[MOD] Fall from Heaven

loki1232 said:
Who is that?

The short answer is that Cthulhu is what I used a picture of to make the Octopus Overlords symbol.

The long answer is found in HP Lovecraft's tale "The Call of Cthulhu". Cthulhu is a monstrous entity who lies "dead but dreaming" in the city of R'lyeh, a place of non-Euclidean madness presently (and mercifully) sunken below the depths of the Pacific Ocean. Cthulhu appears in various monstrous and demonic forms in early myths of the human race. Racial memory preserves Him as humanity's most basic nightmare. Cthulhu is the high priest of the Great Old Ones, unnatural alien beings who ruled the Earth before humanity formed, worshipped as gods by some misguided people. It is said that They will return, causing worldwide insanity and mindless violence before finally displacing humanity forever.

In "Call of Cthulhu" Cthulhu is described in the following way:

"It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings; but it was the general outline of the whole which made it most shockingly frightful."

Also, it is described in another fashion in the following manner:

"It represented a monster of vaguely anthropoid outline, but with an octopuslike head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence..."
 
YAHOO!! This mod looks Uber-Awsome!!! im downloading it this instant...9%.....10%........11%...................................WEEEEE!!!!

THANK YOU FOR THE HOURS OF LABOUR YOU MUST HAVE PUT INTO THIS EVERYONE INVOLVED!!!!

ehem... I can't wait to play this mod!!

T.T.F.N. Psych.
 
Hi Kael,
having lots of fun with my latest game in 0.70 :D

I'm still having some problems with missing TXTs. You said you'd fixed those? I'm wondering whether my problem could be a result of installing the 5 fantasy civs and Woodelfs diplomacy texts into 0.70.

Do you use those? Are you planning on incorporating them into the mod?

The missing TXTs I've noted to date:
-all the new civics (Republic, Arethe,.. couple more..)
- again the defense % in the city screen
- Trade advisor for non-tradeable religions

Also I get a loading error, which fortunately doesn't crash the game. Something like 'Tag CivicCommune incorrect'

These are all minor issues, though, and I apologize if they are a result of using those inofficial supplementary files..

Anyone else see these problems?
 
Dragonlord - I don't think haarbal's civs or my text are tested for v0.70 so that very well could be your problem. Also, definitely remove the old mod and do a completely new install....no overwriting .6 with .7
 
woodelf said:
Dragonlord - I don't think haarbal's civs or my text are tested for v0.70 so that very well could be your problem. Also, definitely remove the old mod and do a completely new install....no overwriting .6 with .7

I didn't overwrite - that's one mistake I definitely won't make again!

You're probably right about the source of my problems - but I want to keep using the fantasy civs :D Guess I'll have to live with the errors, theyre not game-stopping after all

I hope Kael will incorporate the fantasy civs and your texts in the next version... *hint,hint*
 
I do not know how you think about integrating other mods in yours.
I have this one running because I thing it looks a lot better then the original ones.

Enhanced foreign advisor
Enhanced military advisor
Sevo's Civilopedia

The changes in 0.7 are really good, the changes in the AI is impressive.
The computer defends his citys really good. I faced lots of crossbowmen and macemen. I even got attackt by mages and fireballs. I am not so far in the techtree now that I or the computer can higher tier units.
I had 3 times war with AI what in 0.6 never happend.

I will go to frinds for coffe and cake and after it can will finish this game.

Good work ---- thumbs up.
 
Before I call an end to Phase 1 I will go through and look into other mods I want to incorporate. The reason I wait for a major version is that once I introduce others peoples work I then have to maintain it in furture versions (and work with compatibility issues). Its easier to get all the stuff I have working like I want it before bringing in new stuff.

When I do get to that point I am sure Haarbal's Civ's will top the list.
 
mrkingkong said:
Kael, would it be possible for you to put the upgrade paths anywhere in the game (including spells for mages), or would this have to wait for the SDK?

mrkingkong

I could probably add an entry to the Pedia that pulls up the screens you see during the world build.
 
I have been playing and not reading so if this has been discussed please disregard.

Perhaps use wizzards as carriers and spells as aircraft with very limited range like 2 spaces.
Is it possible to only let cities host aircraft/spells if they have a mage tower or not at all, making wizzards the only place spells could reside?
You could then give spells some combat upgrades simulating a wizzards rising level of exp with a spell.
You could then creat some antiaircraft/antimagic units to protect from magical spells.
Of course you could only creat certain aircraft/spells with the same tech upgrades you use now.
Do the mage towers allow airlift/teleport between towers at this point? if not that is also a possibility.
Does anyone remember the magic roads in Master of Magic, could be the railroad upgrade to allow for faster movement down roads, if you changed the graphic to, say a glowing road.

Great work so far, nothing but encouragement from me. Just throwing some ideas on the table, if you like great, if not great ;) Wish I had the time to do anything like this, I really do appreciate your hard work, trust me I know how much you have to put into this effort. Hell I dont even have the time to read this thread properly to see if this type stuff has been mentioned before. I have played 2 games of Civ IV and about 4 games of .05 .06 of this mod. Fixen to play .07. Well as soon as I finish wiping the Mongoles on .06 ;)
 
Webrider said:
I have been playing and not reading so if this has been discussed please disregard.

Perhaps use wizzards as carriers and spells as aircraft with very limited range like 2 spaces.
Is it possible to only let cities host aircraft/spells if they have a mage tower or not at all, making wizzards the only place spells could reside?
You could then give spells some combat upgrades simulating a wizzards rising level of exp with a spell.
You could then creat some antiaircraft/antimagic units to protect from magical spells.
Of course you could only creat certain aircraft/spells with the same tech upgrades you use now.
Do the mage towers allow airlift/teleport between towers at this point? if not that is also a possibility.
Does anyone remember the magic roads in Master of Magic, could be the railroad upgrade to allow for faster movement down roads, if you changed the graphic to, say a glowing road.

Great work so far, nothing but encouragement from me. Just throwing some ideas on the table, if you like great, if not great ;) Wish I had the time to do anything like this, I really do appreciate your hard work, trust me I know how much you have to put into this effort. Hell I dont even have the time to read this thread properly to see if this type stuff has been mentioned before. I have played 2 games of Civ IV and about 4 games of .05 .06 of this mod. Fixen to play .07. Well as soon as I finish wiping the Mongoles on .06 ;)

1. Obsidion Gates transport as though they were airports.
2. Kael already explained the problems with having spells as aircraft, its because there are too many combat assumptions with airplanes (whatever that means)
3. I also really like the idea of having some anti-spell units. What if there were an anti-spell spell. Kind of like putting up a magical barrier.
 
Does anyone remember the magic roads in Master of Magic, could be the railroad upgrade to allow for faster movement down roads, if you changed the graphic to, say a glowing road.
I've never played MoM, but this sounds good. It could also be used to boost the weaker tile improvements (like workshops), perhaps increasing commerce.
 
loki1232 said:
2. Kael already explained the problems with having spells as aircraft, its because there are too many combat assumptions with airplanes (whatever that means)

I'm not really following Kael here. I tested changing the fireball to an air unit (it's just some xml modifications) and it seems to work just fine + it looks much cooler. Other spells may be less suitable as air units, but fireball and meteor should work unless I'm missing something.
 
Kael said:
Before I call an end to Phase 1 I will go through and look into other mods I want to incorporate. The reason I wait for a major version is that once I introduce others peoples work I then have to maintain it in furture versions (and work with compatibility issues). Its easier to get all the stuff I have working like I want it before bringing in new stuff.

When I do get to that point I am sure Haarbal's Civ's will top the list.

the first 5 civs are up, competable with vers. 0.70
the rest will come tomorrow/tonight.

haarbal
 
Mumin said:
I'm not really following Kael here. I tested changing the fireball to an air unit (it's just some xml modifications) and it seems to work just fine + it looks much cooler. Other spells may be less suitable as air units, but fireball and meteor should work unless I'm missing something.

We kinda need Kael to resolve this...
 
loki1232 said:
We kinda need Kael to resolve this...

Origionally I had fireballs as Air units that were cargo of mages. I switched to Domain_land units for a few reasons.

1. The computer uses different scripts regarding the behavior of air units. Without access to the scripts Im left just to guess and try to trick the computer into using the new stuff correctly. I just barely got the computer working well with Domain land and havent started into domain air yet.

2. I perform all spell functions in the combatresult code. Although straight damage spells dont need special code they will if I add special features to them (like give fireballs a chance to start forest fires if they go off in a forest tile).

I guess the short of it is Im just getting around to getting the domain land stuff working correctly, and the computer using it well and I havent dug much into the domain air except for the little bit I did for the hawk. I definitly agree that the flying firebalkls look nicer so I'll add it to my list and see what I can do.
 
Mumin said:
I'm not really following Kael here. I tested changing the fireball to an air unit (it's just some xml modifications) and it seems to work just fine + it looks much cooler. Other spells may be less suitable as air units, but fireball and meteor should work unless I'm missing something.

One of the big problems with air units until the SDK ships is that air units are by far the most hard-coded things in the game. You cannot make them move, you cannot change the way they fight (ie they can't reduce a target to less than 50% health), you basically can't do anything except what air units already do in the vanilla game.

As land units, Kael is able to make them do things like give promotions, change terrain, change units into other units, add/remove experience, etc etc.
 
Zurai said:
One of the big problems with air units until the SDK ships is that air units are by far the most hard-coded things in the game. You cannot make them move, you cannot change the way they fight (ie they can't reduce a target to less than 50% health), you basically can't do anything except what air units already do in the vanilla game.

How much damage air units can do is determined by the xml-entry iAirCombatLimit. Set it to 100 and your air unit can kill units dead, dead, dead. :D

Anyway, as far as I'm concerned it's perfectly fine if the spells Fireball and Meteor behave just like ordinary air units, so I hope Kael can get the AI to use air units correctly some day.
 
Back
Top Bottom