[MOD] Fall from Heaven

*mouth drops open* oh my god! those ideas are, well, brilliant! So you managed to find a way to make Hell? Awsome! cant wait for that. The animal nodesare also an awsome idea.

On a different note, I managed to win a religeous victory with Haarbals Merfolk race (start with fishing and ancient chants). Because of this i rushed to overlords and built 2 Drown, i then went an conquered three other civs before 1000 BC came around (centaus, germans, and spanish), The french managed to convert early on in the game and started building disiples i think, so i started pumping out disiples aswell. a couple of turns after this, the americans founded the fellowship which barely spread, in the end all of my civ, the french and incans were overlords, with only the americans and arabians as fellowship, they wer the only founded religeons.
 
Psychic_Llamas said:
*mouth drops open* oh my god! those ideas are, well, brilliant! So you managed to find a way to make Hell? Awsome! cant wait for that. The animal nodesare also an awsome idea.

On a different note, I managed to win a religeous victory with Haarbals Merfolk race (start with fishing and ancient chants). Because of this i rushed to overlords and built 2 Drown, i then went an conquered three other civs before 1000 BC came around (centaus, germans, and spanish), The french managed to convert early on in the game and started building disiples i think, so i started pumping out disiples aswell. a couple of turns after this, the americans founded the fellowship which barely spread, in the end all of my civ, the french and incans were overlords, with only the americans and arabians as fellowship, they wer the only founded religeons.

Well, what the design doc calls for and I will be able to do may be 2 very different things. But thats the plan, and I think given a little work, some time, and an SDK (hint hint Firaxis!!!) we will be able to pull it off.
 
Mr. Pointless said:
Just be Patient

By the time he posts the update it will already be saturday in New Zealand
Lol, USA lagging behind all the times :D It's 11am friday at my place now ;)
 
I've been following this mod since the start, awesome work kael!! haven't posted before due to registration problems. Can't wait anymore when is 0.8 gonna be set free? know it's today but when? Anyway thank's for all your excellant ideas. One Question though, what races/civs have you got in mind for the future?
 
howard said:
I've been following this mod since the start, awesome work kael!! haven't posted before due to registration problems. Can't wait anymore when is 0.8 gonna be set free? know it's today but when? Anyway thank's for all your excellant ideas. One Question though, what races/civs have you got in mind for the future?

Probably about 3 hours from release. These are the civ's I have listed in the design doc. When Phase 2 begins I will go through and detail this all out, right now its just my notes for everything I want:

edit: ick, tried to paste but it doesnt copy my table well. Let me get 0.80 out and I'll clean up the formating and report the civs.
 
Waiting ! Its 13:46 in Brazil right now. Im at work, so hurry up please, i need to download it from here.

0.8 !!! 0.8 !!! 0.8 !!! (CROW NOISE) (SWORDS TINGLING!!) (Boss walking this way, bye bye now)

ps: I hope there will be GREEN GIANTS !!!
 
This is gonna be my first try... just waiting for the new version to come out ^^ btw is there a way to make a promotion to allow a unit to be invisable in certain terrain? like woodsman III invisable in jungles and forests
 
edu2003mdq said:
Indeed!! It seems we're from all over the planet, Australia, Europe, South and North America... Kael you've created quite a stirr with this incredible mod!!!
Cheers!! :eek: :thanx:

Yepp... in his empire, the Sun never goes down.. :D
 
Fall from Heaven 0.80 has been uploaded and is available for download. Try it out, enjoy, and as always let me know if you have any issues or ideas for improvement.

Its just under 49Meg (its over 100Meg uncompressed) in size so it's going to take a little while to download.
 
Well, something that hasn't changed from 0.7 is that you can use 3 archmages and 3 copper gollems to conquer the whole map, and siege units are still useless.

giving bombard and collateral damage abilities only to siege weapons, and giving the adept/mage line of units a +300% defense against summoned units might *almost* correct this
 
W00t'ish! :goodjob: Dl'ing at full speed! :crazyeye:
 
Lightzy said:
Well, something that hasn't changed from 0.7 is that you can use 3 archmages and 3 copper gollems to conquer the whole map, and siege units are still useless.

giving bombard and collateral damage abilities only to siege weapons, and giving the adept/mage line of units a +300% defense against summoned units might *almost* correct this

How could you possibly have gotten 3 of either of those in 2 hours of playing? :confused:

Are you starting at the last era?

And not to sound sarcastic, but if that method is too easy and exploitable, why do you use it? Either bump up the diff or try something less easy...

I've played 20-30 hours last week and never made 1 golem. Most times I was too busy beating off the barbarians and AI macemen.
 
woodelf said:
How could you possibly have gotten 3 of either of those in 2 hours of playing? :confused:

Are you starting at the last era?

And not to sound sarcastic, but if that method is too easy and exploitable, why do you use it? Either bump up the diff or try something less easy...

I've played 20-30 hours last week and never made 1 golem. Most times I was too busy beating off the barbarians and AI macemen.

I'd think that you of all people should know that a playtester has to check how things work in lots and lots of different situations so feedback can be given :)
And if situation such as this is very easy to exploit then it's most logical to report it so it could be dealt with. Some people will surely abuse it if it is left like this.
If something was bugging me I would definitely set a custom game in such a way to check it as soon as possible after starting - but right know I'm just waiting for the mod to download so I can finally play the new version. And 50 mb will take some time to download... ;)
 
Lightzy said:
Well, something that hasn't changed from 0.7 is that you can use 3 archmages and 3 copper gollems to conquer the whole map, and siege units are still useless.

giving bombard and collateral damage abilities only to siege weapons, and giving the adept/mage line of units a +300% defense against summoned units might *almost* correct this

What difficulty are you playing on? What age did you start in? What sort of units are you facing in the opposed cities?

Im kinda surprised to hear this because if you are facing t4 units in the other cities then they usually just shrug off meteors. And if you have a large enough tech lead over the computer that you have archmages while they are still dealing with Macemen and Longbowmen then I would be curious about the questions I listed above.

Also if you could mail me your 0.80 save game I would love to take a look at what the computer is doing and see what I could do to improve it. (I will PM you my email address).

At Prince difficulty the computer does a pretty good job of keeping up with me (not that Im the most effective player ever, there may be a lot of strategies Im missing).

The siege weapons are intended to be useless to players with strong spellcaster. They will be usefull to non-spellcasting players and spellcasting players that don't choose Fire sphere spells in later versions.

Although if you have mages there is no reason to build catapaults, I don't want to make it so you have to do all the work to get to mages to attack cities, so I gave an easier (but less effective option), catapaults.
 
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