[MOD] Fall from Heaven

That's the way it works for me. The cleanup of the fireballs doesn't occur until the start of my next turn. I've used fireballs and meteors as panic defenders on a couple of occasions.

Oh, and by the way: The Druids still treat root as a worker action rather than a promotion. However, until we get some kind of railroad substitute, Druids with a couple of movement upgrades are handing for vitalising a widespread empire - which would make monopolising the upgrade tree in order to cast root rather a loss.
 
wilboman said:
That's the way it works for me. The cleanup of the fireballs doesn't occur until the start of my next turn. I've used fireballs and meteors as panic defenders on a couple of occasions.

Oh, and by the way: The Druids still treat root as a worker action rather than a promotion. However, until we get some kind of railroad substitute, Druids with a couple of movement upgrades are handing for vitalising a widespread empire - which would make monopolising the upgrade tree in order to cast root rather a loss.

Yeah, Im leaving root on the old system cause I don't want to turn off Druids ability to level. Once I have access to commands I can drop the current spell promotion system and mages will be able to cast and level. At that point I will switch Druids too.
 
edu2003mdq said:
I just build a conjurer that can't conjure anything... is that possible?
I love the changes in v0.7!!

There are 2 situations where conjurers cant conjure:

1. If they were upgraded to a conjurer from a apprentice or adept (this is fixed in 0.80)

2. If they were just created this turn, they will gain the ability to conjure on the next turn.
 
Kael said:
There are 2 situations where conjurers cant conjure:

1. If they were upgraded to a conjurer from a apprentice or adept (this is fixed in 0.80)

2. If they were just created this turn, they will gain the ability to conjure on the next turn.

Yeah i had that same problem. Its with mages too i think.

Definitely magic and technology work together, and nice point with the sword.
However, I think that a civ based on technology and steam would probably be enemies with a civ based just on magic.

I really like the sort of industrial revolution idea.
Dragons flying around with cannons on their backs?
 
Kael said:
There are 2 situations where conjurers cant conjure:

1. If they were upgraded to a conjurer from a apprentice or adept (this is fixed in 0.80)

2. If they were just created this turn, they will gain the ability to conjure on the next turn.

Thanks. Yeah it had been an upgraded apprentice the one the couldn't conjure and the same happended with an apprentice upgraded to a mage.
 
Have you seen the Warhammer Mod for Civ III?
It combined magic and science really well.
For example, where some civs got dragons, some would get airships.
 
Here's another topic i'm sure will be much debated.
Weapons and Equipment.
Want paladin ever killed a demon without his trusty sword and steed?
This is kind of questy, but i really think that there should be some random events where equipment is found, and i can give it to my favorite unit.

Also, i noticed the archmage pic is from monty python.
Also, i noticed that kael's avatar is the immortal. (first time i've gotten that far)
 
loki1232 said:
Here's another topic i'm sure will be much debated.
Weapons and Equipment.
Want paladin ever killed a demon without his trusty sword and steed?
This is kind of questy, but i really think that there should be some random events where equipment is found, and i can give it to my favorite unit.

Also, i noticed the archmage pic is from monty python.
Also, i noticed that kael's avatar is the immortal. (first time i've gotten that far)

Equipment is in the design for phase 2. It will be making a brief appearance in 0.8. In 0.8 there is a unique Barbarian King named Orthus who spawns early in the game to cause havoc. Whatever unit kills him earns his axe, a magical item that gives +25% to that units strength and the Blitz ability.

In phase 2 Equipment will be a seperate object that is carried as cargo by units. So you can drop it and trade it between units. The early 0.8 version is just a promotion that travels from unit to unit as they are killed (so anyone who kills the unit with 'Orthus's Axe' gains Orthus's Axe).
 
Kael said:
There are 2 situations where conjurers cant conjure:

1. If they were upgraded to a conjurer from a apprentice or adept (this is fixed in 0.80)

2. If they were just created this turn, they will gain the ability to conjure on the next turn.

I forgot to mention earlier that if you can get your upgraded magic-slingers to kill one or two weakened enemy units so they get their experience points over the next promotion barrier, the spellcasting promotion kicks in. I did it with an adept I turned into a mage, and he hasn't lost his fireballs yet.
 
Kael said:
Equipment is in the design for phase 2. It will be making a brief appearance in 0.8. In 0.8 there is a unique Barbarian King named Orthus who spawns early in the game to cause havoc. Whatever unit kills him earns his axe, a magical item that gives +25% to that units strength and the Blitz ability.

In phase 2 Equipment will be a seperate object that is carried as cargo by units. So you can drop it and trade it between units. The early 0.8 version is just a promotion that travels from unit to unit as they are killed (so anyone who kills the unit with 'Orthus's Axe' gains Orthus's Axe).

This sounds really good!!!
 
The AI seems to like attacking directly with spellcasters, rather than relying on their spells. That's not particularly cool. Giving them onlydefensive (like machine guns) seems to fix this.

I played around a bit with air units (I'm not giving up on the flying fireball yet :mischief: ) and I found something strange: If I place barbarian mages next to my units they won't do anything, but if I also place a barbarian city nearby they started to blast my units with flying fireballs just fine. Same thing for Mages of enemy civs. Also, the AI does not seem to have any problem with fireballing if it also has other units poised to attack one of your citites. :crazyeye:
 
I built Wrath Unleashed and it seemed like nothing happened!
If you could add an announcement that pointed us to the new barb avatar that would help.
 
loki1232 said:
I built Wrath Unleashed and it seemed like nothing happened!
If you could add an announcement that pointed us to the new barb avatar that would help.

There is an arrow pointing to Wrath when he's created. I think there is a problem clearing out the city in some cases (and if it doesn't get correctly cleared it can spawn Wrath). I'm looking into it.
 
Oooo! my fingers are itching for phase 2 to come!;) Cant wait Kael!
Those quests sound briliant! As do the items!

I'm thinking now that magic and technology would be better (and easyer to do) if they worked together...I see your point Lightzy.
It would also be cool if your 3 Archmages had the ability to 'imbue' ordinary items with magic... like if each unit started with a normal weapon of their type, but then when they gave it to an archmage it would bet a random ability...maybe make it cost a heap of money to prevent an entire army of Archers with bows that never miss being made...just another thought though.

T.T.F.N. Psych.
 
Psychic_Llamas said:
Oooo! my fingers are itching for phase 2 to come!;) Cant wait Kael!
Those quests sound briliant! As do the items!

I'm thinking now that magic and technology would be better (and easyer to do) if they worked together...I see your point Lightzy.
It would also be cool if your 3 Archmages had the ability to 'imbue' ordinary items with magic... like if each unit started with a normal weapon of their type, but then when they gave it to an archmage it would bet a random ability...maybe make it cost a heap of money to prevent an entire army of Archers with bows that never miss being made...just another thought though.

T.T.F.N. Psych.

There is a post I made a few pages back that has all the planned spell spheres and spells. One of those spell spheres is Enchantment. Mages that learn ranks of Enchantment will be able to enchant items.
 
Heya,

*Great* mod. I am experiencing a minor issue with the civics, tho. If I go into them, I can't get out - no exit button or anything else along the bottom, except "Cancel" wich isn't working for some reason. And the bonuses underneath each civic aren't showing either. Nor can I change what I start out with.

Also, I noted you have *a lot* of copy righted artwork in this thing. Especially several pieces from Justin Sweet, among others. I'd see about contacting them for permission to use the artwork, or at the very least, give the artists credit.

~Oreg.
 
Welcome to CFC Oregano!

Im having that exact same issue, but i wouldnt really call it minor its pretty big and affects gameplay a lot. I have however figured out how to get out of the Civics screen when it is like that, just press "Esc" and your out.

Still, even though there is this glitch, this is one of the best mods ive played for Civ 4 so far. Thanks a heap Kael.

T.T.F.N. Psych.
 
Oregano said:
Heya,

*Great* mod. I am experiencing a minor issue with the civics, tho. If I go into them, I can't get out - no exit button or anything else along the bottom, except "Cancel" wich isn't working for some reason. And the bonuses underneath each civic aren't showing either. Nor can I change what I start out with.

Also, I noted you have *a lot* of copy righted artwork in this thing. Especially several pieces from Justin Sweet, among others. I'd see about contacting them for permission to use the artwork, or at the very least, give the artists credit.

~Oreg.

Sweet, Brom and the others are given credit for thier amazing work in the readme.
 
I found no problem changing civics.

I noticed that some techs still do nothing. Argh.
Please add something, anything.

I know this sounds noobish, but what do
CTD
and SDK
stand for?
 
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