[MOD] Fall from Heaven

Kael said:
Still need a good audio clips for the following spells being cast:

- Fireball
- Meteor Swarm
- Entangle
- Summon Demon
- Summon Fire Elemental
- Bless
- Cure Disease
- Entangle
- Vitalize
- Escape

I got sounds for u, but i can't upload 'em as attachments :cry: Maybe i can contact u via msn messenger ?
 
I downloaded the whole thing again but still no FallfromHeaven.init. It IS supposed to com with the downloaded files, right?
 
Felzor said:
I downloaded the whole thing again but still no FallfromHeaven.init. It IS supposed to com with the downloaded files, right?

Its definitly in there. It is 'Fall from Heaven.ini'.
 
I could not find if it was reported yet or not.

I just played my first game with this mod.
There is a little bug with the Berserkers unit.

Berserkers: (Melee) A powerful melee unit that causes a small amount of collateral damage to all other units in the opponents stack. A Bear Totem and Iron is required to train them and a civilization can only have 3 Berserkers at once.

I was able to build like 25 of them.

But otherwise .. great mod
 
Grimaldi said:
I could not find if it was reported yet or not.

I just played my first game with this mod.
There is a little bug with the Berserkers unit.



I was able to build like 25 of them.

But otherwise .. great mod

Doh! Fixed in 0.60. Thanks for the heads up.
 
That's just creepy. I downloaded it three different times from three different servers. Everytime, no ini. file, period. All the assets are there... but no ini. What on earth could be the cause of that?
 
Felzor said:
Performing a search now...nope, no luck.

I just downloaded it fresh and its definitly there. The root of the file has a 'Fall from Heaven' and 'Readme.rtf' file in it. That 'Fall from Heaven' folder is what needs to be copied into your 'Mod' directory. The 'Fall from Heaven' folder has an 'assets' folder and the 'Fall from Heaven.ini' file in it.
 
Okay, it worked. I don't get it. I still don't see the Ini. file, but something must have clicked. I hate technology ;) to think I used to program.

Thanks for everybody's help! I'll give a full report sometime soon.
 
All programming is done and everything is working. We are on for tomorrows release. Now I just have to perform art functions and try to see if I can get the AI to play better. The Fireballs are really fun. Archmages have a Meteor Swarm spell that looses 3 fireballs they can send against different (or the same) targets.

I have to bump down the Entangle spell. It hits all the units in the stack and playtested way to powerfully. A druid could stop an entire invading force if they were forced to bottleneck at a single point. A Druid and a Mage could hold and fireball them to death, a Druid and Typhoid Mary were even worse. Right now all units have a 20% chance to resist the Entangle. I'll be curious to see how it playtests for you guys.

Eventually I would like to give a magic resistance to all units so that I can make units that are more or less suseptible to these spells. Each new thing added opens the door for 3-4 more.
 
Hey Kael, good work.

Mind if I asked how you managed the FormationInfos.xml? I looked at the original last night while working on my own mod and my head exploded instantly. Even when I opened it up in XMLSpy, it looks pretty damn arcane.
 
Zurai said:
Hey Kael, good work.

Mind if I asked how you managed the FormationInfos.xml? I looked at the original last night while working on my own mod and my head exploded instantly. Even when I opened it up in XMLSpy, it looks pretty damn arcane.

That's perfect timing, Im actually just going through it and updating all the units now. I think its probably the most obscure of the xml files. Basically UnitFormations is the main data type. UnitMaskList sets the types of units that uses it, Position sets where they stand, Direction is the way they face and the DirVariation is the random tilt for specific units.

My main interaciton with the file is just to add in the names of new units in the UnitMaskList. I look for a unit like the one I made and add the name of the new unit anywhere the other unit exists.
 
A little late for v0.6, but 2 things I just noticed. Maybe they aren't a big deal, or maybe they're intentional. Very minor.

1 - The dwarf warrior is cool resized and all, but do we need 4 of them? Kind of busy.
2 - Is religion supposed to spread like wildfire? Wow does it fly!

And speaking of wildfire...any chance a spell like that could work where it might stay on a square for several turns, damaging units, and also might it be able to spread?

Good work on getting the next version complete Kael. I can't wait. ;)
 
Kael said:
My main interaciton with the file is just to add in the names of new units in the UnitMaskList. I look for a unit like the one I made and add the name of the new unit anywhere the other unit exists.

Sounds good. What'd you use to "clean up" the original XML? It has no line breaks (or spaces, for that matter) anywhere in it - it's obvious it was procedurally generated by whatever tools the artists used to make the units.
 
woodelf said:
A little late for v0.6, but 2 things I just noticed. Maybe they aren't a big deal, or maybe they're intentional. Very minor.

1 - The dwarf warrior is cool resized and all, but do we need 4 of them? Kind of busy.
2 - Is religion supposed to spread like wildfire? Wow does it fly!

And speaking of wildfire...any chance a spell like that could work where it might stay on a square for several turns, damaging units, and also might it be able to spread?

Good work on getting the next version complete Kael. I can't wait. ;)

Formations have been all redone. There is 5 dwarves now but they are in a group and don't look as ackward as they did before. I will be curious to see what you think tomorrow.

Yes, the good religions are supposed to spread fast and the evil religions are supposed to be more powerful. Simulating the effect that you will have a power disadvantage but be more universally hated if you follow the evil religions.

I am think about giving fireballs a chance of starting a forest fire if it hits in the woods. Then the forest fire has a chance of going out in that tile or spreading to surrounding forest tiles at the begining of each round. Forest fires damage units in the tile, and have a chance to destory improvements in nearby tiles (maybe even harm cities).

Sounds similiar to your area effect spells idea.
 
Zurai said:
Sounds good. What'd you use to "clean up" the original XML? It has no line breaks (or spaces, for that matter) anywhere in it - it's obvious it was procedurally generated by whatever tools the artists used to make the units.

I just did a search and replace on all the closing tags and inserted carriage returns so its normally formatted now. It doesn't have to all in one long line like it is in the file.
 
I played a long game with this and its great! (Long as in, researched every tech and had half a large map under my control) Though obviously a work in progress. Some comments:
1. Some wonders & promotions need documentation. I figure that can wait til last, but just reminding. For instance, all of a sudden, half my towns were replaced by forests one time. I don't think I had prior warning!
2. The religion shrines can be built multiple times, or at least attempted by the computer. I think someone was wasting their GP's, 'cause I got a message about the song of autumn 5 or 6 times in one game.
3. Maybe conjurers are too powerful? or at least, I don't know if the computer can use them. But a group of 4 or so and a high priest can keep my land free of invaders and soften up any city. I shudder to think if I'd build an army of them. Maybe they should be a national unit as well.
4. Like was mentioned, mulitple berserkers can be built.
Speaking of which, shieldwall, berserkers, and flurrires are a tad busy--may want a few less images.
5. Yggdraisil--does it do anything? I thought it might put a tree fort in every city or something, but didn't seem to.
6. barb scouts are evil... maybe bump them back a few turns, to give more time to build a warrior to protect workers.
7. Maybe the forrests druids build could have really high move costs, to function as choke points?

More ideas when They come to me, I'm gonna play again! Look forward to next version!
 
Back
Top Bottom