[MOD] Fall from Heaven

Kael said:
Its not that hard to do. I want the elves to be unable to follow the Runes or Overlords religions but everyone will be able to follow the Order or the Ashen Veil. So they could throw off their worship of Cernunnos (Fellowship) for Agares (Veil) and turn evil.

Excellent, so it's already in the mental works then. :) What about civs like orcs, goblins, undead, ect? Are they forbidden to have the Leaves, Runes, and Overlords?
 
woodelf said:
Excellent, so it's already in the mental works then. :) What about civs like orcs, goblins, undead, ect? Are they forbidden to have the Leaves, Runes, and Overlords?

According to my plan everyone is able to have the Order and the Ashen Veil. But I never planned for races like Undead. There is a lot I want to do with the Civ's, which is why I pushed them to phase 2. I will probably incorporate Haarbal's civs as is for phase 1, then in Phase 2 start going through and detailing them.
 
Yeah, the undead and even the orcs and goblins are more of an underling type race. Maybe sub races used by the Veil.

I can't remember which Civ3 Fantasy mod did this, but the civs were all "normal", but found resources like goblins, orcs, elves, humans, ect that enabled various buildings and units. I actually like that system. If you had some ogres in your territory you could build a Troll or Ettin if you researched the proper tech. If you didn't have them then you better hope you had something to counter them.
 
woodelf said:
I can't remember which Civ3 Fantasy mod did this, but the civs were all "normal", but found resources like goblins, orcs, elves, humans, ect that enabled various buildings and units. I actually like that system. If you had some ogres in your territory you could build a Troll or Ettin if you researched the proper tech. If you didn't have them then you better hope you had something to counter them.

It was Master of Myrror - Civ3 mod builded on Master of Magic concept.

Kael - really great mod, I was quite suprised when find that someone done so advanced mod so quicly.
:goodjob:
 
woodelf said:
And if you do put his civs into your game officially will this open the door for some UUs based on the civ, not the religion?

Yes, I definitly want civ specific UU's too.
 
woodelf said:
Yeah, the undead and even the orcs and goblins are more of an underling type race. Maybe sub races used by the Veil.

I can't remember which Civ3 Fantasy mod did this, but the civs were all "normal", but found resources like goblins, orcs, elves, humans, ect that enabled various buildings and units. I actually like that system. If you had some ogres in your territory you could build a Troll or Ettin if you researched the proper tech. If you didn't have them then you better hope you had something to counter them.
See, that's the system I would like to see. I'm more intrigued by the idea of this Mod being a "Human" affair where the Elves and Dwarves are minorities that help those that ask for it. So I hope, at least, that there will be loads of Human Civs that will have access to all the religions.
 
Lightzy said:
er so what about some mounted unit counter?

I don't know. Im on the fence about it. I know that having horses is an advantage (as it should be). But I'm not sure if its any better than having access to copper for axemen.

If I do decide to put a counter unit in I really like your idea to use wardogs.
 
Hello Kael, I have been playing this Mod for about 2 weeks now and I just wanted to tell you that I really love it. I don't think I'll ever play the vanilla game again. In the vanilla game, I was always so bored by the time I got to the modern age, I just love the fantasy/medieval setting of your Mod. I also like that you put a limit of 3 on the really good National units like Shield Wall, etc. I can't wait for each of your next updates. When is the next update and what are you adding? Thanks again for the best Mod out there so far.
 
Phoenix Set said:
Hello Kael, I have been playing this Mod for about 2 weeks now and I just wanted to tell you that I really love it. I don't think I'll ever play the vanilla game again. In the vanilla game, I was always so bored by the time I got to the modern age, I just love the fantasy/medieval setting of your Mod. I also like that you put a limit of 3 on the really good National units like Shield Wall, etc. I can't wait for each of your next updates. When is the next update and what are you adding? Thanks again for the best Mod out there so far.

Im scheduled to release 0.80 on Friday January 13th. It currently includes (more will be added):

Fixes:

*1. Adepts can cast spells after being upgraded.
*2. Copper Golems now correctly require a tower.
*3. The Avatar of Wrath CTD fixed (he was a bit nastier than I expected).
*4. AI should now use Caravels correctly. (reported by Crash757)


Additions:

*1. Added Glory Everlasting (Armageddon Spell, kills all demons)
*2. Added Apocalypse (Armageddon Spell, kills 60% of all units, halves all cities populations)
*3. Added Doom Inexorable (Armageddon Spell, summons Meshabber of Dis)
*4. Added Meshabber of Dis (Avatar Unit)
*5. Added Barbarian Hero unit Orthus, Barbarian King
*6. Added Orthus's Axe promotion (granted to any unit that kills Orthus)
*7. Added Fellowship of Leaves Hero unit Kithra Kyriel (art by Mumin)
*8. Added Fellowship of the Leaves Hero unit Gilden Silveric (art by Para.B)
*9. Added Ashen Veil Hero unit Kael Coalbane
*10. Added Ashen Veil Hero unit Rosier the Fallen (art by Bhita)
*11. Added Order Hero unit Valin Phanuel (art by Bhita)
12. Added Order Hero unit Maros
13. Added Runes of Kilmorph Hero unit Bambur
14. Added Runes of Kilmorph Hero unit Arthendain
15. Added Octopus Overlords Hero unit Hemah
*16. Added Octopus Overlords Hero unit Saverous (art by C.Roland)
17. Added Twincast Promotion (unit can cast 2 spells per turn)
*18. Added Hero Promotion (unit gains 1 xp per turn up to 100 xp)
*19. Some Heroes require a certain amount of another unit before they will join you. (idea from pippin_nl)
20. Religious Heroes will desert you if their religion is abandoned.
*21. Dimensional Spell Spheres added.
*22. Escape spell added (returns the unit to the Civ's capital).
*23. Added Spell Extension promotions (increases the range of spells)


Balance Changes:

*1. Blood of the Phoenix made into an Armageddon spell (now grants Medic 1 and Immortal promotions)
*2. Wrath Unleashed made into an Armageddon spell (Wraths strength increased from 22->30)
*3. Entangle now has 100% -5% per level chance of effecting the target instead of a straight 80% chance.
*4. Mithril reduced to +2 Hammers instead of +3. (recommended by pippin_nl)


Cosmetic Changes:

*1. Copper and Iron Golems lost their shields.
*2. New Archmage skin. (created by Woodelf)
3. Calendar changed. (recommended by pippin_nl)
4. Added upgrade charts to the Pedia. (recommended by mrkingkong)
 
Kael - Is it possible for units to have more than 1 class? I was wondering about melee units...couldn't you have large, human-size, and small? Wouldn't the bonuses versus melee be dependent on how big they are? I mean, an axeman might get a bonus versus a swordsman, but versus a Hill Giant?

I suppose you could water down melee, but it would be nice to multi-class to get a better breakdown of attack and defense bonuses.

edit: I forgot you already have giants, but the idea may be sound even if the example sucks. :)
 
woodelf said:
Kael - Is it possible for units to have more than 1 class? I was wondering about melee units...couldn't you have large, human-size, and small? Wouldn't the bonuses versus melee be dependent on how big they are? I mean, an axeman might get a bonus versus a swordsman, but versus a Hill Giant?

I suppose you could water down melee, but it would be nice to multi-class to get a better breakdown of attack and defense bonuses.

No, the schema only allows units one combat class per unit. Not their say there isn't another way to accomplish the same effect.

Incidently Giants aren't melee class units, they are UNITCOMBAT_GIANT so an Axeman wouldn't get a bonus against them.
 
Perhaps in stage 2, you could make it so you have 'minor' races (elves, humans, dwarves) worshiping say dragons, demons of some sort or perhaps have elemental religions such as fire, light or darkness. Then you could have unique units for religion and civs, although this does seem to clash with the idea of having elves, trolls and humans as resources though...

Although having a dragon resourse would be cool.
 
Another idea! Perhaps religions could be presented to you and you get a penalty for declining it? Say if you don't start worshipping Cyclopses or whatever, a few will spawn nearby and attack your cities. Although I guess this'd have to be disabled once you have a religion. Just an idea, don't know if it's even possible.
 
kevjm said:
Perhaps in stage 2, you could make it so you have 'minor' races (elves, humans, dwarves) worshiping say dragons, demons of some sort or perhaps have elemental religions such as fire, light or darkness. Then you could have unique units for religion and civs, although this does seem to clash with the idea of having elves, trolls and humans as resources though...

Although having a dragon resourse would be cool.

The truth is that different methods will be used depending on the resource.

Dragons for example will require a resource (and "taming") before you can build units.

Elves will probably be a unique resource of the elven civilization, you must get them to trade you some elves to be able to make elven units.

Neutral units like Lizardmen will bring special units to any civ that cultivates the resource. Though I wouldn't expect it to be as simple as building an improvement and a road to their resource.

Some units will be accessed through special means, Lycanthropy and Vampirism both spread after an event occurs.
 
kevjm said:
Another idea! Perhaps religions could be presented to you and you get a penalty for declining it? Say if you don't start worshipping Cyclopses or whatever, a few will spawn nearby and attack your cities. Although I guess this'd have to be disabled once you have a religion. Just an idea, don't know if it's even possible.

I think this is a good idea too. I hope to be able to spawn civilizations while the game is being played. So if an event occurs an elven civ may spawn and declare war on non-fellowship civs. Or a demon civ may spawn and declare war on non-veil civs, etc.

I hate to punish directly for declinging a religion though because it incents players not to research the religion granting techs if they arent going to adopt the religion. The cost of the time spent researching the tech seems high enough for the advantage (holding the holy city).
 
The method my mod is using for racial resources is to have the resource "Elven Village" (or whatever race) appear on the map. However, instead of getting direct access to all Elf units just by building a single improvement, what I've designed is basically a fancier version of cottage->hamlet->village->town. It'll require the SDK, but each level of the improvement grants a new resource. Following the Elven Village example, an Outpost (cottage) would give Contact with the Elves, a Trading Post (hamlet) would give Cooperation with the Elves, a Stronghold (village) would give Friend of the Elves, and a Principality (town) would give Alliance with the Elves. The racial units would be arrayed in 4 tiers, with the lowest tier needing any of the resources and the highest only being availble once you have Alliance with the <race>.

You're welcome to borrow the idea if you like it.
 
Kael said:
*2. Copper Golems now correctly require a tower.

Aw, I liked being able to make a golem without towers. Let you pump them out around 30-40 turns earlier than the other golems.
 
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