[MOD] Fall from Heaven

There are no new civ's with the Mod yet. Just pick one of the available civs and start playing.
 
I have researched 2 civics, one of them agriculture, but I cannot switch to either. I have not played this mod for long. Is there some tech needed which makes the "revolution" or "ok" button appear?
Ok, I am still at version 1.09 maybe I have to update?

Also I have to say, from what I saw so far, the mod looks very interesting and better than vanilla civ.
 
*Updated to 1.52...
*Deleted Fall from Heaven 0.50...
*Installed Fall from Heaven 0.60...
*Tried to run mod...

XML errors! Lots of them!
Couldn't play 0.60 and now i don't have 0.50 either :sad:.

Does anyone have any ideas on how to fix this?
 
Kael - back to the AI not defending well. What about an earlier mercenary unit that cost more than an archer, but defends cities well? Maybe a defender unit only that can't even be moved? RFRE in CIv3 had a unit like that and it worked well.
 
ichbinsehselber said:
I have researched 2 civics, one of them agriculture, but I cannot switch to either. I have not played this mod for long. Is there some tech needed which makes the "revolution" or "ok" button appear?
Ok, I am still at version 1.09 maybe I have to update?

Also I have to say, from what I saw so far, the mod looks very interesting and better than vanilla civ.

The mod requires Civ 4 patch 1.52.
 
Question Mark said:
*Updated to 1.52...
*Deleted Fall from Heaven 0.50...
*Installed Fall from Heaven 0.60...
*Tried to run mod...

XML errors! Lots of them!
Couldn't play 0.60 and now i don't have 0.50 either :sad:.

Does anyone have any ideas on how to fix this?

At what point do you get the errors? What kind of errors are they?
 
Kael - Do you want me to list all of the TXT_KEY errors I'm getting or am I the only one getting them? Lots in the advisors section.

Also, I was thinking you could make that defender unit a skeleton or zombie or something undead to garrison the cities. Maybe make a max amount allowed per city?
 
Sorry about my last post. I had simply installed 0.60 to Civilization IV install path\Mods, and not to My Documents\My Games\Civilization IV\Mods. The last path still contained the 0.50 version. 0.60 now works like a charm, and I look forward to hours and hours of playing.

Fall from Heaven - Share the Christmas Magic!
 
Kael said:
It goes without saying that I will never actually reach the point of filling in all the 21 spell spheres, but I didn't let anything realistic like that stop me when I wrote the design doc. I just wrote the game I wanted to play and ignored any technical or time limitations.

Oh come one.
The design Doc's look great.
The only weakness is the law bit.

I really want to see more of these magics, and the wonders are a great idea.

RFRE? My favorite mod!
yeah, Garrisons would be useful, I found most cities barely defended.
 
Let's petition Kael to institute garrisons then! Non-movement meat shields to help the AI actually defend.
 
ok, I have played 0.6 too much time! I planned for 2-3H max & done an all nighter...
Kael, I haven't read all of the last posts, there are too much :-), so if antything I say already been said then never mind.

1) The mod rocks!

2) The AI is better then in 0.5 (or just seem so), Still the AI don't play very well, I am the same diffculty in all my games & here it's easier.

2) mages, arcmages, druids with magics are great addition how ever, if I use mages to cast magic How can they get experience? I can't level up those units. (may be 1exp per cast...)

3) Because the AI can't use magic (yet) it makes the game very unbalanced.

4) I don't know if it's your mod or the game itself but in my last game it seemed that the workers seldom create mine, even when all other work was done they rested in the city & didn't build mines.

5) There is a problem in the advisors screens as was mentioned.


That's it for now.
I Looooove the graphics of the magics you made.
 
mamimo said:
ok, I have played 0.6 too much time! I planned for 2-3H max & done an all nighter...
Kael, I haven't read all of the last posts, there are too much :-), so if antything I say already been said then never mind.

1) The mod rocks!

2) The AI is better then in 0.5 (or just seem so), Still the AI don't play very well, I am the same diffculty in all my games & here it's easier.

I have tagged 0.70 as "The Computer strikes back". Definitly trying to get the AI up.

2) mages, arcmages, druids with magics are great addition how ever, if I use mages to cast magic How can they get experience? I can't level up those units. (may be 1exp per cast...)

I can defintily give 1xp per cast, but that just incents you to sit around and make sure you cast with your units every turn, even if their isn't something to fight. I want to be able to give the xp gained by spells/summoned creatures to their casters but their currently isnt any tags I can use to walk back (ie: a fireball doesn't know who cast it).

But I will definitly need a way to level casters before I can move forward with giving them spell spheres and spell ranks.

3) Because the AI can't use magic (yet) it makes the game very unbalanced.

I have managed to get the comptuer to cast fireballs, root spells, meteor swarms and summon creatures. Im not nearly as fond of demons now that they are storming my cities. :) So I can garuntee this functionality will be in 0.70.

4) I don't know if it's your mod or the game itself but in my last game it seemed that the workers seldom create mine, even when all other work was done they rested in the city & didn't build mines.

That must be the Civ4 patch, I can't directly control the AI.

5) There is a problem in the advisors screens as was mentioned.


That's it for now.
I Looooove the graphics of the magics you made.

Cool. Yeah the spell graphics were a pretty substantial breakthrough. Everyone says new models aren't possible without the SDK, but I wanted spells so bad and having a axeman model running around skinned orange and yellow to represent a fireball just wasn't cutting it for me. I probably spent 3 days on the fireball graphics alone.
 
woodelf said:
Let's petition Kael to institute garrisons then! Non-movement meat shields to help the AI actually defend.

I have threatened to turn my computer into a toaster if he doesn't start correctly defending his cities. He is considering. We will see what comes of it.
 
I have yet to make a Druid. Do they summon animals? You have the nice tigress and other animals so I was just wondering.
 
woodelf said:
I have yet to make a Druid. Do they summon animals? You have the nice tigress and other animals so I was just wondering.

Nope. Druids "Vitalize the Land" (upgrade the terrain tile they are on) and can cast the Root spell (80% to take next turns movements points away from every unit in the tile). They are also the only non-disciple branch unit that gets the Medic promotion and they have a high strength for a caster (11). Also if they defeat an animal unit they gain control of it.
 
@Kael: I remember reading on this post that you needed someone to make a city name list for the new civs that you're gonna be puting into this mod. If you can give me a list of all the civs you plan on puting into this mod and giving me a brief description of the kind of civ they are I'd be glad to make a city list for you. Just send me a private message if youre interested.
 
MattJek said:
@Kael: I remember reading on this post that you needed someone to make a city name list for the new civs that you're gonna be puting into this mod. If you can give me a list of all the civs you plan on puting into this mod and giving me a brief description of the kind of civ they are I'd be glad to make a city list for you. Just send me a private message if youre interested.

Im not planning on adding new Civ's until Phase 2. Once I do I might get a hold of you.
 
Just for fun, i added all promotions to a warrior. When the warrior killed it slaved any type of unit it killed, and the unit that gets spawned has the same amount of exp as the one that was just killed i believe. I wonder which promotion did that.
 
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