[MOD] Fall from Heaven

[to_xp]Gekko said:
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!!

Hmmm... I had to modify the ..\Assets\python\screens\CvCivicsScreen.py to add 2 more columns to the civics screen (you should be able to just use mine if you want 7 civic categories). Then I changed the ..\Assets\xml\gameinfo\CIV4CivicOptionInfos.xml to add 2 new civic categories. Lastly I modified the ..\Assets\xml\gameinfo\CIV4CivicInfos.xml to add all of the new civics.
 
Ok, following on from my earlier post about problems with Hotseat, I found a CTD issue. Selecting 16 players, I set up 2 teams with 8 on each. The 2 human were on side 1 with 6 other AI. As soon as you launch the game you get a CTD with typical Windows crash error.

Further testing shows that it is in fact just a Hotseat error and nothing to do with setting teams.

I realise this is far from the most important thing on the list.... but any ideas?

I guess I will go give that Utility a whirl and see if it fixes it!
 
Oh I loved it.... I just couldnt help chuckling at the charm level of Dwarves!

Definitely doable as well!
 
woodelf said:
Darn, no one liked my charm/convert idea... :(

Oh and :woohoo: 1000th post!

The inquisitor currently converts 50% of the units he defeats to his owners side. Controlling units is a very powerful ability so I would be very leery of adding it in as a player ability with a serious handicap.

But it may be fun to have a barbarian unit that runs around and converts units to its side. :D
 
I'm wasn't talking so much as battle, but spells. No idea is the AI could handle it though. Barbarian shamans or mind controllers would be nice....
 
Kael said:
Hmmm... I had to modify the ..\Assets\python\screens\CvCivicsScreen.py to add 2 more columns to the civics screen (you should be able to just use mine if you want 7 civic categories). Then I changed the ..\Assets\xml\gameinfo\CIV4CivicOptionInfos.xml to add 2 new civic categories. Lastly I modified the ..\Assets\xml\gameinfo\CIV4CivicInfos.xml to add all of the new civics.


Thanks, I'm gonna edit those files as soon as I'm done downloading :)
 
Heyho Guys :wavey:
First things first:
I can´t believe your started such an awesome MOD, it´s great fun to play, allthough it´s not nearly finished. Big THANX :thanx:. And all those great ideas for further improvement written down here....:goodjob:

I wanted to give some input anyways:
I especially like the idea of those Royal families. Perhaps it would be nice to get some sort of gouverneurs from time to time (children of King). They might act like in ROME:Total War where those gouverneurs had positive abilities and negativ ones like e.g. +5% Food (sort of a peasantfriend) or -10% Gold for a party loving prince.
I know this would mean a lot of work, but in my opinion it would be worth it.
Of course those units would have no military value,...... but perhaps there could be a conquerer type who improves city attack for all units on the same square.
Just brainstorming, hope someone likes the idea........
 
How about a king's guard unit: cannot attack, 1 slot for king, like 13 strength 14 with king, maybe even add happyness while in a city's cultural borders or something. Of course there would be weaker guards for other royal family members...
 
Deathling said:
How about a king's guard unit: cannot attack, 1 slot for king, like 13 strength 14 with king, maybe even add happyness while in a city's cultural borders or something.

Its like a popemobile.
 
Kael said:
Its like a popemobile.

Yea... exactly, a popemobile. Oh... maybe there could be like a king's grave after he dies... Can you make a unit join a city and then leave a city (like a king joining a city which would really boost it's culture/commerce/happiness, but only into the capital cause of the palace ^^). But maybe I'm just getting carried away into complex python again "/
 
Deathling said:
Yea... exactly, a popemobile. Oh... maybe there could be like a king's grave after he dies... Can you make a unit join a city and then leave a city (like a king joining a city which would really boost it's culture/commerce/happiness, but only into the capital cause of the palace ^^). But maybe I'm just getting carried away into complex python again "/

Nah, thats all pretty easy to do. Im liking the idea of non-military leaders. Some of which would be helpful for money, some for research, some boost happiness, some boost productivity, etc etc.

I like that they could be parked in cites to provide their benifits. There would only be able to be 1 parked in a city at a time, and that you could move them around if you wanted too. They should all be captureabe.

They really wouldn't be that hard to code. The only question is, what creates them? I wish I could just randomize their attributes but they will have to be individually created. Because I will want a pool of 20-40 of these guys to pull on it will probably need to wait until phase 2.

But I agree, it would be cool to have a rich merchant guy who gives a decent financial boost to the city but all units produced there start with the "soft" promotion that reduces their strength. So you could use the guy for a while and pull him out when you want to start fighting.

Really what we are getting at is the ability to use heroes to effect city specific civics. Which could be really cool if done well.
 
How aboutstarting with a king and a few siblings and having each take a bride from the capital (since it's the only city your have) 1-5 turns later a son/daughter
 
Broken Hawk said:
Looks like a great mod Kael. I can't wait to play it.

Cool, enjoy, let me know what you think.
 
Kael said:
Nah, thats all pretty easy to do. Im liking the idea of non-military leaders. Some of which would be helpful for money, some for research, some boost happiness, some boost productivity, etc etc.

I like that they could be parked in cites to provide their benifits. There would only be able to be 1 parked in a city at a time, and that you could move them around if you wanted too. They should all be captureabe.

They really wouldn't be that hard to code. The only question is, what creates them? I wish I could just randomize their attributes but they will have to be individually created. Because I will want a pool of 20-40 of these guys to pull on it will probably need to wait until phase 2.

But I agree, it would be cool to have a rich merchant guy who gives a decent financial boost to the city but all units produced there start with the "soft" promotion that reduces their strength. So you could use the guy for a while and pull him out when you want to start fighting.

Really what we are getting at is the ability to use heroes to effect city specific civics. Which could be really cool if done well.


i really like this idea. However, I think that the civics should affect these heros and vice versa. IE: the kind of "rulers" you get is somewhat determined by your civics. There will always be random cases, but generally you get rulers more connected to your type of government. For example, this could be how we balance out republc, since some were complaining it was too good. With republic, you would very rarely get military rulers, and only in "times of need" (rubber band effect maybe). Whereas, monarchies would always have a king, some heirs, and ther guards. Maybe hereditary rule would get more heirs, and aristocracy would give you one ruler per city. God King on the other hand would get just one very powerful king, and his guards. Confederacy would be predisposed to military style rulers.
 
woodelf said:
I'm wasn't talking so much as battle, but spells. No idea is the AI could handle it though. Barbarian shamans or mind controllers would be nice....

I think that this gets kind of boring after a while, and things are much better if each different religion gets different spells (and the spells do different things). Sorry to shoot you down though...
 
But I agree, it would be cool to have a rich merchant guy who gives a decent financial boost to the city but all units produced there start with the "soft" promotion that reduces their strength. So you could use the guy for a while and pull him out when you want to start fighting.

Might be better to have a production minus for everything you build.
If its a neg promotion you would have him in your city while building and would send him out for the one turn your unit is finished to avoid this "soft" promotion. But if it's something like +20% money and -10%produktion there is almost no way of avoiding this penalty (of course you could still place him in a city with only 1 production that doesnt build anything).
 
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