[MOD] Fall from Heaven

woodelf said:
Yes, I caught at least one of the bugs! :eek:

Maybe you fixed one unit, but not all of the magery types?

You found a ton of bugs. Everyone who enjoys having a hero for more than 1 turn has you to thank. :)

I "fixed" them by removing the domain cargo attrbiute that was set on all of them. I asusmed that would keep them from being able to carry anything. But they still have a cargo capacity attribute set, and without the domain cargo they can apparently load up anything.
 
billator said:
Thx Kael for answer. If so this means we can really have good fun playing it. I hate to play against an AI that doesn't use the tricks and don't give us chalange.

>> There are so many things I would love to put in the mod but I can't because the AI wouldn't understand them.

Why don't you contact Firaxis maybe they would help us with some enchancements in this regard?

I know they are working on getting the SDK out which (I hope) will provide a lot of this. So they are hard at work at helping us modders out. If their is still a gap after the SDK releases I may take your advice.
 
Hello-

Having been playing the same game for a few days now (as I reported a few pages back) I have managed, through alliance & self determination, to wipe every other civ of the map with the exception of the one civ I have been friendly with since the beginning. After the wars had stopped things got a little stale. We were equally matched, both having reached Armaggedon so I was reluctant to go to war with him. So I tried for one of the other victories, and achieved it rather easily - within 10 turns of deciding to do so.

I think I may have uncovered a bug or very unfair exploit concerning the Inquisitors. After purging every other religion from my own cities I was just short of winning a religious victory with Runes so I turned my Inquisitor on my friend & managed to wipe out the rest of the religions from the world. Should one be able to eradicate heretical religions from another civ without sparking a war or at the very least creating tensions? I mean I plunged over half of his civ into religious anarchy & he still traded with me eagerly & allowed me to take advantage of the open borders.

Also, my two cents on the OO religion, as they are one of my favorite - I definately agree that there should be some benefit for OO building or capturing coastal cities - it seems logical - added production, or science since there would be greater chance for commune with Overlords directly. The slavery conversion rate is perfect at 25% and it does indeed work, making apprentice unneccesary in terms of production. Perhaps the slaves could upgrade to a seperate form of worker which in turn upgrade to a OO specific unit - Lunatic - an over aggresive, but rather defensively weak warrior unit (for balance) only upgradable after Mind Stapling & rather expansive. Or maybe only available after building the Asylum.

Thanks - Seamus
 
As I start to put together the final tweaks for phase 1 I wanted to get some specific feedback from all of you. If you could check out the following link and answer the question it would be greatly appreciated.

http://forums.civfanatics.com/showthread.php?t=154429
 
seamus75 said:
Hello-

Having been playing the same game for a few days now (as I reported a few pages back) I have managed, through alliance & self determination, to wipe every other civ of the map with the exception of the one civ I have been friendly with since the beginning. After the wars had stopped things got a little stale. We were equally matched, both having reached Armaggedon so I was reluctant to go to war with him. So I tried for one of the other victories, and achieved it rather easily - within 10 turns of deciding to do so.

I think I may have uncovered a bug or very unfair exploit concerning the Inquisitors. After purging every other religion from my own cities I was just short of winning a religious victory with Runes so I turned my Inquisitor on my friend & managed to wipe out the rest of the religions from the world. Should one be able to eradicate heretical religions from another civ without sparking a war or at the very least creating tensions? I mean I plunged over half of his civ into religious anarchy & he still traded with me eagerly & allowed me to take advantage of the open borders.

Also, my two cents on the OO religion, as they are one of my favorite - I definately agree that there should be some benefit for OO building or capturing coastal cities - it seems logical - added production, or science since there would be greater chance for commune with Overlords directly. The slavery conversion rate is perfect at 25% and it does indeed work, making apprentice unneccesary in terms of production. Perhaps the slaves could upgrade to a seperate form of worker which in turn upgrade to a OO specific unit - Lunatic - an over aggresive, but rather defensively weak warrior unit (for balance) only upgradable after Mind Stapling & rather expansive. Or maybe only available after building the Asylum.

Thanks - Seamus

You're able to use the Inquisitor on other players cities?!?

I LOVE the idea of being able to upgrade slaves to a special OO only unit. Im definitly gonna have to add that. I think thats exactly what I was looking for for the Overlords.
 
You're able to use the Inquisitor on other players cities?!?

I didn't try the Inquisitor but i could build Temples of the Veil in other civs cities with my Priest of the Veil.
 
Kael said:
You're able to use the Inquisitor on other players cities?!?

I LOVE the idea of being able to upgrade slaves to a special OO only unit. Im definitly gonna have to add that. I think thats exactly what I was looking for for the Overlords.

That would be awesome. Also since you can sacrifice pop with Slavery what about sacrificing slaves for production as well? That should actually boost happiness for 5-10 turns.
 
Chalid said:
I didn't try the Inquisitor but i could build Temples of the Veil in other civs cities with my Priest of the Veil.

Thats both very cool and kinda scary. When the game says "Force Building" it really means it. I guess I don't have a problem with being able to build temples in other players cities but being able to inquisition them is definitly a problem.

Hmmm.....

Maybe you will be allowed to Inquisition them but it will have a 50% of causing war if they are a different state religion than you and a smaller chance to declare war (5%?) if they are the the same state religion.
 
woodelf said:
That would be awesome. Also since you can sacrifice pop with Slavery what about sacrificing slaves for production as well? That should actually boost happiness for 5-10 turns.

Slaves can already be sacked for production, the temporary happiness boost would actually be pretty hard to do.
 
Kael said:
Slaves can already be sacked for production, the temporary happiness boost would actually be pretty hard to do.

Hmmm, I've never had a slave yet. Damn, I've been missing them! Don't you get 10 turns of unhappiness when you sacrifice population to build something? It isn't simply a reversal if you sacrifice a slave and gain happiness?

And what about a new building for slave transformation? Like a Water Chamber or something that the OOs use to make some sort of mindless Drowned Drone who fights/dies for them.
 
woodelf said:
Hmmm, I've never had a slave yet. Damn, I've been missing them! Don't you get 10 turns of unhappiness when you sacrifice population to build something? It isn't simply a reversal if you sacrifice a slave and gain happiness?

And what about a new building for slave transformation? Like a Water Chamber or something that the OOs use to make some sort of mindless Drowned Drone who fights/dies for them.

Unfortunatly the unhappiness from sackign population is hard coded, so I don't know any way to reverse it.

I was thinking about a 'Lunatic/Madman/Zealot/Raving Loon' (haven't decided on the name yet) that requires a slave and an Asylum to make, similiar to what Seamus suggested. Then I was going to give them the 'Confused' promotion which gives them a 20% chance per turn that they are not in a stack of turning into a barbarian unit. Then on the following turn they check again with a 80% chance to come back.
 
Kael said:
Unfortunatly the unhappiness from sackign population is hard coded, so I don't know any way to reverse it.

I was thinking about a 'Lunatic/Madman/Zealot/Raving Loon' (haven't decided on the name yet) that requires a slave and an Asylum to make, similiar to what Seamus suggested. Then I was going to give them the 'Confused' promotion which gives them a 20% chance per turn that they are not in a stack of turning into a barbarian unit. Then on the following turn they check again with a 80% chance to come back.

I like the Madman idea and the chance of turning barb, but maybe the 80% chance of coming back is too high? And how powerful are we talking here?
 
woodelf said:
I like the Madman idea and the chance of turning barb, but maybe the 80% chance of coming back is too high? And how powerful are we talking here?

it would be 20% per turn of being a barbarian. So you can expect him to be a barbarian on 1 out of 5 turns. I was gonna make him just like the Axeman but with a move of 2 instead of 1.
 
Kael said:
it would be 20% per turn of being a barbarian. So you can expect him to be a barbarian on 1 out of 5 turns. I was gonna make him just like the Axeman but with a move of 2 instead of 1.

Hmpf. This is functionaly to similar to the Drown (which are also 4 strength). I will probably just have them upgradeable into the Drown and not add an additional unit.
 
Honestly, having a cheap form of Drowns might be cool and help the OO. But there should be a building, before the asylum, that converts them.
 
Kavok said:
Something odd. I kept seeing announcements for "A crusader has joined your forces" or something along those lines, but it wasn't me getting the crusaders.. being Ashen Vale this was quite confusing for me. :D
it does this on me to, also when conquering a city (with order religion) a crusader appears in the city with my unit when i move another unit into the city they fight.
 
Wow I need to start playing on the faster modes of play to see more of this cool stuff. I like playing on marathon my self so takes me a while to get going. The one really good game I had going in .70 was a normal game so bearly gotstarted before I saw the warning I only had 90 turns left. I had not even reached any gunpowder units yet and I was the most advance. :mad:

But keep up the great work!
 
Just turn of the Time victory in a costum game. Then you can play until forever and ever

Just wanted to say thanks to kael and others for this great mod. It's all i play.

btw i saw ceasar sailing around and attaking me with fireballs, without a mage around :mischief:

How about a starter not so strong hero when you create a religion?
 
Oh dear. I just noticed that the Fellowship of the Leaves gives you a whopping +3 production Lumbermills (including forest bonus). Was that really the idea? May I suggest that Hidden Paths provide Lumbermills with a +2 commerce instead? Or perhaps even better: Make an "Enchant Forest" improvement that increases food output of forests by 1 and which can be upgraded with further techs to get up to +2 commerce.
 
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