[MOD] Fall from Heaven

I downloaded 070 first than after your post about the patch I downloaded the patch - so as far as I now I'm running both.
 
Kael said:
There are 2 new hero units coming for each religion in 0.80. They should add a lot of the flavor you are talking about. Im not big on renaming or reskinning unless the unit actually is functionaly different (it just ends up being more to track for a purely astheic purpose, or even worse, ties up a nice skin that I should be using in a more functional role).

I really like the hero units.
However, i think that you should include some simple flavor units. How difficult would it be make the Ashen Veil's units slightly blacker, and the Order's slightly whiter?

About that megaquest I mentioned a few pages ago, i think it would be nice if there was one of for each religion that was offered to each civ that founded a religion.
 
Im using the wrath patch too... and it still crashes :-/
I can email you the save if you want Kael.
 
There's a veritable plethora of Civ III images out there that you could use. Here's a few I found an resized.
Towers01.jpg
by embryodead,
Brewery01.jpg
by Ukas, and
AztekForge01.jpg
by Ukas.
 
NarsilFMJ said:
There's a veritable plethora of Civ III images out there that you could use. Here's a few I found an resized.
Towers01.jpg
by embryodead,
Brewery01.jpg
by Ukas, and
AztekForge01.jpg
by Ukas.

I recognize a couple of these from the MoM mod, which now that i think about it should have lots of great images.
Another possibility is the warhammer mod.

Also, Plethora is a great word.
 
I have an idea that might help defense.
What if Overlords, Fellowship, and Runes each got a type of terrain that its units could hide in during war. Then the unit in it would attack the first enemy that went into it, with some bonuses like first strikes.
 
Played around with the mod even more today :)
ordered a couple more points and suggestions in my mind:

1) Unless you plan on adding many more elven/demonic/dwarfish/giant units into the game,I suggest that the slayer promotions be unified into a single promotion.

And in any case, they should give +60% or even +80% instead of +40%, because otherwise it makes a lot more sense to just take Shock/Cover.


2) Either: I think that the few starting buildings (market, elders, obelisk) could be made about 50% cheaper, to help new/newly captured cities off the ground a tiny bit faster
Or/And:
The negative values should be taken off of them.
I mean, you spend 30 turns building the damn thing, isn't that enough?

3) The aristocracy civ is so simple and yet so ingenious. well done!

4) Runes of Kilmorph religion should be boosted a bit..

Thing is, unless you found another religion and choose that one as your state religion, you'll almost always be the only civ with Runes of Kilmorph as state religion.
Is this intentionally done to isolate the kilmorph civ (as in 'solitary dwarves in their mountain homes') ?
 
Lightzy said:
Played around with the mod even more today :)
ordered a couple more points and suggestions in my mind:

1) Unless you plan on adding many more elven/demonic/dwarfish/giant units into the game,I suggest that the slayer promotions be unified into a single promotion.

And in any case, they should give +60% or even +80% instead of +40%, because otherwise it makes a lot more sense to just take Shock/Cover.

Yeah, there are 2 more elves and 3 more dwarves coming in 0.80.

2) Either: I think that the few starting buildings (market, elders, obelisk) could be made about 50% cheaper, to help new/newly captured cities off the ground a tiny bit faster
Or/And:
The negative values should be taken off of them.
I mean, you spend 30 turns building the damn thing, isn't that enough?

I intentionally want new cities weak. They are supposed to be handicapped to force an army to thin out if it wants to grab substantial land masses.

3) The aristocracy civ is so simple and yet so ingenious. well done!

*cough* *cough* *idea stolen from ArbitraryGuy* *cough*

4) Runes of Kilmorph religion should be boosted a bit..

Thing is, unless you found another religion and choose that one as your state religion, you'll almost always be the only civ with Runes of Kilmorph as state religion.
Is this intentionally done to isolate the kilmorph civ (as in 'solitary dwarves in their mountain homes') ?

The Runes is a different sort of religion. The priests need gems instead of incense (which isnt much of a change), and the religion spread provides gold instead of culture (which is a huge difference if it is taken advantage of). Add that to the fact that they can sack their dwarves for production and if you play it with an industrious civ that halves wonder costs you have an amazing wonder engine.

Many people play the Runes and think its not doing much but don't realize why they aren't having money problems and are able to keep their tech rate that high.

In 0.80 the Runes is getting 2 heroes (every religion is, so thats not much difference). They are also able to build the Mithril Golem, a unique Avatar that requires the Runes state religion and can only be built in the Runes of Kilmorph holy city.

(Eventually there will be an Armageddon spell for each religion that can only be built in that religions holy city, a late game reason to have control of those holy cities).
 
BlakTooth said:
The spawning chance for horses seems very low then. Is it the same as standard Civ4's? If not, might wanna tweak that up some.

It is the same as vanilla Civ4.
 
Hell's Angel said:
Hey Kael this mods on Gamespot for download... Good Job:goodjob:

Wow, thanks for the heads up, I didn't even know that till I saw your post.
 
Dragonlord said:
Regarding Mithril: has anyone ever actually seen any Mithril in the game?

I'm getting frustrated here: in all the games where I got to the point where I should be seeing Mithril (tech Mithril Working), I've yet to see a single Mithril - anywhere!
Most of the games were in 0.60 and Kael said he raised the probability of Mithril appearing - but in my current game in 0.70 I got the tech Mithril Working... of course, again none in my territory, though I own most of my continent - traded for current World Maps...and: no Mithril to be seen anywhere in the world!
What in the world is going on? Is the tech description incorrect, and Mithril is revealed with a much later technology, or does it really occur so seldom?

:mad: :mad: :mad:

I did some checking and you are 100% right. Mithril wasn't showing up as often as I would like. It will be more common in 0.80.
 
Chammadai said:
Fellowship spreads too fast. It would wise to decrease it spread rate a bit, lets say to 50%. It would still have the advantage over Runes and Overlords but shouldn't fill all the cities before Order or Veil appear and as I believe I've never seen a city adopt a second religion by itself it would be rather good for those faiths.

I did exactly as you suggested and reduced the spread rate for the Fellowship from normal +75% to normal +50%.

Thanks and keep the good feedback coming.
 
Kael said:
I don't have access to the code that controls the barbarians spawn, I wish I could. I wanted to replace all the barbarians with orcs but I can't find any way to do it (short of disabling the barbarians and rewriting the process myself).

I don't know if I just misunderstood the problem, but as barbarians are a civ like the regular ones, you can give them a lot of UUs or if that's too much work just make two, three orc units and disable them for everyone except for the barbarians. If I understood your orcs-barbarians plans right...
 
c.fe said:
I don't know if I just misunderstood the problem, but as barbarians are a civ like the regular ones, you can give them a lot of UUs or if that's too much work just make two, three orc units and disable them for everyone except for the barbarians. If I understood your orcs-barbarians plans right...

Yeah, that would allow them to build the special units from their cities like normal civs do. But most of the barbarian units you run into while playing weren't built normally, they are spawned using a special routine. Thats the rountine I don't have access to.

So I could give the barbarians access to a special unit, but you would never really see it. Normally barbarian cities dont last long enough to actuallt produce much.
 
i've played through this mod several times and i have to admit it was more enjoyable than the vanilla version!

while playing as The Fellowship of Leaves civ, i loved being able to 'role play' and create an empire filled with forests with the unique elf archers. however the tiles worked against me as they were less productive than other terrain modifications and enemy units were more difficult to defeat as they approached my cities. it seemed like my elf archers should have some sort of bonus to attacking enemy units in forests. have you thought of adding attack bonuses for elves attacking units in forests or dwarves attacking units in hills?

i know it's been mentioned before, but a bonus for working forests while under The Fellowship of Leaves would be fantastic ;)
 
forumforumforum said:
i've played through this mod several times and i have to admit it was more enjoyable than the vanilla version!

while playing as The Fellowship of Leaves civ, i loved being able to 'role play' and create an empire filled with forests with the unique elf archers. however the tiles worked against me as they were less productive than other terrain modifications and enemy units were more difficult to defeat as they approached my cities. it seemed like my elf archers should have some sort of bonus to attacking enemy units in forests. have you thought of adding attack bonuses for elves attacking units in forests or dwarves attacking units in hills?

i know it's been mentioned before, but a bonus for working forests while under The Fellowship of Leaves would be fantastic ;)

Welcome to the forum, Im glad you are enjoying the mod. I would like to make a great green empire more feasible for Fellowship players. I would actually like the terrain to start to reflect the religion of the civ that owns it.

Woodelf had an idea that I am still trying to figure out how to implement. He wanted to create an upgraded forect called 'Ancient Forest' that was only available to Fellowship players and took a huge amount of time to create. The advantage of the Ancient Forest would be that they would be immune to forest fires (thats another feature I have yet to implement) and they would have a chance to spawn treefolk that attack enemy units traveling through them.
 
I like the idea of the ancient forest and the special advantages it would allow for the Fellowship - what are your ideas for the other religions? Fjords forthe Overlords?, swamps for the Vale? The ability to manipulate the lands surrounding the religions cities make sense as the people would want to create ideal atmospheres for their particular philosophies.

Any chance of tweaking the Barbarians a bit. I understand that they come in sequential tiers - animals, mythics, and strait barbarians. But is it possible to allow all three sets to exist simultaneously? The mythics just for fantasy flavor, but the animals particularly for the animal wrangling abilities of the rangers. Usually by the time I get that far the animals are long gone & forgotten.
 
seamus75 said:
I like the idea of the ancient forest and the special advantages it would allow for the Fellowship - what are your ideas for the other religions? Fjords forthe Overlords?, swamps for the Vale? The ability to manipulate the lands surrounding the religions cities make sense as the people would want to create ideal atmospheres for their particular philosophies.

Any chance of tweaking the Barbarians a bit. I understand that they come in sequential tiers - animals, mythics, and strait barbarians. But is it possible to allow all three sets to exist simultaneously? The mythics just for fantasy flavor, but the animals particularly for the animal wrangling abilities of the rangers. Usually by the time I get that far the animals are long gone & forgotten.

I was thinking about releasing some special maps that were similiar to the new world map. In effect large amounts of land that are inaccessible to all civs until late in the game. That way I can populate it with better goody huts, caves to explore, and much nastier monsters than you see early in the game.

I dont know if Im going to have this new area simulate the Underdark, another plane (maybe into the bowels of hell where a computer controlled civ full of demons waits) or just a wild area that is completly baricaded off by mountains or suchs and need to have portals activated to get through it.

All just ideas right now.
 
Hi!

I gave your mod a try and there are quite a few things i liked(like the new tech tree, new religions, more RPG feel for units with the reworked promotions), but, perhaps I dont see the forest from all the trees, I felt that something was broken. To be specific, farms and irrigation. There should be some way to spread irrigation or build alternate food production improvements. Any city that was not built on a river was doomed to stagnation at size 2-3, and the AI seemed completely confused(Russians did not build a single road). This was the 0.6 version, I think.
 
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