[MOD] Fall from Heaven

Sisonpyh said:
Been playing some Civ 3 (tam and RFRE) lately. Few things that I miss and would like to see regarding combat. I like how if an enemy tries to move adjacently past your tile, you sometimes get a free shot on them and take about 1/4 of their hp. I also enjoyed the concept of the random chance to produce a leader/army unit if a heroic unit won a battle. The army unit being able to load 3-4 normal units and fight as one seemed awesome as well.

I don't think the first option has a very "fantasy" feel to it. I know we could justify it as arrows, spells or whatever but it doesn't feel right with me for this mod. Plus I would need to put a check on every move and thats a lot of CPU.

The 2nd option I really like. Although I don't know of a way to form armies as in Civ3, I like the idea of their being a percentage chance of creating a General if a high level unit wins a battle. What would a General be able to do? Maybe the General could either be added to a city as an Engineer Specialist or create an "Officers Quarters" building in a city that boosts military production and gives xp to all units created there?
 
mamimo said:
Some stuff on 0.8 :
1st : I LOOVE the new graphics - units/buildings !!

2) Because AI got 10% agression increase I started @noble, it's still early to tell because it was a single game (I got 3 techs from goodyhuts) but it seems that the reccomended difficulty on my opinion should be prince.

3) Fireball bombardment decrease only by 1%.... Isn't there a way do make it bombardment as part of the regular attack? Even with the colleterall damage I would preffer conjurer (fire-elemental) on a mage.
I hope one day you could make a real fire ball that has a constant damge without the attack phase.

4) I had more but I can't remeber ... I will add next time.
P.s
Loove the mod

Yeah, it is still on my wish list to get rid of the attack phase for spells. I have reduced all spells strength in 0.90 and Im playing it now, it seems more fair. My archmages don't blow through cities, they soften them up nicely for my fighters though.

I playtest on Prince.

You have given great feedback from the very begining, I will be posting a Survey this coming week. Try to keep an eye out for it, I would be interested to see your feedback.
 
Kael said:
The 2nd option I really like. Although I don't know of a way to form armies as in Civ3, I like the idea of their being a percentage chance of creating a General if a high level unit wins a battle. What would a General be able to do? Maybe the General could either be added to a city as an Engineer Specialist or create an "Officers Quarters" building in a city that boosts military production and gives xp to all units created there?

Officer Quarters idea sounds interesting.You can even expand on the Officer Quarters and let be able to create special type Lieutenent units or something.

Maybe the General could have some 'leader' type promotions. I don't know, maybe he could temporaliy give the stack of units buffs like 15% withdrawl (in neutral/enemy lands) or +1 move, stuff like that.
 
Boheme Netter said:
Kael, concering declaring war on myself; There were no defensive in the duration of the entire game.

Found the problem and fixed it. Meshabber could cause civ's to declare war on themselves. The fix will be in 0.90.
 
Kael said:
They seem to by my eyes. Give me a specific building and I will check it out.

Hmm, I thought none of them did, but maybe I just mislooked and some do work. I'll recheck this and get back to you.

Nah, coming up with whatever is fine. I would love to see it. Just make sure to have read the world history and you should be good to go.

Okie. :) Uhh, where could the world history be found, again? :blush:
 
Heh, last idea and I'll stop bugging you. ;)

How about being able to build Wonders that allows you to produce special mercenary units in that city. For instance, a Wonder that lets you build Ogres (I know you want to stay original, just ideas), trolls or some Order of Knights.
 
Sisonpyh said:
Heh, last idea and I'll stop bugging you. ;)

How about being able to build Wonders that allows you to produce special mercenary units in that city. For instance, a Wonder that lets you build Ogres (I know you want to stay original, just ideas), trolls or some Order of Knights.

There is a very expensive unique hero coming in 0.90 that lets you access a whole new unit type. It similiar to your idea, but its a Hero that does it instead of a wonder. Well, since he's unique he's basically a wonder, just one that walks around.
 
Just a quick suggestion if you're going to ride with an apocalypse spell that merges hell and the normal map, you could essentially just use the "Global warming has struck near--" event that happens in the normal civ game, and replace it with some hellish texture, a few wild beasts, or something as such.
 
Xuenay said:
Hmm, I thought none of them did, but maybe I just mislooked and some do work. I'll recheck this and get back to you.



Okie. :) Uhh, where could the world history be found, again? :blush:

K, I just attached it to the 4th post in this thread (the religion post).
 
Boheme Netter said:
Just a quick suggestion if you're going to ride with an apocalypse spell that merges hell and the normal map, you could essentially just use the "Global warming has struck near--" event that happens in the normal civ game, and replace it with some hellish texture, a few wild beasts, or something as such.

Yeah on a merge that would work well. Im hoping to be able to make a 2nd map that you can travel back and forth from the represents Hell. Then if the merge happens it will be as you describe.
 
Just an idea, what if pirate ships were able to attack rival civs ships without declaring war, after all they shouldn't don't know who they are being attacked by.
 
JanusTalaiini said:
Awesome background lore write-up, Kael! Reading that adds a lot to my enjoyment of the FFH world.

Cool. I wrote it about 10 years ago.
 
Awsome additions in 080 here Kael! (i managed to fix my proble from before)

just one question: can you make some heros that come out early on in the game? (before classical age) because, well, i never seem to reach the techs that enable them...

I also love it how the AI are more 'I' now :) it makes my games so much more interesting.

Thank you soooooo much for your dedication to this enormous project!
 
Psychic_Llamas said:
Awsome additions in 080 here Kael! (i managed to fix my proble from before)

just one question: can you make some heros that come out early on in the game? (before classical age) because, well, i never seem to reach the techs that enable them...

I also love it how the AI are more 'I' now :) it makes my games so much more interesting.

Thank you soooooo much for your dedication to this enormous project!

The civs will have heroes too, some will be early game, some will be late game. Im also thinking about putting in a non-unique hero (an Adventurer) that can be earned (not built) who upgrades to all the t2 classes. So you can decide to make your adventurer an Axeman, Archer, Disciple of Runes, Disiple of the Veil, Adept, etc. And since he has the Hero promotion he will be earning all those cool hero xp.
 
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