[MOD] Fall from Heaven

Xuenay said:
Finally got to actually play this mod. :)

Is Genesis supposed to do anything else than the listed +1 health to all cities? The description said something about upgrading the terrain around the city, but as far as I could tell nothing happened when I built it. There were a couple of desert plots in the city radius that I thought might change, but they remained as deserted as always.

Thanks for the save game, I got this fixed and the fix will be included in 0.90.
 
Hmmm... a bunch of the good ideas were already thought of... Think you stupid brain of mine, THINK!

*Ding*

Just to add even more buildings to the game, i thought i might suggest some things im doing in my my private civ3 mod.

There are multiple ways to up from one population size to the next.

Granary. There is a first granary, i spell it grainery. It provides bonuses for wheat, rice, and other grain resources (barley being one of the more useful ones). The second one doubles city growth rate. It is spelled grannary and requires the first one, grainery. The third one, granary, requires the second and allows city size 2. In the civilopedia, I put "A city can grow to size 2 if it has three Granaries." This same idea could be applied with the smokehouse.

Ale... this is important in my mod.

You can only build 10 kegs of ale in one city. I call them "Keg of Ale (1)" "Keg of Ale (2)" and so on. These can only be made if you have a brewery, and each one requires the preceeding one. You must have 5 to build an Inn, and Ten to build a Tavern. (Dont worry, they're cheap)

Guilds. In Civ3 the big thing about guilds was that they did not require mantainence (at least the way I do it...). But since they removed that from civ4, i think that each one could produce +1 gold in addition to their other bonuses.

Fighter's Guild: what ever you want
Wizard's Guild: what ever you want
Theive's Guild: consider adding extra gold to the treasury at the price of happiness.
Torturer's Guild: Reduces Corruption at the price of happiness
Machinists Guild: What ever you want
Sailors' Guild: Something to do with ships, obviously...

Besides that, i dont know if my civ3 ideas would work...
 
Sisonpyh said:
When I built Gensis in my desert city, not only did it upgrade every tile in the city (and did not destroy my improvements), but random forests grew on grassland tiles in different cities all over the map. Forests grew over mines, cottages and workshops. Is this intended?

Fixed this, Genesis will no longer put a forest on a improved tile (though it will do the terrain upgrade as before. This will be included in 0.90.
 
Engineers maybe plus 3 hammars since the priest is 2 hammars and 1 gold and a engineer is only 2 hammars?

Can you make the end turn farther out or make it selectable? I am not getting alot of the techs I want and by the time I get them the game is over.
Which is cool by the way beats the hell out of advanced tech 1 - infinity.

In the beginning of the game I see a skeleton or two and a giant as barbarians but then they disappear from the game?

Maybe an ancient ruin that gives + %10 science or gems/gold as a resource only revealed by a certain level of magic?

Enchanted roads global spell or increase the growth rate of forests as a tech or use the railroad as enchanted roads.

Played this mod about 3 to 1 over original Civ IV now, keep up the good work.
I almost hate to throw out ideas.
 
Kavok said:
The necropholis says something in the description about giving a bonus to research, but it doesn't.

Is the +4exp to demon units representing the research increase?

You are correct. It was supposed to give a bonus to Research but was doing it to Gold instead. It will be fixed in 0.90.

Speaking of which, thank you to everyone who posts these bugs so I can get them fixed. There are over 5000 downloads of this mod and more happening every day, the issues you find are also being found by hundreds of others who don't post here. Its great that we can get them taken care of so no one has to be annoyed by them.
 
Webrider said:
Engineers maybe plus 3 hammars since the priest is 2 hammars and 1 gold and a engineer is only 2 hammars?

Can you make the end turn farther out or make it selectable? I am not getting alot of the techs I want and by the time I get them the game is over.
Which is cool by the way beats the hell out of advanced tech 1 - infinity.

In the beginning of the game I see a skeleton or two and a giant as barbarians but then they disappear from the game?

Maybe an ancient ruin that gives + %10 science or gems/gold as a resource only revealed by a certain level of magic?

Enchanted roads global spell or increase the growth rate of forests as a tech or use the railroad as enchanted roads.

Played this mod about 3 to 1 over original Civ IV now, keep up the good work.
I almost hate to throw out ideas.

Don't ever hesitate to throw out ideas, they are awesome to see. You may want to turn off the time victory so you can play as long as you want.

Im not sure what the computer does with the wandering monsters from the begining of the game. I assumed they were being killed by AI civs, but it might clean them up. We are looking into some options to give the players "wilds" to explore in the mid game. I agree that the wilderness dissapears to fast, but I don't want to slow the early game to extend its lifespan.

I like your resourse ideas, resources are scheduled for inclusion in phase 2. At that point their will be some special resources that give bonus's similiar to what you mention.
 
Wilds, are we talking Hell type idea here?

And if this sort of thing is possible, why not have tunnels (two tunnel entrances and a narrow {2-4 tiles wide} strip of land that goes between. This could make for an interestiong scenario...)
 
I think that if Hell and Wilds and Tunnels are all possible, then you have to share the secret with the modding community (i wish i was a part of that...), because you have just openned up the interdimensional planes that have for so long stopped us from creating awsome mods with hubs and tunnels and secret paths that we have been yearning to see. And if not, then i just wasted a post... :)
 
TheNewSaint said:
I think that if Hell and Wilds and Tunnels are all possible, then you have to share the secret with the modding community (i wish i was a part of that...), because you have just openned up the interdimensional planes that have for so long stopped us from creating awsome mods with hubs and tunnels and secret paths that we have been yearning to see. And if not, then i just wasted a post... :)

First I gotta figure out how to do it. :)
 
mamimo said:
I haven't played 0.8 yet, a comment on 0.7 :
About the wonder that gives bless, I think it costs too much & being a world wonder is a bit big for something that gives bless up to one battle (that what priests should do).
I think one of the following will balance the cost/benefits:
1- It could stay the same but as national wonder & cost a bit less.
2- It can stay the same & give permenent bless (if can be done).
3- It could give bless to a unit that stayed in the city @least 1 turn, regardless were it was built.

this was my two cents.

edit:
Oh, another thing, Could you give your wonders great people bonus?

Reduced the cost on the altar from 750 to 500. Added great people bonus to most of the wonders, to the temples and the religion specific buildings.
 
Arg the mod doesn't work!

I downloaded the game, then I went to Load Mod, and after that I went to Play Now and all I got was the original vanilla Civ4!

Oh and I do have the latest patch, I dled it right before downloading the mod.
 
NamesAreUseless said:
Arg the mod doesn't work!

I downloaded the game, then I went to Load Mod, and after that I went to Play Now and all I got was the original vanilla Civ4!

Oh and I do have the latest patch, I dled it right before downloading the mod.

Just play the mod with regular civs.
 
No, it doesn't work...

1. None of the units are different
2. All the civics are the same
3. The tech tree is exactly the same

I could go on, but you get the point

Idunno, maybe I'm missing something? :sad:
 
NamesAreUseless said:
No, it doesn't work...

1. None of the units are different
2. All the civics are the same
3. The tech tree is exactly the same

I could go on, but you get the point

Idunno, maybe I'm missing something? :sad:

I assume you aren't seeing the Fall from Heaven title screen on the main menu either. Did you uncompress the files? They come in a compressed zip file and they have to be copied out of there into the mod directory.
 
NamesAreUseless said:
Nope no title screen

I unzipped them into...

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\

Thats the right spot yes?

Yeap, thats correct. You should see a 'Fall from Heaven 080' directory in the Mod directory and inside the 'Fall from Heaven 080' there should be a 'changelog.txt' file, a 'readme.rtf' file, a 'fall from heaven 080.ini' and an 'Assets' directory. Do you have those things?
 
In C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall_from_Heaven_080, I got the Fall_from_Heaven_080.ini and a Fall from Heaven 080 folder.

Inside the Fall from Heaven 080 folder, I got an Assets folder, Changelog.txt, Fall from Heaven 080.ini, and ReadMe.rtf

What should I change?
 
Alright I went ahead and took your advice, and I have good and bad news:

Good News: The Mod started up just fine
Bad News: Got lots of error messages when restarting Civ4

Is that gonna effect gameplay? :confused:
 
NamesAreUseless said:
In C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall_from_Heaven_080, I got the Fall_from_Heaven_080.ini and a Fall from Heaven 080 folder.

Inside the Fall from Heaven 080 folder, I got an Assets folder, Changelog.txt, Fall from Heaven 080.ini, and ReadMe.rtf

What should I change?

Ahhh.... copy the 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall_from_Heaven_080\Fall from Heaven 080' directory into 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\' After that is done you can delete the old \Mods\Fall_from_Heaven_080 directory.
 
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