[MOD] Fall from Heaven

Here are my thoughts/obvervations/questions from playing though a game or two of .8

1) if you build a priest of (whatever, it just happened to be ruins) and go to a city without your religion that you own, you can build the temple before spreading the religion to that city.

2) you can transport any unit in a mage type unit. I had a couple of mages that were transporting several dwarven warrior units. my suggestion is to remove the transport ability from mages.

3) more on the mages. I had a mage that lost his casting ability (or never got it in the first place) he was in a stack with another mage and couldnt cast at all for the whole game. the noncasting mage was build in a city where the casting mage was fortified and they left together in a stack. Im not sure if he started with out casting powers or what but I think that we was able to cast once then never again.

3) a fireball or meteor can capture cities if your other units kill all the other fighting units and all that is left are settlers/workers. if this happens then the fireballs hang around (i got then to hang for 3 turns before I ordered them out of the city where they promply died)

4) Are the stygian guard supposed not to have weapons? because it makes the combat animation kinda funny as they swing at my units with nonexistant swords.

thats all I've noticed so far. [insert generic praise for kael here].
Thats my two cents.
-Stidf
 
Xuenay said:
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.

I wish I could, unfortunatly I don't have a way of adjusting relations so I have to simulate by applying a percentage to declare war.
 
Stidf said:
Here are my thoughts/obvervations/questions from playing though a game or two of .8

1) if you build a priest of (whatever, it just happened to be ruins) and go to a city without your religion that you own, you can build the temple before spreading the religion to that city.

Good observation, I will have it add the religion too.

2) you can transport any unit in a mage type unit. I had a couple of mages that were transporting several dwarven warrior units. my suggestion is to remove the transport ability from mages.

I will do this.

3) more on the mages. I had a mage that lost his casting ability (or never got it in the first place) he was in a stack with another mage and couldnt cast at all for the whole game. the noncasting mage was build in a city where the casting mage was fortified and they left together in a stack. Im not sure if he started with out casting powers or what but I think that we was able to cast once then never again.

I will try to recreate the scenerio you describe and see if i can reproduce. Slacker mages!

3) a fireball or meteor can capture cities if your other units kill all the other fighting units and all that is left are settlers/workers. if this happens then the fireballs hang around (i got then to hang for 3 turns before I ordered them out of the city where they promply died)

Weird, I will try to reproduce.

4) Are the stygian guard supposed not to have weapons? because it makes the combat animation kinda funny as they swing at my units with nonexistant swords.

thats all I've noticed so far. [insert generic praise for kael here].
Thats my two cents.
-Stidf

Yeah I took their clubs just to make the models look different. I was so tired of the same old models that Im trying to mix it up a little.
 
There any chance of an OO priest summoning up some kind of sea creature to fight off ships? Maybe something like 6 str with 3ish move.

Maybe like a demon summoner, but it would be for coastal defense only as the monster would last one turn.
 
ok so i tryed to reproduce the mage and spell stuff with world builder

so for the mage losing his casting powers it happens when he is in a stack with an archmage. As to the spells capturing cities i wasnt able to reproduce but know that it happened in my game 2 nights ago. so go figure
 
Zuul said:
Kael: do you know of the max 97 promotion problems I have? Check my thread. You should reach that limit soon, then we will know it's really true or not.

You never replied to this. Please answer.
 
I don’t know is it a bug but I would report this anyway.

When playing Order having Montezuma as an enemy. He also have Order as state religion.
No one of us has tech required to build Crusaders but we both have a lot of them. Why? Every time when razed city (I and Montezuma doing this all the time – it was very long war) received two crusaders. I know that in 0.8 Order spawn Crusader when spreading in next city, but why create two Crusaders when Order city is razed?
 
Another potential bug.

After building Blood of the Phoenix (not exactly sure what its supposed to do) I started recieving Blood of the Phoenix buffs on all my newly built troops and on previously built ones. On the next session, I stopped getting these promotions on newly built units. Is there a duration to it or does it only happen to units already built/being built? If it's supposed to be permanent, then I seemed to lose the ability after I loaded the game back up.
 
TheBladeRoden said:
Kinda curious where you got the music from, but didn't want to flip through 80 pages to see if it was brought up already.

I think most of it is Enya.
 
Are there any units that have Blitz, ie - like in Civ3 where you could multiple attack? If so I haven't found any yet or I haven't realized it. That would be cool for your Lunatic since he would keep attacking.
 
He is a strength 5, move 2 unit that comes with the Crazed promotion. The crazed promotion gives him +100% to strength during the owning players turns (ie: while attacking) and no bonus during other players turns. So he is effectivly a strength 10 while attacking and a strength 5 when defending.

There seems to be a problem with this (and with fireballs and Elementals too) as ther is not something like a players turn or your turn. At least in my version the enemy moves the same time as I move, so it sometimes - will come to this sometimes later - happens that an elemental is removed at the beginning of my turn, and just afterwards the enemy attacks. On the other hand an enemy mage often summons a fireball that stays during my attack phase.

The "sometimes" is based on the observation that in my game fireballs, meteors, demons and elementals have often no intention of leaving the game. So a demon was e.g. for 100 turns the only defense I had in a newly conquered city. It only dissappeared when reloading the game. I still assume that is correlated to the fact that all my summoned creatures and spells get immedeatly hasted by my Adepts.
 
About Adventurers...I like the idea of the Palace generating AP (or whatever) you'll call Adventurer Points, but what about instead simply getting rid of Great People and using the Wonders for AP? Instead of Great Merchants, Prophets, Artists, ect you could then get Adventurer Archers, Melee, Mages, ect. Other than building an Academy or the religious shrine what good are Great People anyhow and do they really fit into FfH? This definitely would tie into AoW type gameplay when your Fame (from AP) would attract an Adventurer to your cause.

And if this has already been discussed by Kael and Loki (and others) on previous pages I apologize. And if it's a stupid idea I also apologize. :) And if it's undoable...well I don't apologize.

Adventurer type suggestions:

Mages instead of Prophets
Archers instead of ????
Axe or Swordsmen instead of ????
Horseman or archer instead of ????
Assassin instead of ????

If done there would have to be a way to actually build the religious buildings that get rushed by Prophets. Thoughts?
 
woodelf said:
Are there any units that have Blitz, ie - like in Civ3 where you could multiple attack? If so I haven't found any yet or I haven't realized it. That would be cool for your Lunatic since he would keep attacking.

Flurry and Marksman do...
 
woodelf said:
About Adventurers...I like the idea of the Palace generating AP (or whatever) you'll call Adventurer Points, but what about instead simply getting rid of Great People and using the Wonders for AP? Instead of Great Merchants, Prophets, Artists, ect you could then get Adventurer Archers, Melee, Mages, ect. Other than building an Academy or the religious shrine what good are Great People anyhow and do they really fit into FfH? This definitely would tie into AoW type gameplay when your Fame (from AP) would attract an Adventurer to your cause.

And if this has already been discussed by Kael and Loki (and others) on previous pages I apologize. And if it's a stupid idea I also apologize. :) And if it's undoable...well I don't apologize.

Adventurer type suggestions:

Mages instead of Prophets
Archers instead of ????
Axe or Swordsmen instead of ????
Horseman or archer instead of ????
Assassin instead of ????

If done there would have to be a way to actually build the religious buildings that get rushed by Prophets. Thoughts?

Maybe bring back great leaders and armies? Well if possible atleast... Armies could have promotions that affect the whole army and the normal promotions for the units alone (which would affect their part of the army's strength and say by the damage they would do when the army attacked they would receive their part of the xp). Ofcourse armies should be rare though, but maybe a bit more common than in civ 3, maybe triggered by 1 of each type of great person.
 
woodelf said:
About Adventurers...I like the idea of the Palace generating AP (or whatever) you'll call Adventurer Points, but what about instead simply getting rid of Great People and using the Wonders for AP? Instead of Great Merchants, Prophets, Artists, ect you could then get Adventurer Archers, Melee, Mages, ect. Other than building an Academy or the religious shrine what good are Great People anyhow and do they really fit into FfH? This definitely would tie into AoW type gameplay when your Fame (from AP) would attract an Adventurer to your cause.

And if this has already been discussed by Kael and Loki (and others) on previous pages I apologize. And if it's a stupid idea I also apologize. :) And if it's undoable...well I don't apologize.

Adventurer type suggestions:

Mages instead of Prophets
Archers instead of ????
Axe or Swordsmen instead of ????
Horseman or archer instead of ????
Assassin instead of ????

If done there would have to be a way to actually build the religious buildings that get rushed by Prophets. Thoughts?


Personally, I wouldn't like to see the very interesting great people mechanic taken out of the game.
and those great artists are especially juicy in FfH :)

But a seperate system for generating adventurers is a great idea :) It can also be used as a mechanism to help small floundering civs, like mine often is when playing on more than noble difficulty :)

Maybe you'd generate more adventurer points the lower you are on the point ladder?

I always wanted civ to have some mechanic that helps the losing civs (a little bit. losing is still losing).. I mean, once you're at the top the game is practically over and the last few hundred turns is just mopping up.

spice it up kael :) make some of those 'powerfull meek' spells :)
 
Lightzy said:
Personally, I wouldn't like to see the very interesting great people mechanic taken out of the game.
and those great artists are especially juicy in FfH :)

But a seperate system for generating adventurers is a great idea :) It can also be used as a mechanism to help small floundering civs, like mine often is when playing on more than noble difficulty :)

Maybe you'd generate more adventurer points the lower you are on the point ladder?
QUOTE]

What about combining them? Have great Prophets also have all the same abilities as the priest, The Great Scholars be mages, and Great Merchants be Warriors(melee), Great Artist be Bards(ranged). Because I agree also in that I like having them around. Then you have the choice of using them like a "hero" or using them like a Great Person. So you have more choice how to use them.
 
Why get rid of Great people?!! thats absurd! (I like Great people in case you didnt notice)

I like the idea of helping losing civs, but why would adventurers be attaracted to a petty little villiage full of thulls when there is a sprawling metropolis a few squares away?? MONEY PEOPLE THATS ALL THEIR AFTER.

How about making a special great person (or whatever) called a 'savior' who has the ability to enchant a city with a "Mighty Meek" permanent spell which gives units built there +4 (or something) experience? dunno, just an idea ;)
 
Maybe great people should just come as 2 units, 1 for miliitary and 1 as the great person. The military one could give a promotion with like 5 ranks (+1% chance per rank to capture defeated *unit class*, +strength vs *unit class* and last rank could be for heroes only or something with +collateral vs *unit class*).
 
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