[MOD] Fall from Heaven

vDrag0n said:
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.

Thats Command. A promotion that can only be recieved by Inquisitors.
 
Kael said:
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.

What if you gave all spellcasters that had summoned a certain type of unit that turn +2 XP whenever a conjured unit of that type killed something?
 
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).
That solution definitely sounds like the best one. But if that is currently impossible, you might consider giving giving spellcasters xp for studying. 1xp per X turns spent in a city with Library or Tower (cumulative). While on the subject of Towers and Libraries, wouldn't it be natural to have Library as a prerequisite for Tower? Being allowed to build Archmages with your Tower but not Mages, as you lack a Library seems strange. I also generally like prerequisites, adding some in the Tech Tree wouldn't hurt.
 
Kael said:
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 observed AI behavior concerning concept of building required to build advanced units.
Problem with the AI is that it build obsolete units first then buildings.
Given that there are other priorities sometimes some cities don;t get
nothing but basic units even in later game. Other problem is unit
upgrade. AI never figures out to move units in range of city with
appropiate building in order to upgrade. Another advantage of human is that
human can build just one,say, archery range, and distribute archers all
over, but computer wouldn't do that and majority of it's cities can
stay undefended. Quick fix to this problem is to allow upgrading/building
of advanced units in all road connected cities, like with resources.
Then another problem will rise, that computer will build more then one
resource building, but that wouldn't be much of a problem as it is now
(computer has lot of obsolete units and almost never upgrades).
Finally I think that you should return workers as apprentices can
be upgraded and then they cannot function as workers.
Perhaps that would be problem for AI too.

Greetings, Bane.
 
Kael said:
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).

You might want to do some research into the mods that came with the game; IIRC one of them uses a system to keep track of each individual unit by assigning it some unique name string behind the scenes. You could do the same thing, but give each mage a unique string and then the fireballs would have the same string. When one of the fireballs attacks, assign the experience it gains, or a portion thereof, to the mage whose tag it carries.
 
I encountered a number of xml mis-match errors after installing the latest patch. This is a really neat MoD and I too was wondering when an update might show up

Thanks for all the hard work!

Cheers!

::EDIT :: Nevermind.. I am really tired after this weekends still continuing festivities!
 
Some other stuff :
- can you make fireballs & meteors without the combat zoom, it seems (too me at least) unnecesary.
- Can you add a notification when a wonder is finished? There are no wonder movies & just to help follow up.

Something more general : Is it possible to have a list of wonders in a city after conquering it (in the raze it screen).
thanks
 
loki1232 said:
What if you gave all spellcasters that had summoned a certain type of unit that turn +2 XP whenever a conjured unit of that type killed something?

This could be done but gives an exponential benifit from having more and more of the same sort of casters that will make things really overbearing, especially on large maps.
 
Question Mark said:
That solution definitely sounds like the best one. But if that is currently impossible, you might consider giving giving spellcasters xp for studying. 1xp per X turns spent in a city with Library or Tower (cumulative). While on the subject of Towers and Libraries, wouldn't it be natural to have Library as a prerequisite for Tower? Being allowed to build Archmages with your Tower but not Mages, as you lack a Library seems strange. I also generally like prerequisites, adding some in the Tech Tree wouldn't hurt.

The long term plan is to do away with t4 unit buildings altogether. Once I can force a t3 unit to be a certain level before upgrading to a t4 version this will all be taken care of.
 
bmaxa said:
I have observed AI behavior concerning concept of building required to build advanced units.
Problem with the AI is that it build obsolete units first then buildings.
Given that there are other priorities sometimes some cities don;t get
nothing but basic units even in later game. Other problem is unit
upgrade. AI never figures out to move units in range of city with
appropiate building in order to upgrade. Another advantage of human is that
human can build just one,say, archery range, and distribute archers all
over, but computer wouldn't do that and majority of it's cities can
stay undefended. Quick fix to this problem is to allow upgrading/building
of advanced units in all road connected cities, like with resources.
Then another problem will rise, that computer will build more then one
resource building, but that wouldn't be much of a problem as it is now
(computer has lot of obsolete units and almost never upgrades).
Finally I think that you should return workers as apprentices can
be upgraded and then they cannot function as workers.
Perhaps that would be problem for AI too.

Greetings, Bane.

The computer is getting better at this. I have had to adjust the percentage of time it builds buildings and significantly up the weighting on unit training buildings. Its still not where I want it but its getting better.

Once I get the SDK and I can actually mess with the AI scripts I hope to be able to add in some of the decisions you talk about. Until then human players will just be more efficient and you may have to play against a higher difficulty level to make up for that.

So I can make things better than they are in 0.60. But these are just imperfect manipulations on the AI's logic and not true AI until the SDK.
 
vDrag0n said:
that makes them quite powerful...

Is there any way to cure plague?

Yes, the Inquisitor is limited by the fact that it is only a strength 7 unit and I think it has a 50% chance of converting any unit it beats. But it is incrediably powerful. The strategy tag on the Inquisitor says there is no unit in the game that at high levels has the potential to swing large battles so much.

Yes, Cure Disease spell also cures the plague. It can be cast by the High Priest and all the relgion Priests except the Priest fo the Veil.
 
mamimo said:
Is there a release date for 0.7?

Not yet, Im still writing the feature list.
 
mamimo said:
Some other stuff :
- can you make fireballs & meteors without the combat zoom, it seems (too me at least) unnecesary.

Yes, but it would take a lot of time (I would need to forc ethe comabt closed and write my own version of the combat code to go on in the background) so it probably won't happen anytime soon. I do agree that it would be nice (I don't need to see a guy stabbing a fireball or a root spell with his spear).

- Can you add a notification when a wonder is finished? There are no wonder movies & just to help follow up.

There should be a line in the text box. I will see if I can add a popup and a ding for each.

Something more general : Is it possible to have a list of wonders in a city after conquering it (in the raze it screen).
thanks

Another good idea, I miss this from Civ3, it could be done but it will take a lot of time. Lets hope Firaxis does this for us.
 
Kael - what are your eventual plans for dwarven and elven units? As they are now they're still overpriced lesser versions of normal units, once you build the req'd building. Playing as Runes of Kilmorph followers currently it's discouraging to see axemen cheaper and better then dwarves. :( And does the AI build them if they cost more and do less damage?
 
woodelf said:
Kael - what are your eventual plans for dwarven and elven units? As they are now they're still overpriced lesser versions of normal units, once you build the req'd building. Playing as Runes of Kilmorph followers currently it's discouraging to see axemen cheaper and better then dwarves. :( And does the AI build them if they cost more and do less damage?

They are helper units sent from the appropriate factions. They are not intended to comprise the bulk of the army. They may be very handy in specific situations and are of course useful for quickly popping into a remote city that doesn't have military buildings. But outside of that they are costed for bulk production.

Remember that anything paid initially doesn't need to be paid upon upgrade. So if you pay for an elven archer instead of a hunter it is 90 production instead of 60, but the upgrade to a ranger is only 65 gold instead of 125 gold.

I plan to create upgrade versions for them, which will make them more useful. That will probably be as far as they go in phase 1. In pahse 2 I plan to have faction specific civilizations, they would have a entirely different unit tree and wouldn't have to pay the upgraded costs (they would get elven archers for hunter costs).
 
Good to hear that they have long range plans. They do come in handy in frontier towns.
 
Will it be possible to have magic resistence?
Lets say a dwarf has 10% to repell spells or elves has 5% & a city with mage inside has 10% to repell & 5%to reduce damage.

To me it seems pretty nasty to implement but I thought I might ask any way.
 
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