[MOD] Fall from Heaven

Nikis-Knight said:
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.

I definitly want one in, if not just to be able to vote to outlaw demon summoning and such. But I don't like the current all or nothing method. I want a country to be able to disobey the council and get the enmity from all the other countries for doing so.

I also don't like voting to win the game. I like your idea much better that if you are elected the leader you may have access to some special units, techs or civics.
 
wilboman said:
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.

I would love any writing submissions. Particuarly Pedia entries for the units and buildings to flavor them up. General fantasy descriptions would be perfect, then I could go through, add world specific info and it would make my job much much easier.
 
Corlindale said:
I might want to do a bit of writing too, if I can get some time. Perhaps I can think of some likely fantasy-esque quotes for some of the techs.

If you got some time and you're up to it, i would appreciate it, if you could write some civilipedia entrances for my FFH fantasy civ's.
you can post the answer here or PM me (or don't if you don't want to write them :p )

haarbal
 
Corlindale said:
I might want to do a bit of writing too, if I can get some time. Perhaps I can think of some likely fantasy-esque quotes for some of the techs.

Awesome, that would be perfect thanks! I won't be touching any of those quotes anytime soon so they are all yours.
 
If you got some time and you're up to it, i would appreciate it, if you could write some civilipedia entrances for my FFH fantasy civ's.

Well, I'd probably have to know more about the lore of the FFH world to be able to do that.
 
Kael said:
I would love any writing submissions. Particuarly Pedia entries for the units and buildings to flavor them up. General fantasy descriptions would be perfect, then I could go through, add world specific info and it would make my job much much easier.
Oh, goody. I'll get right on it.
 
Dragonlord said:
Actually.... Chivalry

Sounds good to me, Chivalry and Warhorses!

Drat, I keep using all your great ideas before I get to place I intended to use them. I used Warhorses in the 3.5 tier (the tier before the t4 units are available. It is the tech with Iron Working that leads to both Competitive Games (which grants chariots) and with Lames leads to Chivalry (which grants Knights).

But I still need a new name for the tech that provides war chariots (I promise not to steal it again). Well...... almost promise.
 
I'v knocked out some very basic flavour texts for the Pedia: A bare-bones "Starting Settler" thru "Archer" on the unit list. Should I PM it to you, or just post it here?
 
I think I know what's up with the lack of irrigation. The Civil Service tech has been dropped, and that's what gave th ability to irrigate away from fresh water.

I also just finished genesis in my .6 game an it didn't do anything. It was quite a shock in .5 when it wiped out all my improvements, but it was a great wonder. It really made it feel like I had achieved something. I hope it gets working again, and I hope it doesn't wipe out all the work of my poor little apprentices.
 
wallace2 said:
I think I know what's up with the lack of irrigation. The Civil Service tech has been dropped, and that's what gave th ability to irrigate away from fresh water.

I also just finished genesis in my .6 game an it didn't do anything. It was quite a shock in .5 when it wiped out all my improvements, but it was a great wonder. It really made it feel like I had achieved something. I hope it gets working again, and I hope it doesn't wipe out all the work of my poor little apprentices.

I will check out Genesis, its supposed to upgrade all that terrain but not destory improvements anymore.

And I gotta figure out which tech to give the irrigation away from water ability too, you're right, its definitly needed.
 
Kael said:
Sounds good to me, Chivalry and Warhorses!

Drat, I keep using all your great ideas before I get to place I intended to use them. I used Warhorses in the 3.5 tier (the tier before the t4 units are available. It is the tech with Iron Working that leads to both Competitive Games (which grants chariots) and with Lames leads to Chivalry (which grants Knights).

But I still need a new name for the tech that provides war chariots (I promise not to steal it again). Well...... almost promise.

Well, the idea suggested by someone (I'm bad with names) was Warhorses for War Chariot as a prereq for Knights. That way you could use Chivarly too, even though Nobility had a nice ring to it.

Other than that I don't know what tech transformed a normal chariot into a war chariot, other then better/more rugged craftsmenship.
 
I would imagine that a "war chariot" could be constructed out of metal, with thicker armor (or merely existant armor!). Real Life chariots were very light and used short, skinny drivers and combatants because at the time, horses were small. It's the same reason that heavy cavalry wasn't developed until much later, after draft horses had been bred.

Thus, something like "Armored Caisson" or something similar would be appropriate. It takes a bigger, stronger horse to be able to pull a metal chariot, so Warhorses would have to be developed first, which makes sense.
 
An inspiration as regards summoning units outside cultural borders: Workers can build roads outside your cultural borders (not sure if they can build them in enemy territory, but definitely everywhere else). Not only that, roads never destroy the improvement they're built upon! Maybe if you figured out the game mechanism that made roads special, as it were, and did the same to elementals?
 
wilboman said:
An inspiration as regards summoning units outside cultural borders: Workers can build roads outside your cultural borders (not sure if they can build them in enemy territory, but definitely everywhere else). Not only that, roads never destroy the improvement they're built upon! Maybe if you figured out the game mechanism that made roads special, as it were, and did the same to elementals?

Actually everyone owes a Zurai a huge thanks. He just PM'ed me some code that not only allows units to cast spells outside of their cultural boundries but is natively recognizable by the AI. It is really awesome stuff and it will be included in 0.70.

The only disadvantage is that casters won't be able to level traditionally anymore (because I am monopolizing the level code for spellcasting) but I think tis a good trade until the SDK releases and I can move spells to the command code where they really belong.
 
Kael said:
Actually everyone owes a Zurai a huge thanks. He just PM'ed me some code that not only allows units to cast spells outside of their cultural boundries but is natively recognizable by the AI. It is really awesome stuff and it will be included in 0.70.

So it worked for you? Great :) Though the real thanks should go to TheGreatApple - he's the one that sent me the original test code which I modified to actually create the unit on promotion.
 
Zurai said:
So it worked for you? Great :) Though the real thanks should go to TheGreatApple - he's the one that sent me the original test code which I modified to actually create the unit on promotion.

It works beautifully. I've already promised to name my firstborn after TheGreatApple, I guess Im going to have to give him a limb too.
 
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