[MOD] Fall from Heaven

Kavok said:
Is there any chance of getting a UN styled thing in this mod?

Maybe something like "The Great Council" ?

Yeah, I think it may have even been in 0.50. I pulled it because its gonna need a complete rewrite. I definitly want the council to to be able to outlaw Armageddon spells, demon worship, some civic options, etc etc. I also want people to be able to defy the Council, with the obvious negative side effects.
 
Psychic_Llamas said:
just read the History Kael: its brilliant, (to match the rest ;) ) just though i should note one thing: my sisters name is Ceridwen, an old scottish name i belive.:)

Except for 6, all of the god names are Celtic. Most of the music I use in the game is Celtic as well. Although Im not shy about stealing from any source, Celtic culture is one of my favorites.
 
Just wanted to voice something I've been feeling since .70

The first tier religious units seem pretty pointless. :\

Very shortly after getting your religious units everyone will grab iron working. This puts macemen on the field which can completely devastate any unit that isn't a maceman.

The religious units don't seem useful until the second tier.
 
I was absent only for three days and when I'm back I find over six pages of text to read. You have some pretty devoted players out there, Kael. Says something about quality of your work :).

Time for feedback:

1) The buildings that don't give penalties (although should) are market, elder council and obelisk. The negatives aren't substracted anywhere - not in the city screen, not when it comes to distributing wealth/science/culture, not simply anywhere.

2) Played on large Highlands with 18 civs (random personalities and agressive AI) as Kublai Khan and found it funny that it was easier to find mithril than iron. Maybe it's because of the map type, I'll try playing continents as soon as possible (what probably won't be able to before friday... :/)

3) It seems silly that elves are the ones that get bonuses for woodmills. Which sane elf would glad to fell trees? I'd suggest adding a new type of improvement available for Fellowship only - Treetop Village, or something like that. It could give +1 food and +1 commerce, and additionally +1 hammer with some of the later techs (taking into account that forest already give it's tile +1 hammer this shouldn't be a poor boost).

I'll be spending more time at home next week and will probably be able to help you more, not only by giving feedback. But, we'll see... :)
 
As my Civ Version is german and it is very disturbing to see german names next to english ones i started with translating the mod to german. Most of the surface work is done, with some phases still to come (i haven't translated the Civilopedia and strategy entrances yet as some of them seem to be changed in 0.9 and later versions).

At the moment i have one main problem: The translation of The Order as there seem three translations to be possible and in this case fitting. The Question is which meaning of order did Kael have in his mind.
The Order meaning an order given by the Gods,
The Order like an order of monks,
or The Order as the contrary to chaos?

Are there unique graphics for buildings planned? Did some skinning yesterday evening. If you are interested i will start a thread in the graphics section.

Oh and while playing this weekend i got the message that someone sailed around the world. I would find it quite interesting if this event would be used to found the octopus overlods religion.
 
Kael: I love celtic history too :)

I didnt think of having Civ dependant heros, i like this idea a lot, are they going to be like king units, (avatars of your, the player's, leader)? or just normal special heros like we have now?

The Adventurer idea is brilliant too.
 
Kavok said:
Just wanted to voice something I've been feeling since .70

The first tier religious units seem pretty pointless. :\

Very shortly after getting your religious units everyone will grab iron working. This puts macemen on the field which can completely devastate any unit that isn't a maceman.

The religious units don't seem useful until the second tier.

Militarily maybe this is true. The elven archers can still plant forests, the dwarven soldiers are great for Wonder rushing, and the Drown....what do they do? :)

Also, although more expensive you can build them without special buildings. But I would like to see them bumped up just a hair. ;)
 
Kael - any chance of adding more units like Orthus? Maybe a barbarian city that spawns in an unused area of the map later on? I've been starting in the 2nd era and missing Orthus by 17 turns so I miss hearing his arrival....

I will say that the barbs are very, very fierce if you start in other eras. No more scouts and warrior to harrass you. Now it's axemen and horsemen cutting through your hunters and poorly defended cities. :eek:
 
Also, although more expensive you can build them without special buildings. But I would like to see them bumped up just a hair.

I could imagine a special promotion for the religious units only that gives them additional strenght and gets available alongside the tier 2 and 3 units.

Faith I +0% strenght (is given to every religious unit)
Faith II +75% strength
Faith III + 150% strength
 
@Llamas: Faith I is the given to the religion specific units and a precondition for Faith II and III. This is that other elves-class-units dwarfen-class-units etc. can not simple buy Faith II to get extremly powerfull... So its simple a game mechanism..
 
Played through part of a game on Monarch on the weekend and no issues to speak of - this mod get's better and better! :goodjob:

Just one clarification on the Heroes, please: I had all the prerequisites for one, but still couldn't build him. Then I saw it's a 'world unit' - does this mean it's like a world wonder, if one of the AIs builds the Hero, then I can't?

If that's the case:

- We should get a message that it's been built, like with a wonder, so I don't only find that out the hard way...:mad:
- Does the Hero become available again if he's killed? Or is it like with a Wonder... once built, never again?

And a suggestion: when you get to the point where you incorporate other mods, as you once said, please take a look at the Trade Advisor. While waiting for 0.80 I took a look at the Composite Mod, and it uses the Trade Advisors from another mod... they're truly incredible, much, much better than the vanilla advisor.
Edit: Just looked: it's the Exotic Foreign Advisors mod... really great!
 
Hey Kael, you should add the written history excerpts to the first post, so that everyone gets to see them without having to be a post-to-post follower of the largest forum thread in existence :)
 
Kavok said:
Just wanted to voice something I've been feeling since .70

The first tier religious units seem pretty pointless. :\

Very shortly after getting your religious units everyone will grab iron working. This puts macemen on the field which can completely devastate any unit that isn't a maceman.

The religious units don't seem useful until the second tier.

The religious units were never intended more efficient than normal units. They are special use units that make sence in a specific situation. I never wanted a civ whose army was comprised mostly of elven archers.

There primary advantage is that they don't require any buidlings or resources. So a dwarven soldier is good in a distant city that doesn't have a trade network up, but if you have a barracks and access to iron, then you are right, they will never be made.

That all said they do need something that makes them more special. My plans for this are spells. Elves should be able to cast nature spells, dwarves should cast earth spells. This will help differentiate them. Unfortunatly I can't currently give units spells and allow them to level, so the spells are turned off. When I can these units will have them.

But I will take a look at them and see what I can do.
 
Chalid said:
As my Civ Version is german and it is very disturbing to see german names next to english ones i started with translating the mod to german. Most of the surface work is done, with some phases still to come (i haven't translated the Civilopedia and strategy entrances yet as some of them seem to be changed in 0.9 and later versions).

At the moment i have one main problem: The translation of The Order as there seem three translations to be possible and in this case fitting. The Question is which meaning of order did Kael have in his mind.
The Order meaning an order given by the Gods,
The Order like an order of monks,
or The Order as the contrary to chaos?

The name was picked because it has all of these meanings. If I had to go with one I would say that it is the Order as in contrary to chaos.

Thanks for doing this and be sure to PM me with what you do and I will get it added in. There is actually someone working on French translations of everything right now too.

Are there unique graphics for buildings planned? Did some skinning yesterday evening. If you are interested i will start a thread in the graphics section.

Yeah, thats being worked on right now too. We are starting with the religion temples, putting religious symbols on them and such to make them more distinctive. I would love anything you can provide, I hate seeing all the reused building graphics.

Oh and while playing this weekend i got the message that someone sailed around the world. I would find it quite interesting if this event would be used to found the octopus overlods religion.

I don't think it can even be done on maps that don't wrap like highlands, and I would hate to have the religion be unfoundable on those maps.
 
Psychic_Llamas said:
Kael: I love celtic history too :)

I didnt think of having Civ dependant heros, i like this idea a lot, are they going to be like king units, (avatars of your, the player's, leader)? or just normal special heros like we have now?

The Adventurer idea is brilliant too.

Heroes like we have now.
 
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