[MOD] Fall from Heaven

Kael said:
So yes, its possible to add a button to Great People to create a hero if you sacrifice 2 of them. We could make it so the type of hero is dependant on the Great Person sacrificed.

But.... (you knew it was coming)

The AI won't know how to use it. This is assuming it takes 2 Great People to do it, the computer won't bring them together for it. Im not sure what the AI script looks like for the Golden Age (or if the computer even does it) but once we get access to the SDK we should be able to add it.

So it's pretty easy to have the Great People able to do whatever you want, but having an action that requires 2 of them will be hard for the computer to understand.

As far as I can tell the AI understands the golden ages quiet well. When I play any game they're the only ones to ever get the golden age (since I think they're a waste I don't bother). I would think they could still use them as long as they think they're going to get a golden age - I'm sure the AI, as any player, would appreciate a powerful new unit just plopped into theie control - I would. :)

Thanks - Seamus
 
Sorry to post back to back, but in your last post you said that obsolete units won't be buildable, but I can still build warriors alongside macemen. I've actually used it to my advantage in suprise warfare (it requires lots o' money though). Quick build a warrior - upgrade him to maceman. Or am I misunderstanding your post about obsolete Dwarves?

Thanks - Seamus
 
Kael said:
Intentional, somewhat. When a units upgrade becomes available you are no longer able to build the old version. So for Dwarven Soldiers that means if you can build Maceman or Paramanders you can't build dwarven soldiers anymore.

Since Macemen require Barracks and Paramanders require a Temple of Kilmorph you can actually still build Dwarven Soldiers in cities that don't have either of those buildings, not that that is usually much of an option.

Now that I think abotu it I may know a way to code around it. Let me play with it a little bit.

I've managed to get a healer with Medic I to III... just had to pillage some mines and planatarions ^^
 
seamus75 said:
Sorry to post back to back, but in your last post you said that obsolete units won't be buildable, but I can still build warriors alongside macemen. I've actually used it to my advantage in suprise warfare (it requires lots o' money though). Quick build a warrior - upgrade him to maceman. Or am I misunderstanding your post about obsolete Dwarves?

Thanks - Seamus

They are obsoleted only if the building city can build the new unit. So like I said earlier you can still build dwarven warriors if you have a city without a barracks (for maceman) and a temple (for the paramander). Its a solution, just not a very good one, since those sort of cities tend to have slow production and aren't tuned for military.

It would be better if I could set it so certain units are always available. Which I may be able to do.
 
A question: I can only play with 11 civs.... as I am using Haarbal's fantasy civ pack and I am hoping to have a hotseat game going this weekend with a friend, I want to be able to play 18 civs. Can someone point me to the file and line to modify please? Thanks.
 
Spearthrower said:
A question: I can only play with 11 civs.... as I am using Haarbal's fantasy civ pack and I am hoping to have a hotseat game going this weekend with a friend, I want to be able to play 18 civs. Can someone point me to the file and line to modify please? Thanks.

Just play a Custom Game - there you can freely define how many Civs you want in the game.
 
All this discussion about King units and Heroes reminds me: a while back I made a suggestion: how about a unique King unit for each civilization, with special upgrade paths, non-replaceable but not ending the game if killed? This was done very well in the Civ3 MoM:The Sorcerers mod.

Also, are you planning on adding unique units for your fantasy civs in 1.0? That's the only thing I miss versus vanilla Civ4.
 
Dragonlord said:
Just play a Custom Game - there you can freely define how many Civs you want in the game.

Damnit, I swear this just wouldn't work last night trying to setup the hotseat game!! :blush:

Thanks though! :lol:
 
Quick idea about a couple of new spells and units. Sorry if someone already mentioned this and I missed it or it actually led to this thought. Also sorry if it's already in the game and somehow after a couple hundred hours of gameplay I missed it...

What about a Charm spell for Nymphs and Sirens, and then a Convert spell for False Messiahs and (insert name).

I was thinking that the spells could work like enslaving does, but instead of simply creating a worker it actually brings the unit to your side. (Not sure if there should be a chance if it can flip back or not).

Now the Elves would get the Nymph. The Overlords the Siren. I'm drawing a blank on the Dwarves. The Veil could get the False Messiah and the Order would let the Crusader have it or a new unit.

The chance of success would need tinkering and I don't think you'd want them casting every turn so there'd have to be a cool down period. Also, I think the Veil and Order wouldn't be able to convert each other, but that's for another time.

Also, is there a Magic Defense spell already or Shield spell that would block this from affecting you or lessening the chance of success?

Sorry to ramble, but I had to jot this down before I actually start working. :coffee:
 
Spearthrower said:
Damnit, I swear this just wouldn't work last night trying to setup the hotseat game!! :blush:

Thanks though! :lol:

That reminds me: people were saying there are issues with playing a mod (any mod) in hotseat mode - maybe that's your problem.
 
seamus75 said:
Sorry to post back to back, but in your last post you said that obsolete units won't be buildable, but I can still build warriors alongside macemen. I've actually used it to my advantage in suprise warfare (it requires lots o' money though). Quick build a warrior - upgrade him to maceman. Or am I misunderstanding your post about obsolete Dwarves?

Thanks - Seamus

I think the player can build warriors all the way to the end. The AI is no longer allowed to build any warriors after any tech that would allow them to build a T2 unit. For example, once the AI researches Archery then you won't see that civ build another warrior since their advisor will suggest the archery range. And I think Kael made it so once that happens the warrior becomes obsolete for them. Which is cool, IMO.
 
Dragonlord said:
That reminds me: people were saying there are issues with playing a mod (any mod) in hotseat mode - maybe that's your problem.

i believe that now a mod is out that allows hotseat. look for it under utilities.
 
woodelf said:
Now the Elves would get the Nymph. The Overlords the Siren. I'm drawing a blank on the Dwarves.

The Bearded Dwarven Dancing Lasses?

*shudders*

Perhaps they just shouldn't get a charm type spell? :lol:
 
Kael said:
Intentional, somewhat. When a units upgrade becomes available you are no longer able to build the old version. So for Dwarven Soldiers that means if you can build Maceman or Paramanders you can't build dwarven soldiers anymore.

Since Macemen require Barracks and Paramanders require a Temple of Kilmorph you can actually still build Dwarven Soldiers in cities that don't have either of those buildings, not that that is usually much of an option.

Now that I think abotu it I may know a way to code around it. Let me play with it a little bit.

Course, pretty soon we'll be getting t3 and t4 dwarf/elf units so this won't be an issue.
 
How strong will the tier 3 and 4 dwarves be? I mean tier 4 usually have more than 8 strength which would mean you'd have to buff the heroes...
 
Kael said:
Intentional, somewhat. When a units upgrade becomes available you are no longer able to build the old version. So for Dwarven Soldiers that means if you can build Maceman or Paramanders you can't build dwarven soldiers anymore.

Since Macemen require Barracks and Paramanders require a Temple of Kilmorph you can actually still build Dwarven Soldiers in cities that don't have either of those buildings, not that that is usually much of an option.

Now that I think abotu it I may know a way to code around it. Let me play with it a little bit.

I got this working, so in 0.90 you are always able to build Dwarven Soldiers, Elven Archers and the Disciples, even if their upgrades are available.
 
Hi Kael, first of all thank you for your answer to the thread in which I asked for a place to upload files. Second, I wanted to ask you what exactly did you change in order to add new kinds of civic options (i.e. education... ) , caquse I'd really like to include those in my mod. thanx in advance for your answer!!
 
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