[MOD] Fall from Heaven

For Knights the tech could be Warhorses or something to do with bigger steeds.
War Chariot - some sort of engineering; heavy axle or specific training of the horses.
Monk - something to do with martial arts? I don't know enough about them to know if any are deeply based in religion.
 
woodelf said:
It's one of the 2 most important nights to the Druids. I figured you could research something like Samhain or Beltaine and it would allow you to draft or build Druids.

Also known as All Hallow's Eve.

edit : I was thinking the tech could be Festival of Samhain.


Okay. I like that idea.

I would really like for new specialiss and great people to be added.
One could be druids, it would give +culture and money

Oh a good idea: Each religion's shrine should produce a religion specific great prophet once in a while that could fight in battles in a very religion specific way, or could join a city that would help and hurt it in a religion specific way.
 
For Heavy Crossbows - how about simply Arbalest? Are they siege weapons or simply upgrades to light crossbows? There's also a Belt and Claw that you could say instead of pulley....
 
Mumin said:
Druid: "Gaia's Blessing" or "Nature Mastery"
Beastmaster: "Feral Domination"
Shadow and Knight: What's wrong with Guilds and Nobility, respectively?
Immortal: "Cheat Death" or "Willpower"
Shieldwall: "Laminated Armor"
Flurry: "Lightning Reflexes". "Celerity" is otherwise fine by me.
Heavy Crossbowman: "Technomancy"
Archmage: "Sorcery" or "Advanced Sorcery"
Monk: "Mental Focusing"

Beastmaster is good. I like Willpower for Immortal. Not sure about Shieldwall. I haven't made a Flurry yet, but Lightning Reflexes sounds good. ;) Mental Focusing works for Monks nicely.

The Archmage depends on whether he's doing Sorcery or Wizardry I guess.
 
It's me again (Levty), I had to change account for reasons best not spoken of... More feedback:

1) You can irrigate tiles which are adjecent to river or lake, but that's it. It may be enough but the strategic significance of rivers is much higher than in Vanilla Civ. And you can't do a thing if you're on a small island with plains only.

2) Acqueduct costs more than hospital even though it does less. It may be intentional, but makes acqueducts redundant most of the time.

3) Even though followers of Ashen Veil cannot upgrade their units to High Priests they still may build them if they have access to incense and build appropriate building. I'm not quite sure if it should be that way.

4) In similar fashion nothing stops player to produce both Eidolons and Paladins which seems to be a rather weird combination. Paladins heeding the call of Ashen Veil priests? Weird.

5) Once you have all the appropriate buildings you can't build units which spread religion in given city. Or even prophets. I like to build prophets for they anti-resistance qualities but later on I can only produce them only in the least developed cities, where they often take more time to produce. Same goes to priests, or even disciples (which are often much more useful than priests because of their cost).

6) Mages and Archmages can't get the Accuracy upgrade because they can't choose it's prerequirements (city raider and barrage, I believe). The only way for them to get it is to start as an adept and then be upgraded.

7) What does Inquisition building do? Never build it but I'm curious.

8) A screen of the ranger: Click
It looks like this on the battlefield as well.

Cheers :)
 
Some ideas of mine:

Knight - Chivalry
Berserkers - Bloodlust
Immortal - Eternal Service
Archmage - Forbidden Rites
Defiler - Iconoclasm
High Priest - Ascension
Monk - Martial Arts
 
Regarding the Ranger: in my game he doesnt look like that red blob, but something is screwy with the graphics of that unit anyway: sometimes the Ranger simply doesnt show at all on the map AND he hides the whole stack of units he's with. Is this intentional?
A couple of times I had a whole stack of enemy units next to my city without realizing it till they attacked - the whole stack was invisible!!!
 
Dragonlord said:
Regarding the Ranger: in my game he doesnt look like that red blob, but something is screwy with the graphics of that unit anyway: sometimes the Ranger simply doesnt show at all on the map AND he hides the whole stack of units he's with. Is this intentional?
A couple of times I had a whole stack of enemy units next to my city without realizing it till they attacked - the whole stack was invisible!!!

That would be kinda a cool ability for a ranger, but no, its not intentional. I think you just gave me enough information to solve this. I bet Levty is running with low res unit graphics which is why he doesn't have the art everyone else is seeing. And there looks to be some files missing for the Ranger, which is why they dissapear in some animations.

I will get the files replaced in 0.70 so the Ranger shows up correctly, he should also show up correctly for Levty afterwards.

Levty I don't mess with the low res textures so if your computer can handle it you may want to switch to high res textures. I'd hate to have you miss the neat spell effects.
 
Chammadai said:
It's me again (Levty), I had to change account for reasons best not spoken of... More feedback:

1) You can irrigate tiles which are adjecent to river or lake, but that's it. It may be enough but the strategic significance of rivers is much higher than in Vanilla Civ. And you can't do a thing if you're on a small island with plains only.

I will look into this.

2) Acqueduct costs more than hospital even though it does less. It may be intentional, but makes acqueducts redundant most of the time.

Increased the Infirmary (hospital) to 300 and lowered the Aqueduct to 200.

3) Even though followers of Ashen Veil cannot upgrade their units to High Priests they still may build them if they have access to incense and build appropriate building. I'm not quite sure if it should be that way.

There is no mechanism in the game to disallow a unit because of a religion. Only to allow a unit for one religion. So I had to do some programming yesterday. I got it so I can disallow techs, civics and units to certain religions. In 0.70 The Ashen Veil is unable to build High Priests or Paladins, Octopus Overlords is unable to build Paladins, Runes of Kilmorph is unable to build Eidolon and the Order is unable to build Demon Summoners and Eidolon.

4) In similar fashion nothing stops player to produce both Eidolons and Paladins which seems to be a rather weird combination. Paladins heeding the call of Ashen Veil priests? Weird.

See above.

5) Once you have all the appropriate buildings you can't build units which spread religion in given city. Or even prophets. I like to build prophets for they anti-resistance qualities but later on I can only produce them only in the least developed cities, where they often take more time to produce. Same goes to priests, or even disciples (which are often much more useful than priests because of their cost).

Disciples and Priests can both spread religion. That should allow you to keep spreading religion forever (since High Priests are limited to only 3 instances). Yeah I do wish I oculd allow you to train both Disciples and Priests at the same time, I hate to make you pay more for a priest only to do exactly what you would have done with a disciple (sac him to spread religion) but I don't have a way around it right now.

6) Mages and Archmages can't get the Accuracy upgrade because they can't choose it's prerequirements (city raider and barrage, I believe). The only way for them to get it is to start as an adept and then be upgraded.

You are correct, I tookt he city raider requirement off of accuracy.

7) What does Inquisition building do? Never build it but I'm curious.

The Inquisition building is a "system use" building. I use it to key off of for the Inquisitiors 'Inquisition' ability. It is dropped in the city, does some functions (removes non-state religions and non-state religion buildings) then deletes itself. Ignore the man behind the curtain!

8) A screen of the ranger: Click
It looks like this on the battlefield as well.

Cheers :)

This should be fixed in 0.70.

Great feedback! Keep it coming!
 
Here is a list with the current settings, I have incorporated a few of the suggestiosn from here, and stole some of the names for other techs (Sorcery went to the tech that allows Mages instead of Literature, etc):

Druid- Commune with Nature
Beastmaster- Animal Mastery

Shadow- Guilds
Saboteur- Espionage

Knight- Nobility
Camel Archer- Domesticate Camels

War Chariot- Competitive Games
War Elephant- Domesticate Elephants

Berserkers- Rage
Immortal- Divine Blood

Phalanyx- Mithril Weapons
Shieldwall- Mithril Armor / Lames

Marksman- Precision
Flurry- Celerity

Heavy Crossbowman- Machinery
Arquebus- Alchemy

Archmage- Strength of Will
Defiler- ?

Demon Summoner- Infernal Pact
Elementalist- Ethereal Call

High Priest- Theology
Inquisitor- Divine Right

Paladin- Righteousness
Monk- Meditation
 
While I am not too much into the fantasy thinng this mod is off the hook. The incredible amount of detail and new approach is very creative. Really great job bro!:goodjob:
 
woodelf said:
For Knights the tech could be Warhorses or something to do with bigger steeds.
War Chariot - some sort of engineering; heavy axle or specific training of the horses.
Monk - something to do with martial arts? I don't know enough about them to know if any are deeply based in religion.

What do you guys think, Warhorses or Nobility for Knights? I like both.
 
Kael said:
This is exactly what I need, thank you Mumin. Following up on Mumin's ideas I offer the following challenge. I need the name of the tech that supplies you with each of the following t4 units. I have included the ones that I really like, but Im even willing to change those if you guys come up with something better:

Druid-
Beastmaster-
Shadow-
Saboteur- Espionage
Knight-
Camel Archer-
War Chariot-
War Elephant-
Berserkers- Rage
Immortal-
Phalanyx- Mithril Weapons
Shieldwall- Mithril Armor / Lames (I like Lames but I doubt many people know what it is)
Marksman-
Flurry-
Heavy Crossbowman- (I have Machinery here, I want something that eludes to the pulley that makes the heavy crossbow possible, but I don't like Pulleys)
Arquebus- Mumin suggested Alchemy (which I like)
Archmage-
Defiler-
Demon Summoner- Infernal Pact
Elementalist- Ethereal Call
High Priest- Theology
Paladin- Righteousness
Monk-

Here are some ideas for tech names (some of them are stolen because I think they sound very well;) ) :

Druid- Beltaine
Beastmaster- Anmial Handling
Shadow- Walking with the Shadow
Knight- Chivalry
Camel Archer- Surviving in the Desert
War Chariot- Improved Chariots
Berserkers- (Un)holy Rage
Immortal- Blood of the Phoenix
Heavy Crossbowman- Arbalests
Arquebus- Alchemy
Archmage- Arcane Studies
High Priest- Holy Feasts
 
Mumin said:
How about Warhorses for the War Chariot and Warhorses AND Nobility for Knights?

I like that idea a lot. Flows perfectly in the tech tree as well.
 
The Brewery gives +4 xp to Dwarves....is there something similar for the other religions? If not can the Hunting Lodge give +4 xp for Elves? Maybe the Harbor +4 xp for the Drown dudes. (Since I can't recall that religion. :p)
 
Hmmm, I had a thought the other day, I know a diplomatic victory might not fit the theme, but a united nations ("Council of Kings" or something) could still be interesting. perhaps you could tie a unit requirement to being elected emperor? (Or not elected, but having the most other players swear fealty to you). Something like an imperial guard national unit that only the selected leader could build? Make the "UN" availible with monarchy perhaps.
 
Wow. It's forever since I logged on to Civfanatics, but I just had to comment on this!

This mod has really got me hooked. I've just come off a several-hour-long session. My whole day basically swallowed up! Although some people may think there's too much for the casual player, I'm a kind of "bring on the choice" casual player. I love having too many options!

Is it on purpose that you have to play a very, very tight and effective game in order to discover all the techs (if, indeed, that is at all possible).

I had a thought: I'm sure you're looking forward to writing in all the flavour yourself, Kael, but if you feel like that seems an insurmountable task, I'd love to write flavour texts for some of the more peripheral and generic units, buildings and technologies (like the macemen, aqueducts, hospitals, etc), according to our instructions, of course.
 
woodelf said:
The Brewery gives +4 xp to Dwarves....is there something similar for the other religions? If not can the Hunting Lodge give +4 xp for Elves? Maybe the Harbor +4 xp for the Drown dudes. (Since I can't recall that religion. :p)

Yes, Treehome gives an XP bonus to Elves, and the Necropolis gives an XP bonus to Demons.
 
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