[MOD] Fall from Heaven

Im not sure about making every GP upgradable to a hero. This makes the flavour heros kind of useless, as you are capable of building more powerful heros by upgrading these to tier4 units.

I would like heros to be something more special, granting only 1 to 4 to each player over the course of a game. I would prefer that every time you get a GP there is the chance to create a fitting hero insted. (I would still prefer that this is the way the flavour heroes are built too)

EDIT: this could of course be combined with Lightzys/woodelfs idea giving smaller civs a greater chance to acquire a hero in times of need.
 
woodelf said:
Honestly now I don't remember what my idea was. Seriously. After loki's 2 cents and yours as well I think a mutated version of the Adventurer idea is the best, if possible within the engine. As they are Great People simply don't add anything to the feel on your mod. Sure it's nice to get free research points or cash from a merchant, but if you could have Adventurers created with the same system instead you could kill a couple of birds with one stone. If you generated Fame or Renown by building Wonders instead of Great People points then you could simulate drawing these lesser heroes to your civ.

I wasn't thinking of making them race specific per se. Simply reach 100 AP and you get Gar the Axeman. Or something like that. The only thing I see is that this will involve a lot of XML and potentially skinning work to individualize the Adventurers. You'll need names and stats and such. It might be too much work because over the course of a game you could get 80+ Adventurers with enough Wonders built by the AI. Personally I've never had more than 12 Great People, but you'd have to be prepared....

I would think that there will be huge balance issues in doing this. Im not very concerned about having the adventurer great person in because it is only one unit who will be very rare (since there are only a few buildings that count towards building him). But if we were to turn the great people into heroes they would need to be significantly reduced in strength or they would be overwhleming.

The balance for the current heroes is they don't upgrade. So as many promotions as Saverous may get, he will always be a base 10 strength unit. The adventurers don't have this limitation.

I will wait to see what Loki and others think, but right now Im leaning toward keeping the origional Adventuer great person and not allowing the other great people to upgrade into combat units.
 
Seeing as heroes themselves aren't too strong alone, you would have to atleast buff the heroes strength by like 10 to make adventurers stronger than the normal units (T3 or 4) which would make heroes way overpowered...
 
woodelf said:
I've never done Python so this may be flawed.....That's the disclaimer. :)

I know you've coded a lot of events in Python Kael and that you can have checks run every turn. Wouldn't it be possible to start checking at a certain turn number how each civ is fairing in the game (using some value system, whether it be score, power, ect) and give a small chance of acquiring help, if you went that route with Adventurers? The lower down the ladder a civ is the greater the chance of getting aid in the form of a nice unit or something. And the rates of chance would go down exponentially from the lowest civ and there would be a counter that wouldn't allow them to get help again for a set number of turns. Possible?

Yeap, this can all be done. Might be interesting to give an underdog perk to the lowest ranked player halfway through the game.
 
Black Whole said:
The Wonder Genesis only revitalizes the land on the continent where it is built. Should it be so?

Are there any known bugs in 0.80?

Yes, the following issues have been reported (and will be fixed in 0.90):

*1. Rangers don't take forever to build camps. (reported by Snake Pliskeen)
*2. Genesis now upgrades all the way across the map. (reported by Xuenay)
*3. Genesis no longer puts forests on top of improvements. (reported by Sisonpyh)
*4. Necropolis changed to giving a research bonus instead of a gold bonus. (reported by Kavok)
*5. Genesis doesn't touch desert tiles if their is an Oasis on them. (reported by Stalin_Bulldog)
*6. Meshabber can no longer cause countries to declare war on themselves. (reported by Nadin Bytefelt)
*7. Workers can no longer be upgraded to Great Prophets.
*8. Limited "A crusader has joined your cause" messages to only the owning player.
*9. Spiral Minaret now correctly gives its gold. (reported by Hully)
*10. Crusaders are no longer generated when raze an Order city. (reported by Belkot)
 
What about going backwards to yesterday where we discussed eliminating the Great Artist. Would you drop in the Adventurer there maybe so you wouldn't need new buildings and a new counter system?
 
woodelf said:
What about going backwards to yesterday where we discussed eliminating the Great Artist. Would you drop in the Adventurer there maybe so you wouldn't need new buildings and a new counter system?

But having the Sistine Chapel giving a great adventurer? and what about music?
 
woodelf said:
What about going backwards to yesterday where we discussed eliminating the Great Artist. Would you drop in the Adventurer there maybe so you wouldn't need new buildings and a new counter system?

I love the Great Artist, I couldn't live without my culture bomb.
 
Deathling said:
Is it possible to script +collateral vs a certain unit class?

I could write something in python that would search the stack and apply dmg if it found units that matched a certain unit class. Not a simple thing (there is nothing automated that does it) but it could be done.
 
Possible bug:

I used Kael Coalbane to create two fire elementals. I then attacked a beastmaster with the elementals.

The announcements stated that the fire elementals had been killed.

Instead the fire elementals were in the same tile as the beastmaster and suddenly under the control of the beastmaster?!

If it helps each elemental had 3.5 str left.
 
Here is a save game from my main 080 adventure.

Check out Isabella's galleons near Kartoum (?) in the mid right of the map. she is carrying a cargo of fireballs.

And if you check in the leaves holy city (still Sparta I think, it might be 'Athernien' (sorry I forgot his name already?) I renamed it after my hero who died in its capture, I loved that guy) there is a mage who gets a double cast chance. This was one who was upgraded from an adept and I like the fact that he is better than the others, but was it intentional for him to be able to cast twice in the same turn, and not just have the choice of hasten or fireball?


s.
 
Kavok said:
Possible bug:

I used Kael Coalbane to create two fire elementals. I then attacked a beastmaster with the elementals.

The announcements stated that the fire elementals had been killed.

Instead the fire elementals were in the same tile as the beastmaster and suddenly under the control of the beastmaster?!

If it helps each elemental had 3.5 str left.

Maybe it's a bug with the animal handling...
 
I assume the elementals just have 'Animal' tags. The effect is pretty cool though, beast masters being in touch with the elements and all. Did they survive so that the beast master could use them in his turn? did the AI use them against you?
 
checked... there isn't even an animal unit class and the fireball is under spellcasters...
 
Kavok said:
Possible bug:

I used Kael Coalbane to create two fire elementals. I then attacked a beastmaster with the elementals.

The announcements stated that the fire elementals had been killed.

Instead the fire elementals were in the same tile as the beastmaster and suddenly under the control of the beastmaster?!

If it helps each elemental had 3.5 str left.

Cool, thanks for the heads up, I will get it fixed.

There isn't an Animal Unit Combat (I thought there was) so when the check for animal handling runs it checks to see if their unit type is = to unit combat animal handling (which doesn't exist so it comes back 0). Which is a match with anything set to unit combat animal, but also matches on anything that doesn't have a unit combat set. Like elementals and golems.

Spells like fireball and such are Spellcaster Unit Combat (which is likely where elementals will be in a minute) so they wouldn't be able to be taken by Beastmasters.

I will probably create a animal unit combat for 0.90 to fix this. Then move elementals into the spellcaster unit combat so the magic resistance promotions help against them.
 
svalovec said:
I assume the elementals just have 'Animal' tags. The effect is pretty cool though, beast masters being in touch with the elements and all. Did they survive so that the beast master could use them in his turn? did the AI use them against you?

I killed them before I found out, the last thing I needed was a stack of units using a "scorched earth" policy on me (no pun intended).

The enemy LOVES obliterating years worth of tile improvements in my empire. ;)
 
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