half the stuff (probably more than that) we talk about here is all future stuff so don't be confused by it, your not missing anything. We almost need 2 threads, one for future stuff, ideas and general chatting, and another specific to issues and stuff in the latest patch.
Thanks for the quick reply, Kael. As I said, I really enjoyed your module. When it comes to the threads, I think it would be a wonderful idea to have separate threads, there certainly seems like there is a need for it.

Furthermore I had some other questions: Since it's been a while since I last played Civilization (I did play about ten games of Civ III, but before that it was the original Civilization on my Amiga back in the day) so I seem to have forgotten what the definition of the different victory conditions are. And they're not mentioned in the manual that came with the game either (strange). The ones I remember are Time, Space Race (not relevant to your module, though) and Conquest, but the others are lost to me. Apart from that, is the turn limit the same for your module as it is for the vanilla flavour of the game (ending in 2050 AD)?
 
Chammadai said:
Another thought: You could add another question to faq: 'why are there no new unit models like dragons, angels or whatever'. This question seems to occur from time to time.

Good idea, will do.
 
IamSid said:
Great mod, but why don't the barbarian hill giants ever attack you??:D

Hill Giants don't like cities. They will never enter your cultural borders. They will attack you outside of your cultural borders but their chance of attacking you is based on the difficulty you are playing at. At the easiest level I think its 0%, up to 50% at Noble and higher at the higher difficulties.

If you want a big powerhouse to ignore your borders and come destory your cities early in the game then wait for Orthus, Barbarian King in 0.80. He is a nasty guy and he isn't nearly as shy as the hill giants.
 
Bears. Bears that shoot laser beams out of their eyes.
Ninjas and Wizards, or better yet Ninja-Wizards.
And catapults that can propel rings of power straight into the fiery depths of a volcano.

The units I'd want to see would be vampires and nosferatus. Loved those when I played Mystara mod in Civ3 as Glantri.
 
Nedkjemp said:
Thanks for the quick reply, Kael. As I said, I really enjoyed your module. When it comes to the threads, I think it would be a wonderful idea to have separate threads, there certainly seems like there is a need for it.

Furthermore I had some other questions: Since it's been a while since I last played Civilization (I did play about ten games of Civ III, but before that it was the original Civilization on my Amiga back in the day) so I seem to have forgotten what the definition of the different victory conditions are. And they're not mentioned in the manual that came with the game either (strange). The ones I remember are Time, Space Race (not relevant to your module, though) and Conquest, but the others are lost to me. Apart from that, is the turn limit the same for your module as it is for the vanilla flavour of the game (ending in 2050 AD)?

The victory conditions are covered in some detail here: http://forums.civfanatics.com/showthread.php?t=145012. As you said I've removed the space race vicotry from the Mod.

I've added in a relgious victory. If 80% of the worlds population is your religion you win. As far as I know no one has actually achieved it yet (in other words 80% is to high to be reasonable).

And yes, in 0.70 (the current version) 2050 AD is the stop date for the time victory just like the normal game. That is changing completly in 0.80 and a new calendar is being used and about twice the normal amount of turns are allowed before the time victory expires.
 
Anima Croatorum said:
Bears. Bears that shoot laser beams out of their eyes.
Ninjas and Wizards, or better yet Ninja-Wizards.
And catapults that can propel rings of power straight into the fiery depths of a volcano.

The units I'd want to see would be vampires and nosferatus. Loved those when I played Mystara mod in Civ3 as Glantri.

Vampires are planned to be a Unique unit of the Calabim Civ. The Calabim are a culture of powerful Vampire aristocrats that rule over their human subjects with little concern for their health and happiness. Still the humans remain loyal to their masters, hoping they will somehow rise above their station, maybe even joining the vampire rnaks themselves one day (few do).

I decided not to do the bears with the laser eyes because its to stereotypical.
 
The FAQ question about "Playing a little bit before going to be" occurs to me alot! But I know why.
 
Did you play Mystara mod for Civ3 perhaps?

It had a rather cool way of handling vampirism. You had national wonders that produced vampires and nosferatus at regular interval. Any unit beaten by a vampire turned to a wraith, any unit beaten by a nosferatu turned to vampire. You couldnt build these units yourself, but by conducting war and using these you could expand your unded army. Was really cool.
 
Kael said:
My problem with this is that using an OR and an AND causes the OR line to get drawn and the AND line doesn't. Which is my mine is more confusing than having no lines, since it will look like you only need 1 tech when you really need two. Unless I am missing something.

You're missing something ;)

All AND prerequisites are indicated by displaying their icons in the upper right of the tech. For example, in vanilla, Pottery has the icon for The Wheel in its corner - this means it requires (Fishing OR Agriculture) AND The Wheel. I don't think vanilla has any techs with multiple AND prereqs, but they look fine up to 3 ANDs for most reasonable length tech names.
 
Anima Croatorum said:
Did you play Mystara mod for Civ3 perhaps?

It had a rather cool way of handling vampirism. You had national wonders that produced vampires and nosferatus at regular interval. Any unit beaten by a vampire turned to a wraith, any unit beaten by a nosferatu turned to vampire. You couldnt build these units yourself, but by conducting war and using these you could expand your unded army. Was really cool.

Yeah, I had plans to have Vampires created in a limited fashion by sacrificing population. I had a plan for lycanthropy that sounds a lot like you describe.
 
I decided not to do the bears with the laser eyes because its to stereotypical.
:(

But what about some GDR's ? :goodjob:
 
New unit/building idea:

Sapper (weak unit with ability to bombard city defenses), requires Tunneling Guild

Tower (immovable unit, has promotion sentry, has its own line of promotion (cannons, archers, stone (instead of wood) for instance), can be carried by engineer and put on the right spot, also has ranged attack (like a fighter plane) with a maximum range of a single tile)

Moat (building which requires a river, grants 10% bonus to defense, requires city walls)

Dancing Bear (building which grants a +1 happy bonus, can be build by sacrificing a bear (morally I do not like the idea, but bears were popular for this sort of thing in the middle ages)

Bakery (building grants +10% food bonus to wheat, is requirement to build granary)

Tannery (required for any unit that needs leather armor, costs 1 food)

Mercenary Camp (improvement, spawns mercenaries after a certain number of turns)

just a few ideas for 0.9:)
 
pippin_nl said:
New unit/building idea:

Sapper (weak unit with ability to bombard city defenses), requires Tunneling Guild

Tower (immovable unit, has promotion sentry, has its own line of promotion (cannons, archers, stone (instead of wood) for instance), can be carried by engineer and put on the right spot, also has ranged attack (like a fighter plane) with a maximum range of a single tile)

Moat (building which requires a river, grants 10% bonus to defense, requires city walls)

Dancing Bear (building which grants a +1 happy bonus, can be build by sacrificing a bear (morally I do not like the idea, but bears were popular for this sort of thing in the middle ages)

Bakery (building grants +10% food bonus to wheat, is requirement to build granary)

Tannery (required for any unit that needs leather armor, costs 1 food)

Mercenary Camp (improvement, spawns mercenaries after a certain number of turns)

just a few ideas for 0.9:)

Its strange that you don't feel the need to qualify the practices of slavery and demon worship, but dancing bears!!! Thats wrong! :lol:

I like your building ideas. In fact I really wanted to add a Sentry Tower to the game but I couldn't figure out how to do it since buildings don't have a site radius. I never thought of making it into an immobile unit.
 
@IamSid
try out Raging Barbs, then they'll attack aplenty, in fact w/ raging, its basically a fight for survival, rather than dominance, until you finally beat out barbs w/ tier 2 units, sometimes it'll take tier 3 to completely wipe them out
 
Kael said:
Vampires are planned to be a Unique unit of the Calabim Civ. The Calabim are a culture of powerful Vampire aristocrats that rule over their human subjects with little concern for their health and happiness. Still the humans remain loyal to their masters, hoping they will somehow rise above their station, maybe even joining the vampire rnaks themselves one day (few do).QUOTE]

It sounds great! I liked very much the history extract you posted. Indeed it's a wonderful storyline. :goodjob:
 
pippin_nl said:
Tower (immovable unit, has promotion sentry, has its own line of promotion (cannons, archers, stone (instead of wood) for instance), can be carried by engineer and put on the right spot, also has ranged attack (like a fighter plane) with a maximum range of a single tile)

Grrrrr.... I wish I had a halfway decent unit model for this.
 
Kael said:
Grrrrr.... I wish I had a halfway decent unit model for this.
Use some of terrain improvement models, if that's possible.
 
Crash757 said:
Use some of terrain improvement models, if that's possible.

Hmm.. thats a good idea. It can be done, at one point when I was goofing around I had an army of beavers rampaging across the lands. I should be able to steal building art for this as well. Woot! Broadcast tower, welcome to the middle ages!
 
Hey everyone,

I have been following the Fall from Heaven mod for a while and have just gotten started playing a full game (ie one where i dont just spawn a bunch of stuff in world builder to see the new units). I really like this mod and see great potential in it so hats off to Kael for putting it together. I just started the game a noticed a few things. (note I have only read up to page 20 on the thread before I decided that playing FfH was more important) Firstly I have v0.7 and why is the market icon in the town the icon used for the obolisk in the original game? Secondly, I have noticed that along the map (highlands: large size with medium ridgelines and small lakes) there are lines that run both horazontally and vertically up into space (ie to the camera if you were looking straight down) I have experianced this line effect in the original game but with this mod it was much more noticable. I have only played on highlands so I dont know if it is just that map. Finally as the picture will indicte what the heck is going on here.
wierdjungleeffect.jpg

This problem only occured at that location and parts of the overlayed jungle stuff would go away depending on how you moved your screen. When I minimized civ and then maximized civ the jungle went away but left a large grey box in its place like the kind used for the terrain info and the like. Also when I went into world builder the jungle stuff (and later box) stayed.
wierdboxofdeatheffect.jpg

Again I am not sure if this is a problem with civ or your mod, but thanks for doing such a great job with it as is. So far my general complaints are more of the same that has already been addressed in earlier posts (such as the tech tree clutter, having it really late in the game before you get jungle clearing and not having new civs) but I am sure that you will get these things sorted out to my satifaction before a final verson is released.

So if anyone could help clarify what is going on with my game that would be great and good work Kael. If there is anything you need help with just ask.
-Stidf
 
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