[MOD] Fall from Heaven

Is there any way you could spped up game play a bit? Woth so many cool units and upgrades it can be a little sad to have to wait so long to get good things. But everything else, two thumbs WAY up.:goodjob: :goodjob: :) :)
 
Kael, are caravels changed ? As i read in descritpion in civilopedia, it looks like u have made it able to carry any units. But what i see while playing is that AI doesn't use caravel new abilities (carrying units for settling, attack, etc)... So i'm not quite sure caravels are working as they should. And even if they are, AI doesn't use them as supposed :rolleyes:
 
Haarbal said:
NEW CIVILIZATION PACK!
CLICK
pack containing Centaur, chaotics, dark elves, dwarves, elves, goblins, humans, merfolk, orcs, overlords, tigrans and undead!
That was fast. Soon u'll have all 18 civs changed to fantasy ones :)
 
Crash757 said:
Kael, are caravels changed ? As i read in descritpion in civilopedia, it looks like u have made it able to carry any units. But what i see while playing is that AI doesn't use caravel new abilities (carrying units for settling, attack, etc)... So i'm not quite sure caravels are working as they should. And even if they are, AI doesn't use them as supposed :rolleyes:

You are right, there was an AI script missing from the Caravel. I added it and the computer should use them a little better in 0.80.
 
wilboman said:
The plan, such as I understand it, is to allow wizards to level eventually. The problem is coding it. At the moment, there are two options:
1. Make spellcasting a worker function (which means that it can only be performed in your cultural territory and destroys the improvement it's performed upon).
2. Make spellcasting form of promotion (which hijacks the promotion tree and makes experience point gathering essentially useless).
Until SDK comes out there is apparently no other way of doing this, and so for the time being Kael has decided that option 2) is the least damaging to gameplay.

Thats exactly it.
 
wilboman said:
The plan, such as I understand it, is to allow wizards to level eventually. The problem is coding it. At the moment, there are two options:
1. Make spellcasting a worker function (which means that it can only be performed in your cultural territory and destroys the improvement it's performed upon).
2. Make spellcasting form of promotion (which hijacks the promotion tree and makes experience point gathering essentially useless).
Until SDK comes out there is apparently no other way of doing this, and so for the time being Kael has decided that option 2) is the least damaging to gameplay.

Is there no way to script a new sort of promotions level up thing for wizards after the spellcasting ability? (i.e. Replace promotions with the spells, then add a completely new bit of scripting which allows them to level up, albeit differently to other units)
I havnt read the Python script (i havnt delved into that part of Civ 4 yet, still on tweaking the XML) but i know a bit of Python and it is very similar to the language used in an RPG Software Developing Kit, and in that i remember someone replaced the default battle system with a system for levelling up, then scripted their own battle system afterwards. Granted, the software is different but the concept is effectively the same. And sorry i cant be more specific but my memory is very hazy.
 
mrkingkong said:
Is there no way to script a new sort of promotions level up thing for wizards after the spellcasting ability? (i.e. Replace promotions with the spells, then add a completely new bit of scripting which allows them to level up, albeit differently to other units)
I havnt read the Python script (i havnt delved into that part of Civ 4 yet, still on tweaking the XML) but i know a bit of Python and it is very similar to the language used in an RPG Software Developing Kit, and in that i remember someone replaced the default battle system with a system for levelling up, then scripted their own battle system afterwards. Granted, the software is different but the concept is effectively the same. And sorry i cant be more specific but my memory is very hazy.

Its possible. I'm just waiting for the command functions to be revealed with the SDK (the same options that allow you to do things like Pillage). If you still can't use command functions after the SDK comes out I will look at developing a seperate system, but Im hoping to be able to do all this without developing a seperate system soon.
 
I also have the problem of some tech's with blank placeholders after the name.

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

I disagree about the mithril. In most of my games there ahs only been one or two withril's on the entire board. If I am goign to sail halfway aroudn the world to found (or capture) a new city, i want to be sure that it won't be a total loss.
 
Crash757 said:
That was fast. Soon u'll have all 18 civs changed to fantasy ones :)

well, i sure hope so :)
won't be that hard, since i have plans on making lizardfolk, dragons, wood elves, minotaurs and ancients.
i'm not sure when i'll make them, but they will come

haarbal
 
Haarbal said:
NEW CIVILIZATION PACK!
CLICK
pack containing Centaur, chaotics, dark elves, dwarves, elves, goblins, humans, merfolk, orcs, overlords, tigrans and undead!

WOW! Great! I'll DL immediately!

Guess it's time to start yet another new game again, though... I hate this feature in Civ4, every time a mod gets changed, the old save games are garbage ... :mad:
 
kb1esx said:
Is there any way you could spped up game play a bit? Woth so many cool units and upgrades it can be a little sad to have to wait so long to get good things. But everything else, two thumbs WAY up.:goodjob: :goodjob: :) :)

When you start a custom game you can start in the 2nd era or 3rd or final for that matter. Starting in the 2nd at least gets you a lot closer to seeing the cool units and you need never build a warrior... :p
 
First off - GREAT MOD!!!

Second - the patch you uploaded for the Wrath Unleashed has directions unzipping it into the Fall from Heaven assets file's python directory, however when I try unzipping it as such I cannot find any path named python directory. This is what I've got:

D:\Program Files\Firaxis Games\Sid Meir's Civilization 4\Mods\Fall from Haven 070\Assets\python . . .
the path options are as follows
_debugtool
entrypoints
pitboss
pyhelper
pyunits
pywb
screens

I apologize if the questions is too dumb, or if I'm just looking in the wrong place, but I would love to be able to play with that Wrath!

Thanks - Seamus
 
seamus75 said:
First off - GREAT MOD!!!

Second - the patch you uploaded for the Wrath Unleashed has directions unzipping it into the Fall from Heaven assets file's python directory, however when I try unzipping it as such I cannot find any path named python directory. This is what I've got:

D:\Program Files\Firaxis Games\Sid Meir's Civilization 4\Mods\Fall from Haven 070\Assets\python . . .
the path options are as follows
_debugtool
entrypoints
pitboss
pyhelper
pyunits
pywb
screens

I apologize if the questions is too dumb, or if I'm just looking in the wrong place, but I would love to be able to play with that Wrath!

Thanks - Seamus

Sounds like you're doing everything correct. Simply extract it there. The fix doesn't go into anything of those subfolders, but sits alone inside the python folder.
 
I noticed that many of the Wonders in the Game still have not been renamed.

Sistine Chapel
Taj Mahal
Prophecy of Ragnarok
and others.

If any one has good names please post them.
 
@ Haarbal: Woot!:) you're doing an Ancient Civ!! And Wood Elves!! Yay! Cant wait!

@ Kael: oooo... Im liking the idea of being able to rely heavily on magic... i can picture it now... *eyes glaze over, imagining the possibilities*

Still loving this mod!

Signed Psych
 
Just a quick gameplay question for anyone willing to answer - playing as the Ashen Vale is it considered a good thing to have sickness in the cities? Considering that the religous specific civic adds more sickness & wonders such as Typhoid Mary do as well, is it a waste of time to be building granaries & herbalist et al. or is this just a negative side effect of playing as the darker religion? If not beneficial to the religous is there a plan to perhaps make it so in future updates? Just throwing it out there. Thanks - Seamus
 
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