[MOD] Fall from Heaven

Nikis-Knight said:
hmm, maybe it'll work better after I get the new pach, didn't notice that...

Hey, have youi considered giving the conjurer a different elemental depending on what terrain he is standing on? Should be easy, since it's done as a worker action. Maybe a fire, earth and air elemental, varying slightly in move and attack.

The conjurer is designed to be upgradeable to the Demon Summoner or the Elementalist. The Elementalist is able to summon all 4 of the elementals, but he isn't in the game yet. Once he is you will have what you are looking for.
 
Here is a picture of the new demon art.
 
Nice demon. :D

I've played about an hour now and the tech tree seems tighter, money seems less abundant, and no errors/crashes to report. Good job Kael. Once I get a little further I'll have more to say...
 
I'm actually leaking money like a sieve! Must be bad civic choices or the fact that I took over 2 barb cities that are a good distance from my capital.

2 Text errors I've come across:

The first was when I moved the cursor over a plot of rice that another civ had built a farm on. It says FarmTXT_KEY_PLOT_NOT_IRRIGATED. Odd since it is irrigated....
The second was when the change civic box popped up about the Religious Discipline civic. TXT_KEY_CIVIC_PLACEHOLDER_STRATEGY.

Nothing major.
 
Black Whole said:
What does the wonder 'Purge the Unfaithful'? :confused: I can only see +2:mad: . This isn't very useful, is it?

Purge the unfaithful acts like an inquisition in all of your cities. Kicks out all of the non-state religions and destroys all non-state buildings.
 
Kael said:
Purge the unfaithful acts like an inquisition in all of your cities. Kicks out all of the non-state religions and destroys all non-state buildings.

Sounds nice later in the game. Is there a civic that prevents non-state faith from entering your cities? There was in vanilla, but I can't recall one from FfH.
 
Qust.: can barbar. buld World wonders?

Make pls the Normal long turn, idnt reser. all tech. and the game end.

Epic, M. game the reserce time good, not the unit, buldit cost, to long...

Expl: Normal 10 time res, buld - unit 10 runds, ww 10 runds
Epic 20, 20 . 20...
What sens have the Epic, M?

The res. good, the buld-unit, make down als the civ. pls. for Epic ,M.

You ar the best....;)
 
Nadin Bytefelt said:
Qust.: can barbar. buld World wonders?

Make pls the Normal long turn, idnt reser. all tech. and the game end.

Epic, M. game the reserce time good, not the unit, buldit cost, to long...

Expl: Normal 10 time res, buld - unit 10 runds, ww 10 runds
Epic 20, 20 . 20...
What sens have the Epic, M?

The res. good, the buld-unit, make down als the civ. pls. for Epic ,M.

You ar the best....;)

I don't know if barbarians can build wonders or not. If they can build them in the normal game then they can build them in Fall from Heaven. I suspect they can't.

The amount of turns is actually double the normal amount already. I don't know if I want to make the game even longer than that. You may just want to unselect the timed victory.

Im sorry I don't understand the rest of your questions.
 
the vine... sorry
buld. - unit prod to big in Epic , M. game
 
Kael said:
The amount of turns is actually double the normal amount already. I don't know if I want to make the game even longer than that. You may just want to unselect the timed victory.
I have for you game the cultur. unselect...
The time victory, and what more to unselect??

Your Mod ist the best and i now what work you make. And i thnk you.
 
2 more observations and a question:

O1 - Should civs with state religions other than the Fellowship of the Leaves be able to select Guardian of nature as a civic? Seems odd to see Runes of Kilmorph or the Order with this civic.
O2 - Anyone else notice that the AI rarely defends with anything except warriors? It's 1800AD in my game and I've seen 10+ cities with just 2 warriors defending them. 2 cities actually had archers.
Q1 - How do you actually get conjurers to make elementals? The button was dark and non-highlighted once for me, but I wasn't within cultural borders. Now that I moved him into borders it isn't even visible.

Great game Kael. I saw barbarian skeletons and loved it!
 
woodelf said:
2 more observations and a question:

O1 - Should civs with state religions other than the Fellowship of the Leaves be able to select Guardian of nature as a civic? Seems odd to see Runes of Kilmorph or the Order with this civic.
O2 - Anyone else notice that the AI rarely defends with anything except warriors? It's 1800AD in my game and I've seen 10+ cities with just 2 warriors defending them. 2 cities actually had archers.
Q1 - How do you actually get conjurers to make elementals? The button was dark and non-highlighted once for me, but I wasn't within cultural borders. Now that I moved him into borders it isn't even visible.

Great game Kael. I saw barbarian skeletons and loved it!

O1: There will be relgion specific techs and civics coming. At that point Guardian of nature will probably be the Leaves specific civic, but that isn't in yet.

O2: In my game the computer tends to "limp". Sitting on a bunch of warriors until attacked and then pouring out and upgrading to higher tier units. In the normal game the computer seems to keep a few of its best defenders in all cities, I don't know what the difference is. I will look into it.

Q1: You do have to be in your cultural borders to conjure elementals, so its normal that the button was grayed out. If the button isn't even their that usually means that it isn't a valid action for that tile. Elementals can be summoned on Grass, Snow, Plains, Desert, Hill or Tundra. Which should be all the terrains. Do you think you may have been on a different terrain than that?

Or you may have been in a city, you can't cast spells in cities.
 
About the limping....maybe there needs to be a defender between archer and warrior that doesn't need a special building? Is the AI too cheap to build the prereq?

I was in a city the 2nd time I tried.... I also might have moved 1/2 of my movement points, if that's important. I'll try again since I want to burn Washington's cities!
 
Seems religion spread a little fast. I founded Leaves, and it spread to all my neighbors in about 10 turns (didn't have to send any Disciples). Tokuguwa founded Octopus on the other side of map and all his neighbors converted instantly as well. This is has sort of caused a boring game. There has been no Wars at all, only one started by me early in the game when I eradicated Alexander while land grabbing.

Also, if you can build Elven Archers, there no real point to build Rangers. You can just whip out Elven Archers with the Woodsmen II promotion (+the Treeholme XP) and upgrade them for 65g. Not sure if this was intended.

Anyways, not finished with my game yet. Haven't tested out all the new Demons and such. Can't wait.
 
Sisonpyh said:
Seems religion spread a little fast. I founded Leaves, and it spread to all my neighbors in about 10 turns (didn't have to send any Disciples). Tokuguwa founded Octopus on the other side of map and all his neighbors converted instantly as well. This is has sort of caused a boring game. There has been no Wars at all, only one started by me early in the game when I eradicated Alexander while land grabbing.

Also, if you can build Elven Archers, there no real point to build Rangers. You can just whip out Elven Archers with the Woodsmen II promotion and upgrade them for 65g. Not sure if this was intended.

Anyways, not finished with my game yet. Haven't tested out all the new Demons and such. Can't wait.

I'm building the requirements list for 0.70 now. Looking through all of my wants for Phase 1, prioritizing, trying to determine how long it will take, etc. Part of the reason the spread rate is so high is Im going to mess with the religion spread code.

For example, as designed it is impossible for the Ashen Veil and the Order to exist in the same city. If they do spread to the same city the city goes into revolt and afterwards only one remains (most liekly the one with the highest popuation in that city). This both conteracts spread and gives you a new reason you have to kill neighbors of opposite religions.

I guess the short answer is that, your right, but Im hoping to address it through other means that reducing the spread. (but I may end up doing both).

The advantage Fellowship of Leaves has getting to Rangers is intentional. "Elven Rangers" are better than normal rangers and easy to make if you can afford it. Part of the reason the upgrade is so cheap is that Elven Archers are overcosted. If they were costed in line with the other units they would only take 60 production to produce (instead of 90) and the upgrade would be 125 gold. So keep making your Elven Rangers, the forests belong to the Fellowship.
 
woodelf said:
About the limping....maybe there needs to be a defender between archer and warrior that doesn't need a special building? Is the AI too cheap to build the prereq?

I was in a city the 2nd time I tried.... I also might have moved 1/2 of my movement points, if that's important. I'll try again since I want to burn Washington's cities!

It takes 3 techs and a building to get from the Warrior to Archer. Less if you have some of the starting techs. I don't have much room in there to squeeze in another unit.

I think Im going to try adding flavor the archery range. Try to get different leader types to prefer different unit buildings. So an expansive leader may prefer archery ranges and archers while a military leader prefers barracks and axeman. May make thing a little more interesting.
 
Sisonpyh said:
Seems religion spread a little fast. I founded Leaves, and it spread to all my neighbors in about 10 turns (didn't have to send any Disciples). Tokuguwa founded Octopus on the other side of map and all his neighbors converted instantly as well. This is has sort of caused a boring game. There has been no Wars at all, only one started by me early in the game when I eradicated Alexander while land grabbing.

Also, if you can build Elven Archers, there no real point to build Rangers. You can just whip out Elven Archers with the Woodsmen II promotion (+the Treeholme XP) and upgrade them for 65g. Not sure if this was intended.

Anyways, not finished with my game yet. Haven't tested out all the new Demons and such. Can't wait.

Incidently the Octopus Overlords are at the default spread factor (the same as all the religions in the main game).
 
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