[MOD] Fall from Heaven

I think we should rename the Religious victory the King Coltrane. That's amazing that someone actually got 80%.

I should talk...I've never finished a game. :) We should rename the restart the woodelf.
 
woodelf said:
I think we should rename the Religious victory the King Coltrane. That's amazing that someone actually got 80%.

I should talk...I've never finished a game. :) We should rename the restart the woodelf.
I got religious victory some time ago. It's easy. Played tiny map, islands, first to found religions (leaves) and it spreaded quickly :king:
 
jjsheets said:
Okay, a little bit of work and I have the following very easy system for storing data in the ScriptData of a unit, city, game, player, or any other civ4 object that has the set/getScriptData functions.
I'm pretty sure SD-Toolkit will allow you to store data for any entity because you can name each of the storage places. If it is for a unit you can just call it Unit_UnitID, as each unit has a unique ID this should create a unique piece of script data which can be tagged on the unit.
 
Crash757 said:
I got religious victory some time ago. It's easy. Played tiny map, islands, first to found religions (leaves) and it spreaded quickly :king:

Damn. It's the Crash757 victory? Sorry Crash, but the King Coltrane sounds better. :p
 
woodelf said:
Damn. It's the Crash757 victory? Sorry Crash, but the King Coltrane sounds better. :p
I know. My nickname here is bit old (from time i played Civ3 vanilla) and not very good sounding. In other discussion boards i'm using "Semigall" as my nickname. But here i didn't found an option to change nickname... :rolleyes:
 
I was just building an abbatoir. I really think that it should do more than just allow demon summoners, even if the second bonus was unhappines.

Also, I love the MP quote on it...
 
What about these buildings for Overlords?
Temple of the Tides: +1 health from Coast and/or +1 Happy from coast.
Alter of the Sea: +1 Happy from sea, + 1 commerce from coast.
Octopus(Octogon) Sanctuary: +1 happy from all water based resources, +50% defence from Amphibious city raids against the city (as well as from accros rivers

All marine units built in Overlords citys get Navigation1 and/or flanking1.

Overlords get special unit called leviathan: reqires whales as a resource, can transport many (6?) Drown, has extremly high attack but is slow. Can 'swallow' enemy units to regain health.

Overlords get special unit called Kraken: (you should make an octopus resorce) requires Octopus, fast moving unit, which can use mind control or what-ever.

you should make a special resource for all religeons... hmmm....
Fellowship: Forest spirits, allows production of Ents and Dryads.
Order: Dunno....
Veil: Dunno either...
Runes: Mountain cave, allows production of Ogres and Giants.
Overlords: Octopus, allows production of Kraken and Hydra (?)

Dunno, these are all just ideas ;)
 
loki1232 said:
I was just building an abbatoir. I really think that it should do more than just allow demon summoners, even if the second bonus was unhappines.

Also, I love the MP quote on it...

The Abbatoir used to allow Eidolons, but it has been removed in 0.80. Instead the Castle allows both Paladins and Eidolons, it just depends based on your religion which one you can access. There has been a few building consolidations in 0.80 with the Dungeon and Colloseum moved earlier in the game (they no longer provide access to t4 units). The Druid Ring, Elephant Stables, and Archery Targets have also been removed.
 
jjsheets said:
Okay, a little bit of work and I have the following very easy system for storing data in the ScriptData of a unit, city, game, player, or any other civ4 object that has the set/getScriptData functions.

create a py file, scriptdata.py:
Code:
import cPickle as pickle

def sDataSet(object, varname, value):
  try:
    table = pickle.loads(object.getScriptData())
  except:
    table = {}
  table[varname] = value
  object.setScriptData(pickle.dumps(table))

def sDataGet(object, varname):
  try:
    table = pickle.loads(object.getScriptData())
  except:
    table = {}
    object.setScriptData(pickle.dumps(table))
    return None
  return table[varname]

Now import that file in anything that'll use per object data. Like This:

Code:
import scriptdata
sDataSet = scriptdata.sDataSet
sDataGet = scriptdata.sDataGet

When you use either function, the scriptdata will be properly initialized. This will conflict with any mod that uses the scriptdata for a given object in a different way.

now... when you use the sDataGet function, the system will return the None object if there is no such entry in the script data, so to check for this, do like the following:

value = sDataGet(unit,'someValue')
if (value):
# do something

This works so perfectly that I'm thinking of eliminating my use of Stone-D's system and going with this alone.

Thank you so much for this, I will definitly try it out. I have a few different features I haven't added because I lack the ability to track data nicely (and through reloads) and this may solve all those issues.
 
tndp said:
Whoah, this is a long train of comments. Sorry if I'm repeating one.

You need to over-ride the code that generates start locations - for one thing, it greatly over-values sea food, which you have severely nerfed.

In particular, fish are a great deal harder to work in this game than they are in normal play. If most starts can't work fish at all, and if fishing boats are going to require harbors to build, you should compensate by having them not self destruct when building improvements. Even with that fix in place, the post-processing function that balances start locations should never add sea food, it should always add land-based food resources.

Nice work on the mod overall.

I took a look through this and I think your right. I switched workboats so they no longer require a harbor so it should be closer to the origional economic model. That should help fishing players get up and going faster.
 
Kael said:
I took a look through this and I think your right. I switched workboats so they no longer require a harbor so it should be closer to the origional economic model. That should help fishing players get up and going faster.

That's a good change. Also, any chance the frequency of fish, clams, ect could be increased? It seems lower than other mods I've played. I like coastal cities! :)
 
Hey Kael & friends -- amazing mod!! I've been playing nothing but since I downloaded it. I've found that playing a custom game using only the fantasy civs has completely changed my gaming experience. Kudos!
 
Davius said:
Hey Kael & friends -- amazing mod!! I've been playing nothing but since I downloaded it. I've found that playing a custom game using only the fantasy civs has completely changed my gaming experience. Kudos!

Glad you are enjoying the Mod. Version 0.80 will be out Friday, be sure to grab it!
 
I've been playing this mod all the time myself, with the fantasy civ from the other mod.

One question, for some reason I am unable to choose some civics even if I have researched the technologies to do so. For example, Arete and Sacrifice the Weak. What could be causing this ?
 
onedreamer said:
I've been playing this mod all the time myself, with the fantasy civ from the other mod.

One question, for some reason I am unable to choose some civics even if I have researched the technologies to do so. For example, Arete and Sacrifice the Weak. What could be causing this ?

Arete requires your state religion to be Runes of Kilmorph. Sacrifice the Weak requires your state religion to be the Ashen Veil. This have been made more clear in 0.80 (when it pops up and asks you if you want to switch it tells you there is a state religion requirement).
 
ok thanks. Should be mentioned somewhere in Civilopedia though, don't you think ? Keep up the great work, I really enjoy this mod !
 
woodelf said:
That's a good change. Also, any chance the frequency of fish, clams, ect could be increased? It seems lower than other mods I've played. I like coastal cities! :)

Yeah, it would be good to have some more fish, crab, whales and clams since they are too scarce right now. I tend to build many coastal cities all the time. :crazyeye:
 
Davius said:
Hey Kael & friends -- amazing mod!! I've been playing nothing but since I downloaded it. I've found that playing a custom game using only the fantasy civs has completely changed my gaming experience. Kudos!

I have become addicted to this mod and can't play anything else but FfH!!!:eek:
 
woodelf said:
That's a good change. Also, any chance the frequency of fish, clams, ect could be increased? It seems lower than other mods I've played. I like coastal cities! :)

Yes. I mean what else can I say?
 
Psychic_Llamas said:
1.What about these buildings for Overlords?
Temple of the Tides: +1 health from Coast and/or +1 Happy from coast.
Alter of the Sea: +1 Happy from sea, + 1 commerce from coast.
Octopus(Octogon) Sanctuary: +1 happy from all water based resources, +50% defence from Amphibious city raids against the city (as well as from accros rivers

2.All marine units built in Overlords citys get Navigation1 and/or flanking1.

3.Overlords get special unit called leviathan: reqires whales as a resource, can transport many (6?) Drown, has extremly high attack but is slow. Can 'swallow' enemy units to regain health.

4.Overlords get special unit called Kraken: (you should make an octopus resorce) requires Octopus, fast moving unit, which can use mind control or what-ever.

5.you should make a special resource for all religeons... hmmm....
Fellowship: Forest spirits, allows production of Ents and Dryads.
Order: Dunno....
Veil: Dunno either...
Runes: Mountain cave, allows production of Ogres and Giants.
Overlords: Octopus, allows production of Kraken and Hydra (?)

Dunno, these are all just ideas ;)

1.I like these ideas very much. However, I think that one of the improvements should increase the food on water squares.

2.I don't hink that this will be really neesarry for Overlords to gain control of the seas once we add in the water sphere spells.

3.Nice, but what if they were given in a quest instead of being buildable.

4.see comment 3 above.

5.These are okay but they seem maybe a little out of place in this mod. I definitely think that the order doesn't need a resource, and neither does the veil. In truth, the order doesn't win because they enlist the help of other races, they win because they have powerful human soldiers. The veil is similar, but instead sells souls to demons in exchange for powerful demon units.
 
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