[MOD] Fall from Heaven

Ah, just a quick note from several hours of playing. There are two bugs that I can remember.

The first is that occasionally the pictures of units in a stack would disappear and then reappear after a while.

The second is the aforementioned trouble with Wrath Unleashed. I tried to build it, and suffered a CTD. I'm sure it's a cool wonder, but it must require an incredibly heavy computer to run, because I have a pretty high-end laptop, and it didn't handle it.
 
wilboman said:
Ah, just a quick note from several hours of playing. There are two bugs that I can remember.

The first is that occasionally the pictures of units in a stack would disappear and then reappear after a while.

The second is the aforementioned trouble with Wrath Unleashed. I tried to build it, and suffered a CTD. I'm sure it's a cool wonder, but it must require an incredibly heavy computer to run, because I have a pretty high-end laptop, and it didn't handle it.

If anyone can email me a save game from right before the Wrath finishes, when the wrath causes a CTD PM me and I will sned you my email address.
 
Mumin said:
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

Well, there you go, learn new things every day! Still, air units are a lot more hardcoded than ground units. I certainly don't speak for Kael, I was merely pointing out that air units have some unique problems (even if fewer than I thought ;)).
 
umm for i need help in loading it, ive put the it into the right folder i open the game go into advance the load a mod chose Fall from Heaven07, then it loads up no worries what do i do now??? all the civs are normal japan england etcetc, do i have to load some map?any help
 
Benno2732 said:
umm for i need help in loading it, ive put the it into the right folder i open the game go into advance the load a mod chose Fall from Heaven07, then it loads up no worries what do i do now??? all the civs are normal japan england etcetc, do i have to load some map?any help

There are no new civs in the mod yet. Just pick a civ and play.
 
Hi everyone.

Just a quick post before i forget, i was just playing a game as the Elves and came across a couple of errors:

Edit: sorry, this has already been brought up by Dragonlord. should i reinstall the mod to fix it??

1: MOST ANNOYING, i could not change my civics without the automatic popups. most of the civics were listed correctly, some were written in XML format. the bottom row of boxes, the ones explaining the civics were not there. and when i went into civilopedia to look them up, the game crashed. :( is this problem only affecting me, or are there others, because it is impossible to play a proper game without the civics. (IMO)

2: JUST A SMALL ONE, when the Druid unit "revitalizes the land" the popups are written in incorrect english. i cant remember what it said exactly because i didnt write it down, but i think it should be changed to "Your Druid has rejuvinated the land" rejuvinated instead of revitalized IMO sounds better.

By the way, this mod absolutely kicks butt, i must give my gratitude to the maker for taking up such a huge task.

Thanks again, Psych.
 
Haarbal said:
the first 5 civs are up, competable with vers. 0.70
the rest will come tomorrow/tonight.

haarbal

Great! Thank you! I'll wait to DL till you've got the others as well, though, since each change seems to invalidate my current game.. :mad:

Be sure to post here when you're ready, please - and know your efforts are greatly appreciated, as are Kaels of course :goodjob: :goodjob:
 
Hey Kael, I appreciate its a little bit premature, but why don't you expand the mods scope into more advanced ages?

Instead of the growth out of magic and into technology it could be the growth into magic influenced steampunk, and into advanced technology intertwined with religion and magic.
A bit epic that, but you're so damn good at what you do, I have doubt you CAN do it if you want to :)

I'm not presenting it very well anyway, but I just love the idea.. if magic existed and all kinds of demons and stuff were accepted norms then how would technology progress? probably it would rely a lot on magic, but ... hm..
what do you think, kael?
 
@ Lightzy:
There is a game called Arcanum where magic and technology exist together at the same time, but they are opposing forces. I suppose we could apply this concept here. We could have tecnologiacal units, say riflemen and steam/coal powered tanks, as well as magical units, Archmages, Necromancers, summoners, Druids etc. They could have certain advantages against each other. One idea i have is that the magic users could have better defence against airborn technologial units, Airoplanes, missiles and what-not, making them good city defenders in the late game (because of their magical aura which disrupts technology if they get too near it), and the technological ground units, riflemen, snipers etc, could have an advantage when attacking magical units, (because mages can erect magical sheilds against other magic, but not against physical things, such as a bullet.)

I dunno... im scraping the bottom of the barrel for this but its only an idea you know?

@ Black Whole:
Nice idea! Dragons, Griffons, Pegasii, Succubus... ooooo the ideas are endless...

T.T.F.N. Psych
 
Until the SDK comes out a lot of these wonderful ideas are simply ideas. :(

I'll be the first to skin a dragon, after someone else makes the model of course. :p
 
Psychic_Llamas said:
Hi everyone.

Just a quick post before i forget, i was just playing a game as the Elves and came across a couple of errors:

Edit: sorry, this has already been brought up by Dragonlord. should i reinstall the mod to fix it??

1: MOST ANNOYING, i could not change my civics without the automatic popups. most of the civics were listed correctly, some were written in XML format. the bottom row of boxes, the ones explaining the civics were not there. and when i went into civilopedia to look them up, the game crashed. :( is this problem only affecting me, or are there others, because it is impossible to play a proper game without the civics. (IMO)

2: JUST A SMALL ONE, when the Druid unit "revitalizes the land" the popups are written in incorrect english. i cant remember what it said exactly because i didnt write it down, but i think it should be changed to "Your Druid has rejuvinated the land" rejuvinated instead of revitalized IMO sounds better.

By the way, this mod absolutely kicks butt, i must give my gratitude to the maker for taking up such a huge task.

Thanks again, Psych.

besides reinstalling the game, make sure you installed 1.52 patch version.

Kredom
 
I believe the exact the exact text was "Nature was been revitalised." But that's just cosmetic...

Kael, if you haven't already, could you just edit your starting post to tell people that the mod doesn't change any of the civilisations? I notice that some poor person posts about once per page to say that he/she thinks something is wrong with their mod since the nations are the same old...
 
I know arcanum, cute game.
I personally prefer seeing magic and technology intertwined and relying on each-other :)
Kind if like it already is.
I mean, a good sword is a product of some beautiful technology and refinement of techniques and material science :)
doesn't mean you cant fill it with neat glowing runes and make it spit fire.
I mean, at least in fantasy :)

well, never mind. too far fetched.
 
Uhm, I don't think Fireballs like other Fireballs. One of my Fireballs just won a battle defending against an Arab Fireball, and the net result was that I had to reboot the computer, as the game stopped responding.
 
Lightzy said:
Hey Kael, I appreciate its a little bit premature, but why don't you expand the mods scope into more advanced ages?

Instead of the growth out of magic and into technology it could be the growth into magic influenced steampunk, and into advanced technology intertwined with religion and magic.
A bit epic that, but you're so damn good at what you do, I have doubt you CAN do it if you want to :)

I'm not presenting it very well anyway, but I just love the idea.. if magic existed and all kinds of demons and stuff were accepted norms then how would technology progress? probably it would rely a lot on magic, but ... hm..
what do you think, kael?

Yeah there is an age planned after the current one which is the Age of Magic. The thought is that there is so many spells and such planned for the game that it will take an era worth of time to learn them. Almost all of the units will have the ability to learn some spell spheres if you want them to, with mages having a huge range of spells available to them.

Quests will also become big in this last age to spark tensions between established civs. A hero comes to you, his bride has been stolen and is being held in another civs city and they refuse to return her. Sacking the city and rescueing the bride will earn you the respect of your people and the hero as a new unit (and the civ as an enemy of course).

You recieve the plans to an ancient artifact whose parts are scattered across the land, some can be bartered for from other civs, some you can send your agents in to steal for you, some will have to be fought for. If all the pieces are retrieved a powerful war engine can be made.

A demon contacts you offering power in exchange for one of your cities. The magic he offers will strengthen all of your units, but the demons will overthrow the town and become a new civ that may or may not become an enemy down the road. If you don't accept the deal then one of your neighbors might acceot it and cause you to end up bordering the new demon civ anyway, but on even worse terms?

etc etc etc.

I wanted a non-magic path for civilizations to follow but I haven't figured out what that is yet. A steampunk sort of tech would be cool.
 
wilboman said:
I believe the exact the exact text was "Nature was been revitalised." But that's just cosmetic...

Kael, if you haven't already, could you just edit your starting post to tell people that the mod doesn't change any of the civilisations? I notice that some poor person posts about once per page to say that he/she thinks something is wrong with their mod since the nations are the same old...

Good point, I added it to the starting post.
 
wilboman said:
Uhm, I don't think Fireballs like other Fireballs. One of my Fireballs just won a battle defending against an Arab Fireball, and the net result was that I had to reboot the computer, as the game stopped responding.

It should be impossible for the 2 to meet (unless one was made inthe worldbuilder) since a fireball should only exist on your own turn. But I just fought a pair of fireballs against each other and didn't get a crash so it may have been a coincidence.
 
Kael said:
It should be impossible for the 2 to meet (unless one was made inthe worldbuilder) since a fireball should only exist on your own turn. But I just fought a pair of fireballs against each other and didn't get a crash so it may have been a coincidence.


I'n my experience, my own fireballs do indeed only last one turn, but I have often attacked enemy fireballs during my own turn, sometimes with my own fireballs.

Is it possible that they're set up to last one -complete- turn (i.e. from the beginning of the caster's turn until the beginning of the caster's next turn)? That might explain the issue. For example: the AI, for some reason, casts a fireball but doesn't use it to attack. Before the AI's next turn, I attack the mage, making the fireball the only thing in the tile, and thus attackable.

GREAT mod, Kael, loving every minute of it.
 
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