[MOD] Fall from Heaven

Kael said:
I will play with it. I was worried that if it was to low it would be to easy to get a religious victory 200 turns in by founding the first religion and spreading it quickly.

Is it possible to scale with map size? It is much easier to attain a high percentage on a small map than a large.
 
Mumin said:
Is it possible to scale with map size? It is much easier to attain a high percentage on a small map than a large.

Not using the built in function, I would have to write something to perform the checks myself.
 
What about a 'Void' type terrain? to sepparate the underworld, heaven and real worlds? Totally impassable by any units ever, and only a national wonder can let you teleport through it, like the "shadow gates" in AoW:SM?
 
Psychic_Llamas said:
What about a 'Void' type terrain? to sepparate the underworld, heaven and real worlds? Totally impassable by any units ever, and only a national wonder can let you teleport through it, like the "shadow gates" in AoW:SM?

Yeap, that would definitly be possible too. The advantage of that way is we could actually put a physical bridge between the two areas with some neutral immobile guard stationed on it.
 
Summoned units are really buggy right now... they can't decide whether to disappear or stick around.
 
Some really great ideas being batted around here!

I especially love the one about different planes à la Civ II: Test of Time. I agree, that was awesome!

Since everyone is brainstorming, here's a suggestion from me: How about a starting Wizard for each civilization, a hero unit that can't be built but only upgraded with unique benefits. Somewhat like the Daimyos in the Japanese Conquest in Civ3 Conquests, but not a Regicide mode.

This was done really well in the MoM: The Sorcerers Mod (by Clearbeard? I think) in Civ3 .. that was the Mod I was playing exclusively at the end in Civ3, just as I'm sticking to this one in Civ4 :D

Oh, and 2 minor niggles from playtesting:

1. The Monk unit has no attack sounds
2. The Public Baths and Tavern buildings have no build icons

Keep up the great work!

Oh, and thanks for adressing the Mithril issue..
 
I would love the idea of a "Hell" plane on a different map if it was possible. However i dont think i would be in favour of putting it on the same map because the game would then lose a lot of its "polish", if you can see what im getting at. At the moment everything (even though still with original models reskinned) seems to fit together very well, and the map doesnt try to be too fantasy-esque. It knows its a map. With the addition of the hell dimension on the same map i think for me it would seem very disjointed.

Thats not to say i dont like the hell idea. I would just absolutely insist that its on a different map, and if we have to wait for the SDK to do this then so be it im afraid.

Kael, the release date for 0.8 is Friday, am i correct?

mrkingkong
 
First of all: It would be great if each MOD had its own thread for reporting errors, issues and reviews - it would make information searching so much more easier.

At any rate, I had a few issues with this MOD when I first tried it - hopefully they occured because I used the wrong patch - this seems quite likely since I've not seen anyone else reporting these errors.

1. I could not get my units to move in any other way than using the Explore option - this was rather dull so I quit after a few turns.

2. I couldn't get the Civics screen to work properly. When forfeiting the option to change civics when prompted to do so I was unable to do so later on (the screen just said cancel). Furthermore there were no descriptions on the benefits of the various civics. Needless to say this also occured when I elected to See the big picture...

As I said this is probably just me and my old patch, but I thought I'd report it anyway.

Other than that I was a bit disappointed in the MOD for changing the leader selection screen (I know this is another MOD, but hey, it only works with FFH). The main portraits for a few of the leaders are stretched and look bad. Of course, this is an entirely cosmetic issue, but perfection lies in details. In addition I think Serena's portrait is of bad quality and that goes for the Undead leader portraits as well. In addition the human portraits were rather dull. If someone could explain to me how I can save the files in the correct format I can make some other portraits - I have a wide selection of fantasy art that would look great (if anyone else fancy having a go, but won't have the hassle of painting the portraits themselves, check out the portrait packages for games like Icewind Dale, Baldur's Gate and Neverwinter Nights.

Well, that's it I guess. Ride the big one, lads.
 
Nedkjemp said:
First of all: It would be great if each MOD had its own thread for reporting errors, issues and reviews - it would make information searching so much more easier.

At any rate, I had a few issues with this MOD when I first tried it - hopefully they occured because I used the wrong patch - this seems quite likely since I've not seen anyone else reporting these errors.

1. I could not get my units to move in any other way than using the Explore option - this was rather dull so I quit after a few turns.

2. I couldn't get the Civics screen to work properly. When forfeiting the option to change civics when prompted to do so I was unable to do so later on (the screen just said cancel). Furthermore there were no descriptions on the benefits of the various civics. Needless to say this also occured when I elected to See the big picture...

As I said this is probably just me and my old patch, but I thought I'd report it anyway.

Other than that I was a bit disappointed in the MOD for changing the leader selection screen (I know this is another MOD, but hey, it only works with FFH). The main portraits for a few of the leaders are stretched and look bad. Of course, this is an entirely cosmetic issue, but perfection lies in details. In addition I think Serena's portrait is of bad quality and that goes for the Undead leader portraits as well. In addition the human portraits were rather dull. If someone could explain to me how I can save the files in the correct format I can make some other portraits - I have a wide selection of fantasy art that would look great (if anyone else fancy having a go, but won't have the hassle of painting the portraits themselves, check out the portrait packages for games like Icewind Dale, Baldur's Gate and Neverwinter Nights.

Well, that's it I guess. Ride the big one, lads.

Most likely your movement and civic problems are because you need the Firaxis 1.52 patch.

The comments about haarbal's expansion pack belong in his thread I think. The portraits are dated as we all know, but the point is that it was created to add atmosphere to the fantasy setting. I don't know anything about importing files, but if you post either in haarbal's section or in the main creation area someone might be able to point you in the right direction.
 
woodelf said:
Most likely your movement and civic problems are because you need the Firaxis 1.52 patch.

The comments about haarbal's expansion pack belong in his thread I think. The portraits are dated as we all know, but the point is that it was created to add atmosphere to the fantasy setting. I don't know anything about importing files, but if you post either in haarbal's section or in the main creation area someone might be able to point you in the right direction.
I just downloaded a utilty to convert .DDS files right now. I will have a look on it later on when I get back home. If I find the time to do it (have a couple of menial tasks waiting at home) I'll have a go at some portraits from Icewind Dale and Baldur's Gate to see how it works. If there are any portraits you would like to have added yourself I guess you can send them to me. Other than that I was wondering about the Tech Tree graphics - are they in .DDS-format?

Other than that, in future versions of the MOD it would be nice with a wider selection of leaders and nations. Granted, not all fantasy races are suited, and if one wants to keep a certain setting I guess there are races that should be left alone. A couple of suggestions at the top of my head for other races would be orcs, hobbits (or kenders if one prefers the AD&D flavour) and perhaps trolls. Back in the day I had a look at an RPG (PnP) called Earthdawn which had a great setting in regards to races and such. In addition the artwork in the books was absolutely stunning. Of course we never got around to playing it since because the gaming groups I played with had their preferences in the fantasy genre, and old habits die hard (as an example I had to play with different groups when playing AD&D and Rolemaster).

Some work to live - I live to work.
 
Kael said:
For the first, you need Civ to be patch to 1.52 (there is an updater in the advanced options on the main menu). If you are using Haarbal's civ's you will need his updated version for FFH 0.70.

The Wrath is broken in 0.70 and can cause CTD's. There is a one off patch a few pages back that fixes it, it is a single file. It will be fixed in 0.80.

And I'm scheduled to release 0.80 on Friday the 13th of this month.

Wow, I didn't even know there was another update already. I guess I should log on to this forum more often. Thanks and I look forward to the update.
 
I noticed a bug in the game concerning the advanced religion techs.
In a game I founded the Overlords but I forgot to research the tech 'Mind Stapling' which allows to build the Tower of Complacency. So later in the game someone who converted to the Runes built this wonder. I don't know
how he did this because
1.he was always the Runes,
2.this advanced techs can't be traded and
3.he can't research this tech because of 1.
 
Black Whole said:
I noticed a bug in the game concerning the advanced religion techs.
In a game I founded the Overlords but I forgot to research the tech 'Mind Stapling' which allows to build the Tower of Complacency. So later in the game someone who converted to the Runes built this wonder. I don't know
how he did this because
1.he was always the Runes,
2.this advanced techs can't be traded and
3.he can't research this tech because of 1.

Thats good to know. I know there is a bug in Firaxis's code that makes the function I use to disable the techs not work in some situations. Even for players its possible to get to those techs when you aren't the right religion if you use the trick, but I didn't know that the computer would be able to do it. I think we are going to need Firaxis to fix the bug before this will work as intended.

In the meantime I'll put religion requirements on the wonders the techs unlock so even if the computer (or a player) gets the tech he won't be able to produce the wonder.
 
Regarding the issue of CTD on Wrath Unleashed I had two different experiences.
1) The avatar appeared and I CTD'd. In this case I heard the roar of the avatar and the arrow signaling its spawning appeared.
2) Nothing happened and I could keep playing. I heard nothing and no arrow appeared. Of course no avatar appeared.

In both cases I had downloaded the file that was supposed to take care of that bug.

Weird, isn't it...
 
edu2003mdq said:
Regarding the issue of CTD on Wrath Unleashed I had two different experiences.
1) The avatar appeared and I CTD'd. In this case I heard the roar of the avatar and the arrow signaling its spawning appeared.
2) Nothing happened and I could keep playing. I heard nothing and no arrow appeared. Of course no avatar appeared.

In both cases I had downloaded the file that was supposed to take care of that bug.

Weird, isn't it...

Yeah, Im right in the middle of troubleshooting 2 CTD's both in the same function (initUnit). One is during the Wrath event and the other is during the creation of Orthus. I can reproduce both and I will get them fixed before I release 0.80 but at this point Im not sure of the cause.
 
I'm not sure if this has been mentioned yet (im too lazy to read through 52 pages) or if it's possible, but do you think that once you get to spells that require reagents (i believe this idea was posted by woodelf) do you think it would be possible to have a "raise the dead" spell? It would be targetted anywhere you have line of sight and would either:

1)Raise all units that had died in the target tile and the eight around during the entire game

2)Raise a certain number of skelatons


Also, im not really sure what the avatar you were speaking about is (i stopped reading at about page 20 or so) but i think it might be like a unit that there is only one of and is very powerful. I personally like the idea of having civs have preset govt and religions for the following reason. You could have a new tech (or just find one that would fit this) that when researched, provides the civ that researched it with a hero/god/king/avatar thing.

Each would have different abilities.

Runes of Kilmorph: Some big fat Giant or Dwarf. Strongest of the five but also the slowest. Has collateral damage (a lot of it). Regains health by eating wild animals? Perhaps this should go somewhere else. Personally, i would like to see some hero have a cannabalize ability.

Ashen Veil: Weakest, but 2nd fastest, maybe like a Liche? Necromancy- has a high (35%-40%) chance to raise a defeated unit in the area around him from the dead as a skelaton each turn. Freeze- can stop all units in a stack from moving/attacking for one turn.

Human: 2nd strongest, 3rd fastest. Provides major strength bonuses for units in same and adjacent tiles. Bonus against undead units. Can cast heal.

Fellowship of Leaves: Middle strength, Fastest. Can attack from up to two squares away, invisible in woods, can summon moonstalker (white panther).

Octopuss Overlords: 2nd weakest, 2nd slowest. Can move on land coast, and sea. Mind control- Can Convert one unit per turn from enemy to Overlord's side. Perhaps here would be a good place for the cannabalize ability? Not sure, but if this was possible, could you do it please?
 
TheNewSaint said:
I'm not sure if this has been mentioned yet (im too lazy to read through 52 pages) or if it's possible, but do you think that once you get to spells that require reagents (i believe this idea was posted by woodelf) do you think it would be possible to have a "raise the dead" spell? It would be targetted anywhere you have line of sight and would either:

1)Raise all units that had died in the target tile and the eight around during the entire game

2)Raise a certain number of skelatons


Also, im not really sure what the avatar you were speaking about is (i stopped reading at about page 20 or so) but i think it might be like a unit that there is only one of and is very powerful. I personally like the idea of having civs have preset govt and religions for the following reason. You could have a new tech (or just find one that would fit this) that when researched, provides the civ that researched it with a hero/god/king/avatar thing.

Each would have different abilities.

Runes of Kilmorph: Some big fat Giant or Dwarf. Strongest of the five but also the slowest. Has collateral damage (a lot of it). Regains health by eating wild animals? Perhaps this should go somewhere else. Personally, i would like to see some hero have a cannabalize ability.

Ashen Veil: Weakest, but 2nd fastest, maybe like a Liche? Necromancy- has a high (35%-40%) chance to raise a defeated unit in the area around him from the dead as a skelaton each turn. Freeze- can stop all units in a stack from moving/attacking for one turn.

Human: 2nd strongest, 3rd fastest. Provides major strength bonuses for units in same and adjacent tiles. Bonus against undead units. Can cast heal.

Fellowship of Leaves: Middle strength, Fastest. Can attack from up to two squares away, invisible in woods, can summon moonstalker (white panther).

Octopuss Overlords: 2nd weakest, 2nd slowest. Can move on land coast, and sea. Mind control- Can Convert one unit per turn from enemy to Overlord's side. Perhaps here would be a good place for the cannabalize ability? Not sure, but if this was possible, could you do it please?

There are both Ressurection and Raise Skeleton spells planned. Raise Skeleton is pretty easy to make but Im not sure how to do Ressurection yet.

Im not really a fan of completeness. I like exceptions. The fact that some religions have avatars and some don't is just another thing I can use to diferentiate between them. So there is no Avatar planned for Fellowship of the Leaves (instead they get a wonder called Grasp of Nature that has a 5% chance to root any enemy unit that isn't in a city every turn).

The Runes of Kilmorph avatar will be in 0.80. It is the Mithril Golem, the 2nd most powerful unit in the game (the Avatar of Wrath is the most powerful in 0.80 with his Str boosted to 30). The Avatar of Entropy (Meshabber of Dis) if also in 0.80 though it isn't limited to any specific religion.
 
Kael said:
Yeah, Im right in the middle of troubleshooting 2 CTD's both in the same function (initUnit). One is during the Wrath event and the other is during the creation of Orthus. I can reproduce both and I will get them fixed before I release 0.80 but at this point Im not sure of the cause.

Thanks Kael.
 
Hi Kael,

I apologize if this has been asked/answered before (I try to keep up with the discussions, bu there are so many new posts, I miss whole pages in just a day!) Question: will unique units by race be included in 080? I know you have unique units planned (and already have unique units by religion) but was curious if the race uu's would appear in 080 (thinking of some of the great undead, dwarf, elf skins posted recently). Just curious. Thanks!:)
 
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