[MOD] Fall from Heaven

You may want to make that unit's str in line with the other units of that era (I'm assuming 8?) and give him bonus & penalty respectively for your turn / other's turns. This way the other promotions you can give him (such as combat line, etc) are on par with the other units of that era. If you made him str 5 instead of str 8, the combat line for example would give him only 1 str per upgrade instead of 1.6.

Unless you want that discrepancy, of course :)
 
Besides being horrid at this mod, I was like "O.O" when I saw a Hill Barbarian (I think it was called that)

Excellent mod though, and it felt like there was a bit of a more living world in the game for some reason. (Maybe it's because of all the different barbarians)
 
loki1232 said:
Wow. Does no one else think that this is totally the flavor of the Order? They should get huge bonuses and ways of doing this without any penalties. After all, when god tells you to go inquisit someone's city, they can't resist if they also beleive in Junil.

Also, what if one of their units could allow them to build barracks in all cities?
This would help you, and your allies.

How would it help you to put a barracks in their city?
 
Chalid said:
I hope do do some more of those but meanwhile, as i am far from my civ-computer, i had another idea. Is it possible to link the players era to his religion? This would allow us to create a real good athmosphere - especiialy if the darkness is expanding through your entire realm as planned.

Another thing are the specialists. I personally would prefer mages, priests, craftsmen and warriors to the standard Civ IV-specialists. As stated in the survey the resulting great persons could be tranformed to heroes when a hero would be possible for the civilization. Thus e.g. when a great mage is to be born check if Kael Coalbane is available and tranform the GP to this hero. Such a mechanism would make heros not a simpe unit to be built but something even more precious.

As for the "Spiral Minarett", this worked for me. The extra cash is shown at every buiding of your state religion you own, and is not mentioned at the minarett itself. But on the other hand I personally don't like the Wonders Art... As it seem to be a place of great pilgrimmages it should be exchanged to something more FfH like. Might be a place where one of that broken Gods Shards or the Godslayer was kept and that then was turned to a holy place of your state religion.

I can't link a players era to his religion but I do want to tie the tiles used to the players religion. So every turn their will be chance of switching the tiles to the "good", "neutral" or "evil" flavor depending on state religion. I would love seeing a neighbor whose lands were becoming all dark and twisted.
 
loki1232 said:
What specialist/bulding works towards him? If none, then there will never be any adventurers'

Right now a few wonders, the Dragons Horde and such and the Tavern all attract adventurers. He probably needs an early game builder.
 
Xarathas said:
You may want to make that unit's str in line with the other units of that era (I'm assuming 8?) and give him bonus & penalty respectively for your turn / other's turns. This way the other promotions you can give him (such as combat line, etc) are on par with the other units of that era. If you made him str 5 instead of str 8, the combat line for example would give him only 1 str per upgrade instead of 1.6.

Unless you want that discrepancy, of course :)

I don't understand your logic. He is a strength 5 whose strength doubles on his owners turn (well... he will be if i can figure out a way to do it).
 
I meant that the unit could also put a barracks in one of your cities.
However, bulding a helpful building in an allies territory would help your relations with them.
Also, if you were planning on capturing a city, it might work best to put buildings such as "temple of the order" or a barrakcs in it before hand.
 
Kael said:
Right now a few wonders, the Dragons Horde and such and the Tavern all attract adventurers. He probably needs an early game builder.

What if the palace gave some adventurer points?
They did this nicely in the Warhammer Civ III mod.
 
loki1232 said:
What if the palace gave some adventurer points?
They did this nicely in the Warhammer Civ III mod.

Do you see why I keep you on the payroll. Well.... I don't have a payroll. But if I did!

I think the palace is a great idea.
 
loki1232 said:
I meant that the unit could also put a barracks in one of your cities.
However, bulding a helpful building in an allies territory would help your relations with them.
Also, if you were planning on capturing a city, it might work best to put buildings such as "temple of the order" or a barrakcs in it before hand.

Im just imagining the Order engineers strolling through a rivals city planning out where they will put everything when they rule, even before the attack takes place.
 
Kael said:
Im just imagining the Order engineers strolling through a rivals city planning out where they will put everything when they rule, even before the attack takes place.

I see why its not the Order, but now that you put it this way, maybe there is a Machiavellian Civ that would work this way...
I really need more flavor on the civs to get some game ideas. If you have any...
 
Kael said:
I can't link a players era to his religion but I do want to tie the tiles used to the players religion. So every turn their will be chance of switching the tiles to the "good", "neutral" or "evil" flavor depending on state religion. I would love seeing a neighbor whose lands were becoming all dark and twisted.

Hmm. Would their cities look evil and dark too?
Would their terrain improvements?
I personally love twisted spires.

For the "good lands", would there be rays of light around them?

Past cool asthetics, would these have gameplay affects?
Maybe the more terrain of the right type in a city's radius, the happier you citizens are...
Maybe other civs with good religions like you more if your land is "good"?
Maybe "good land" has a small chance of giving a good unit the bless promotion?
 
loki1232 said:
Hmm. Would their cities look evil and dark too?
Would their terrain improvements?
I personally love twisted spires.

For the "good lands", would there be rays of light around them?

Past cool asthetics, would these have gameplay affects?
Maybe the more terrain of the right type in a city's radius, the happier you citizens are...
Maybe other civs with good religions like you more if your land is "good"?
Maybe "good land" has a small chance of giving a good unit the bless promotion?

I wouldn't expect the good lands to look "Disney". Even the good guys are still a bunch of warmongers. I had actually planned to switch the origional game tiles for the good people (more contrast, brighter colors, little more cartoony), leave the neutral tiles where they are now and come up with a darker version for evil.

No, the land itself isn't expected to provide any benifit. If it was it would only be for specific units (a unit that got a bonus/penalty in a particular land alignment) not for everyone. Mayne undead would get penalties in the good lands for example.

Here is a screenshoot of the buildings Chalid has made so far. A city with a Temple of the Veil, Necropolis, Obsidion Gate and a Summoning Chamber in it. I think it looks great.
 

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I love the Temple of the Veil, Necropolis, Obsidion Gate and Summoning Chamber. The glowing lava streets are beautiful. However, the rest of the buildings don't really seem dark and evil. Ie:stonhenge, the castle, and the thatched houses.
Oh, and the hospital.
 
loki1232 said:
I love the Temple of the Veil, Necropolis, Obsidion Gate and Summoning Chamber. The glowing lava streets are beautiful. However, the rest of the buildings don't really seem dark and evil. Ie:stonhenge, the castle, and the thatched houses.
Oh, and the hospital.

Yes, he has only modded a few so far. Hopefully more to come.
 
so long as in 0.9 the archmage isn't insanely more powerful than any other tier 4 unit or any unit in the game actually, I'm happy :)
 
Lightzy said:
so long as in 0.9 the archmage isn't insanely more powerful than any other tier 4 unit or any unit in the game actually, I'm happy :)

These are the balance changes im currently testing in 0.90:

Balance:

*1. Orthus strength increased from 4 to 5.
*2. Fellowship of Leaves reduced to normal spread factor from +50%.
*3. Runes of Kilmorph reduced to normal spread factor from +25%.
*4. Octopus Overlords reduced to -25% spread factor from normal.
*5. The Order reduced to +75% spread factor from +125%.
*6. The Ashen Veil reduced to +50% spread factor from +75%.
7. Increased the XP gained from killing heroes.
*8. Great people growth added to wonders. (recommended by Mamimo)
*9. Altar of the Luonnotar reduced to 500 cost instead off 750. (recommended by Mamimo)
*10. Fire Elemental strength reduced from 7 to 6 strength.
*11. Meteors reduced from 7 to 6 strength.
*12. Meteors Collateral Damage reduce from 120 to 80, Collateral Damage Limits reduced from 60 to 40.
*13. Fireball Collateral Damage reduce from 80 to 60, Collateral Damage Limits reduced from 40 to 30.
*14. Demon strength reduced from 17 to 15.
15. Some Armageddon spells cause your opponents to declare war on you.
*16. Castle changed from requiring Righteousness to requiring Fanaticism so it is euqually available for Eidolon and Palains. (recommended by BlakTooth)
*17. Diseased Corpses strength raised from 4 to 6.
*18. Priests strength raised from 4 to 5.
19. Inquisitioning your opponents cities has a 5% chance of causing a war if they are the same state religion and 50% chance if they are a different state religion.
*20. The Drown cost reduced from 90 to 60.
21. Shock 2 now requires Iron Working? (recommended by Xarathas)
 
Kael said:
19. Inquisitioning your opponents cities has a 5% chance of causing a war if they are the same state religion and 50% chance if they are a different state religion.

Maybe a moderate penalty to relations would be better than a chance for an automatic declaration of war? After all, it doesn't become an automatic war even in vanilla Civ when you send a spy to sabotage city production and get caught. Instead you get cumulative penalties to relations each time a spy of yours does get captured.
 
Xuenay makes a good point, however, as disruptive as sabotage is I think plunging a rival's city into anarchy for upwards of 4+ turns is by far a more heinous offense than one shot production sabotage (unless it's a nearly finished wonder :sad: ). With all three of your inquisitors hitting an area of a rival's territory at once it seriously weakens the entire region, making it suceptable to third party invasion, not to mention the disruption to that civs economy, war-machine, and general production.

P.S. my vote for the Lunatic name is...Lunatic ;) .

Thanks - Seamus
 
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