[MOD] Fall from Heaven

Lightzy said:
1. Kael, since your world seems so realized.. why don't you add, you know, more of the settings atmosphere into the mod?
You're planning rpg elements such as quests, like the barbarian thing.. who's that barbarian lord? whats his story? whats so special about his axe?

2. For example, upon discovering a deposit of mithril next to your city, you could get a popup text with some suitably fantasy style writing describing the discovery, and what it means in the setting, etc. I dunno.
I'm sure you can think of millions ways of using this.

3.Also, does anything actually REQUIRE mithril?
I might have missed something. seems that with so few mithril deposits, one should have some real amazing advantage to go with it.

1. I totally agree. The possible rpg element is Civ IV's largest advantage over Civ III.

2. Possibly you could take stuff from lord of the rings.

3. Mithril is used for many powerful late game units:
Knight, Phalanx, Immortal.
Also its needed for the blood of the Pheonix wonder.
Also it can be used instead of iron or copper for almost any unit.
 
Following up my "lighthouses more expensive?" question:

I think part of the reason some people say the pace of the early game is slow is that lots of standard strategies and have been moved later in the game, and lots of standard city-tweaks have been made more expensive. For instance, slavery and forest-chopping are both harder to get to.

My current take on the mod is that it's got more complexity and depth in combat, and great flavor, but the city/economic side is a bit less satisfying than vanilla Civ4.
 
loki1232 said:
I think i have found a possible bug.
I rushed to the military tradition, then built the blood of the pheonix in my capital city.
I was so happy, because i thought that this was an easy way of getting powerful immortal units without having to find a mithril.
However, instead of giving units built in the city immortality, it only gave immortality to the units that i had previously built in my city, namely axemen and gallys.
Arg!

Also, i noticed that heros are gonna be in .80. Great idea, but how will they work? Do they get immortality? Partial immortality?



I love these ideas, especially developing undead as a new type. Would they be able to cast spells?

Blood of the Phoenix gives the immortality promotion to every unit you own (and in 0.80 it will also give the medic 1 promotion to every unit made in that city). It does not give you access to the Immortal unit.

Immortals are a powerful version of the immortality promotion. All other units that gain the immortality promotion will be reborn the next time they die. One time. Immortals regain the promotion the turn after they are killed. The only way to kill an Immortal is to kill him twice in the same turn (and since they are reborn in their civs capital that unsually means sacking the capital too).

Heroes are unique, undercosted for their power and have the Hero promotion. The hero promotion gives them 1 xp per turn up to 100 xp. So its up for you on how long you want to let them sit and vuild before you go out and send them into battle. Since they automatically gain xp they are likely to be full of promotions.

Besides that Im trying to make something special about all of the heroes. Kael Coalbane is a conjurer but he starts with the twincast promotion, meaning he can summon 2 fire elementals per turn. Hemah is a mage but his Fireballs have +2 range more than a normal range and he also has access to the escape spell, making him very hard to track down. (I gave the 2 mage heroes these bonus abilities since they cant take advantage of the xp growth with the current spell system).
 
loki1232 said:
I would like that.
Also it shoud include mithril which is quite rare.

Mithril:Once oyu get mithril working there should be arrows to every place in the world where there in mithril. Otherwise you have to spend 30 minutes searching for a mithril.
By the time you get mithril, you've often traded your way to most of the world map already, so just hit Ctrl+R (for the wonderful if a wee bit obvious resource pointers) and Bob should be your uncle fairly quickly. It's worked for me so far. Then again, I mostly play lakes.
 
Kael said:
Heroes are unique, undercosted for their power and have the Hero promotion. The hero promotion gives them 1 xp per turn up to 100 xp. So its up for you on how long you want to let them sit and vuild before you go out and send them into battle. Since they automatically gain xp they are likely to be full of promotions.

Besides that Im trying to make something special about all of the heroes. Kael Coalbane is a conjurer but he starts with the twincast promotion, meaning he can summon 2 fire elementals per turn. Hemah is a mage but his Fireballs have +2 range more than a normal range and he also has access to the escape spell, making him very hard to track down. (I gave the 2 mage heroes these bonus abilities since they cant take advantage of the xp growth with the current spell system).

I really like the Hero idea now that i understand it. I think that there should some early ones, maybe an adventurer unit with promotions like giant slaying.
What about a melee unit that allows a Civ III style army?
What about a hero that can cast spells but is a type that rarely gets spells?
What about a hero that gets the immortality promotion, but is not reborn with it?
What about a Privateer hero that can attack civs you aren't at war with?
 
Found a bug:
Animal Husbandry doesn't reveal horses (makes my chariot rush strat real tough to accomplish :-p )
 
wilboman said:
By the time you get mithril, you've often traded your way to most of the world map already, so just hit Ctrl+R (for the wonderful if a wee bit obvious resource pointers) and Bob should be your uncle fairly quickly. It's worked for me so far. Then again, I mostly play lakes.

Resource pointers? Wow!
 
Kidinnu said:
Following up my "lighthouses more expensive?" question:

I agree with you and think that the huge expensiveness of a lighthouse means that it is hard for costal cities to build them in a reasonable amount of time. In fact, I found costal cities to be somewhat weakened, and think that there should be a improvement that gives water units sheilds.
 
Lightzy said:
Haha, yes, I've completely given up vanilla civ4 because of this wonderful mod :)

Kael, since your world seems so realized.. why don't you add, you know, more of the settings atmosphere into the mod?
You're planning rpg elements such as quests, like the barbarian thing.. who's that barbarian lord? whats his story? whats so special about his axe?

I dunno about other ppl, but I'd really love to have more of that setting atmosphere infused into the mod somehow.

Is it possible to make popup text windows depending on certain situations, or in certain turns?

For example, upon discovering a deposit of mithril next to your city, you could get a popup text with some suitably fantasy style writing describing the discovery, and what it means in the setting, etc. I dunno.
I'm sure you can think of millions ways of using this.


2 more small things:
There's something a bit wrong with the blood of the pheonix wonder here. some weird TXT_KEY stuff.
Wonder if its just me?

Also, does anything actually REQUIRE mithril?
I might have missed something. seems that with so few mithril deposits, one should have some real amazing advantage to go with it.

Yeah, the mod could definitly use some polish. There are 2 reason that I havent spent more time on polish:

1. If I have the choice to spend time writing flavor or creating a new features like Orthus's Axe I would rather create the new features.

2. Its easier to contract with others to do some of the flavor writing. Corlindale wrote some amazing tech quotes for 0.70, there are other writers submitting text for 0.80.

I definitly want the polish, they will be in before we close on Phase 1, im just concentrating on the parts people need for play right now.
 
Well i still dont know how to play\start the mod. Your suggestion didn't work woodelf

Ok, I downloaded the mod and put it under c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fallfromheaven070. When I pick the Mod from the list, I get the message "the game must restart to load this mod". So I click OK, then when the game restarts i choose the mod again and again i get the same message. This just keeps going. . . What am i doing wrong?
 
I agree with whoever said that the improvements other than farms and mines are basically useless.
I would like techs that make things like water and lumber and wind mills more powerful.
As to workshops, waht if you make them into some kind of cottage that gets more sheilds as it grows?
Or you could copy the communism civic in the Europa Europa mod that makes cottages generate sheilds instead of gold.

Finally, if there are going to be many things that are cottage type improvements, what if you changed the fort system.
One would build a fort, but then the fort would advance to new levels such as castle, stronghold, citadel, etc.
The advancement mechanism i have two ideas for:
for it to advance it would have to be in a cities radius, and the city must have a certain number of workers designated as engineers.
The other way would be for a certain numebr of military units to have to be stationed there for a while.
 
Kael said:
Yeah, the mod could definitly use some polish. There are 2 reason that I havent spent more time on polish:

1. If I have the choice to spend time writing flavor or creating a new features like Orthus's Axe I would rather create the new features.

2. Its easier to contract with others to do some of the flavor writing. Corlindale wrote some amazing tech quotes for 0.70, there are other writers submitting text for 0.80.

I definitly want the polish, they will be in before we close on Phase 1, im just concentrating on the parts people need for play right now.

If you need me to do any flavor writing, just pm me.

Also, what did you think of my Octopus Overlords MegaQuest?
 
Nwoll said:
Well i still dont know how to play\start the mod. Your suggestion didn't work woodelf

Extract the mod into the Mods\ directory, not the Fallfromheaven folder. When you extract, the mod's folder is automatically made.

Then, activate the mod, restart, and start a new single player game.

Have fun :).
 
loki1232 said:
If you need me to do any flavor writing, just pm me.

Also, what did you think of my Octopus Overlords MegaQuest?

I think, whenever you post my design doc gets larger. :)

Honestly I think its a great idea. I don't know if I will use it in this incarnation or another but I love the idea of having a quest available to a civ that grants a huge reward if completed and makes most of the worlds civs into enemies for the duration of the quest. The Typhoon effect would be awesome too.
 
Nwoll said:
Well i still dont know how to play\start the mod. Your suggestion didn't work woodelf

If you've already extracted it into the correct spot and can choose the mod from the Advanced menu you should be 1/2way there. Let us know how you make out.
 
Ok, one more thing i liked in Civ3 warhammer mod and which would look good also in this mod - units that create units from slain enemies. Like vampires creating other vampires from their victims, necromancers creating zombies, skeletons from dead, etc. What do u think, Kael ? Or have already implemented such things and i just haven't noticed ? :D
 
Double post, sorry :rolleyes:
 
Crash757 said:
Ok, one more thing i liked in Civ3 warhammer mod and which would look good also in this mod - units that create units from slain enemies. Like vampires creating other vampires from their victims, necromancers creating zombies, skeletons from dead, etc. What do u think, Kael ? Or have already implemented such things and i just haven't noticed ? :D

This is already implemented. Units with animal handling (like elven archers) can take control of animals, and inquisitors have a 50% chance of converting enemy units that they kill.
 
BlakTooth said:
Found a bug:
Animal Husbandry doesn't reveal horses (makes my chariot rush strat real tough to accomplish :-p )

Horses should be revealed with Animal Husbandry, that's what reveals it in my games.
 
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