[MOD] Fall from Heaven

Psychic_Llamas said:
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.

Weird, that problem's never happened to me. Maybe it has something to do with game screen resolution? (mine's at max, around 1600).
 
BlakTooth said:
Weird, that problem's never happened to me. Maybe it has something to do with game screen resolution? (mine's at max, around 1600).

I run at 1280x1024 and I don't have the issue either. Those that are having issues with the civics screen, what resolution are you running at?

I just changed my resolution to 1024x768 and it worked fine there too. Are the people having problems mixing any mods with FFH?
 
My resolution's at the lowest it can go because my comp is old.

I have installed the 5 civs mod that lets you play as elves, dwarves etc.

I dont think it has anything to do with resolution because that would only affect graphics. There seems to be an XML file problem or something because when i start a new game about 10 alerts pop up saying something like:

"Tag: CIVIC_COMMUNE in Info class was incorrect Current XML file is: Civilizations/CIV4LeaderHeadInfos.xml"

T.T.F.N. Psych.
 
Psychic_Llamas said:
My resolution's at the lowest it can go because my comp is old.

I have installed the 5 civs mod that lets you play as elves, dwarves etc.

I dont think it has anything to do with resolution because that would only affect graphics. There seems to be an XML file problem or something because when i start a new game about 10 alerts pop up saying something like:

"Tag: CIVIC_COMMUNE in Info class was incorrect Current XML file is: Civilizations/CIV4LeaderHeadInfos.xml"

T.T.F.N. Psych.

I jusr went and pulled Haarbal's civ mod and it doesn't have any references to CIVIC_COMMUNE in the CIV4LeaderHeadInfos.xml file. I suspect you are running the 0.60 version of Haarbals Civ mod (at which time the Commune ref was used) on top of 0.70 Fall from Heaven.
 
In truth, if you have any problems with those copyrights there is a very simple solution.
If you crop the photo a tiny bit, or change the color ratios just slightly, all copyrights can be ignored.

I have no civic problems.

What if the air armegeddon spell gave you a tornado avatar that took up multiple spaces as it killed and gained XP?
 
loki1232 said:
In truth, if you have any problems with those copyrights there is a very simple solution.
If you crop the photo a tiny bit, or change the color ratios just slightly, all copyrights can be ignored.

I have no civic problems.

What if the air armegeddon spell gave you a tornado avatar that took up multiple spaces as it killed and gained XP?

The Avatar of Entropy will hurt everything around it, friend or foe (not a populaar guy at parties). I love your idea for the mechanic, Im not sure I want to copy it for any Avatar of Air.

I was thinking about having the Air Armageddon spell allow for the creation of a flying city. Flies around the map, produces units and buildings, only attackable by flying creatures. Of course it would be far down the road but it might be cool.

I tried to attach a screenshot but I kept getting a failure trying to load it.
 
loki1232 said:
In truth, if you have any problems with those copyrights there is a very simple solution.
If you crop the photo a tiny bit, or change the color ratios just slightly, all copyrights can be ignored.
This is false. To quote from the U.S. Copyright Office:
To be copyrightable, a derivative work must be different enough from the original to be regarded as a “new work” or must contain a substantial amount of new material. Making minor changes or additions of little substance to a preexisting work will not qualify the work as a new version for copyright purposes. The new material must be original and copyrightable in itself. Titles, short phrases, and format, for example, are not copyrightable.
Under the Berne Convention (to which 159 countries are currently signatory), the original author has the exlusive right to create derivative works that do not meet the standard of original art. Making a minor adjustment to a graphic image would not qualify.
 
I appreciate the viewpoints on the question of copyright. Could I ask that the conversation be taken to a seperate thread as it is probably more global in nature and this thread be left for feedback on the mod.
 
I managed to reproduce the Avatar of Wrath CTD today and got it resolved so I don't need the save games anymore.
 
loki1232 said:
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?

CTD = Crash To Desktop :mad:

SDK is the programming code for Civ4 which everyone is waiting for - but I never heard what it stands for. Anyone?
 
Psychic_Llamas said:
My resolution's at the lowest it can go because my comp is old.

I have installed the 5 civs mod that lets you play as elves, dwarves etc.

I dont think it has anything to do with resolution because that would only affect graphics. There seems to be an XML file problem or something because when i start a new game about 10 alerts pop up saying something like:

"Tag: CIVIC_COMMUNE in Info class was incorrect Current XML file is: Civilizations/CIV4LeaderHeadInfos.xml"

T.T.F.N. Psych.

I had the same problem. You need to install the 0.70 version Haarbal has made and posted yesterday on his separate thread (in the New Civilizations section). Then everything works fine.
 
Kael said:
I was thinking about having the Air Armageddon spell allow for the creation of a flying city. Flies around the map, produces units and buildings, only attackable by flying creatures. Of course it would be far down the road but it might be cool.

I asked a few pages before whether you plan new air units but you didn't answer my post.:( So do you plan more of them because a city which can only be attacked by hawks (!!) wouldn't be popular especially with the enemies.
 
Kael said:
I managed to reproduce the Avatar of Wrath CTD today and got it resolved so I don't need the save games anymore.

Can you release only a fix for the Wrath CTD today? before version 0.8?
If not I will have to start a new game, an idea for it self not that bad, but I haven't got that far in you mod yet...

Another point is the improved AI, although I am playing in prince level (instead of noble) & I played diffrent then usual in your mod (didn't go to dwavish techs, thus couldn't get iron untill this day :( ) the AI is defenetly gives a fight -> to the point I am straggling to be 2st place, so I need that Wrath!

You are doing great work on this mod, I can't believe it's only the beginning.
U R THE :king:
 
I managed to get my problem fixed :):):) all i had to do was download the most recent patches that firaxis had made. I feel realy daft now though...

Now that my Civics work, this mod rocks even more than before. I cant wait for phase 2!! Are you going to be making more races for it like Haarbal, or is that his job?

T.T.F.N. Psych
 
Hi Kael,

have played 2 games with your great mod and just wanted to give some feedback.

First game I played quite peacefully, waging only a few wars in the later stages of the game, when i had reached archmages, paladins and the like. The AI kept up very well all in all and i had to stop my expansion when i reached the spanish boarders which were very well defended. Overall great balance in this game.

Second game was different though. This time I played on a smaller map without oceans and decided to go for an early attack. With the three warriors i built at the start i attacked the nearest capitol - losing only 1 of them but giving early promotions to the other two. These early promotions combined with being a militaristic civ allowed me to destroy 2 civs with warriors only.
In the course of the game i wiped out all other civilizations, conquering 90% of the cities with those two units (whom upgraded to axeman pretty quickly ). With their city raider I-III and shock promotions they won around 30-35 battles against units in towns each, both surviving till the end. I would say that an early war gives too great advantages imo.

I really liked the powerfull promotions, but they are aquired too easily i feel. Maybe stronger city walls would also give peaceful civs the chance to use their tech advantage.
Anyhow it still was alot of fun smashing all the enemies with my elite units.

Hope this helped a bit, thanks a lot for your work!
 
Black Whole said:
I asked a few pages before whether you plan new air units but you didn't answer my post.:( So do you plan more of them because a city which can only be attacked by hawks (!!) wouldn't be popular especially with the enemies.

I would love air units, but they aren't coming anytime soon. We would definitly need them if we were to have a flying city.
 
Hi I think this is a great mod, but I do have some questions/remarks: (I play marathon, deity but with a quick start for myself)

1. Is it possible to decrease the strength of the stronger units so chances of the weaker unit winning become better for instance:

warrior, archer, adept, dwarf, elf = 2
axeman, pikeman, crossbowman, crusader, chariot, archmage = 3
maceman, hill giant, saboteur = 4
shadow, berserker, knight = 5
shield wall = 6

promotions would then play a more important role as do fortifications, higher ground etc...

2. I would like far more knights, possible weaker ones to add more flavour to playing the Order, same applies to more dwarves (Runes of Kilmorph) and elves (Fellowship of Leaves)

3. Is it possible to add unique names to the more powerful units, it sounds better when Lord Malfroy wins the combat, opposed to your knight has won?

4. Mithril is a bit too powerful to my liking (maybe 2 instead of 3 hammers)

5. Is it possible to restrict the more uncommon units, mages and horsemen are not as common as archers and warriors, maybe a cap at 7 for instance

6. I like the idea of buildings making units available, is there also a way to make units available if another unit is present (allowing for dukes, generals, kings (royal guard?))

7. in 0.5 the timetable was more realistic then in 0.6 and 0.7, can it return in 0.8 (maybe even months instead of years)

8. I like the idea of heroes and items (maybe add kings/queens)

Well that were my 2 cents, good luck with modding and if you need some help (XML) I am willing to contribute
 
Psychic_Llamas said:
I managed to get my problem fixed :):):) all i had to do was download the most recent patches that firaxis had made. I feel realy daft now though...

Now that my Civics work, this mod rocks even more than before. I cant wait for phase 2!! Are you going to be making more races for it like Haarbal, or is that his job?

T.T.F.N. Psych

If Haarbal is willing I will probably incorporate everything he has done when I am ready to add Civ's. Origionally new Civ's were spec'ed for phase 2, but I will probably add Haarbal's civ's "as is" when I close Phase 1 just so people can get everything in one download.
 
pippin_nl said:
Hi I think this is a great mod, but I do have some questions/remarks: (I play marathon, deity but with a quick start for myself)

1. Is it possible to decrease the strength of the stronger units so chances of the weaker unit winning become better for instance:

warrior, archer, adept, dwarf, elf = 2
axeman, pikeman, crossbowman, crusader, chariot, archmage = 3
maceman, hill giant, saboteur = 4
shadow, berserker, knight = 5
shield wall = 6

promotions would then play a more important role as do fortifications, higher ground etc...

Their definitly needs to be some tweaking here but this is probably to much. Im okay with the differences between units within the same tier, but I want to improve the difference between units of different tiers (ie: and axeman is to much of an improvement over a warrior, a maceman is to much of an improvement over an axeman).

2. I would like far more knights, possible weaker ones to add more flavour to playing the Order, same applies to more dwarves (Runes of Kilmorph) and elves (Fellowship of Leaves)

Definitly, these are all being added.

3. Is it possible to add unique names to the more powerful units, it sounds better when Lord Malfroy wins the combat, opposed to your knight has won?

I was thinking about this a few days ago. Its actually really simple to give names to units. I just need the names the give. I would just use the method they use to apply unique names to the "Great People". I'm just worried with a ton of unique names running around it may be hard to distinguish one unit type from each other. Especially for new players (and since I don't have unique art for all the units).

4. Mithril is a bit too powerful to my liking (maybe 2 instead of 3 hammers)

I think your right, it will be changed in 0.80.

5. Is it possible to restrict the more uncommon units, mages and horsemen are not as common as archers and warriors, maybe a cap at 7 for instance

To do so would force players on large maps to have to build archer and warrior units. I want players to be able to make a civilization built on nothing but sorcery if they want. One day I hope to have it to a point where the magic options are so deep that a player can spend the whole game developing his Necromantic/Geomancy country and never even touch melee units (and be significantly different from a country that builds around Life and Fire magic).

6. I like the idea of buildings making units available, is there also a way to make units available if another unit is present (allowing for dukes, generals, kings (royal guard?))

Yeah. I never even thought of this until this recommendation. But I could definitly allow certain units to become trainable only if X amount of another units exist. I may have to play with that, its an awesome idea.

7. in 0.5 the timetable was more realistic then in 0.6 and 0.7, can it return in 0.8 (maybe even months instead of years)

Yeap, the new Marathon speed in 1.52 caused me to backout the speed settings I had origionally set for the game and I haven't gone back and checked it out since. I will take a look at it and get it back to the way I origionally wanted it for 0.80
 
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