[MOD] Fall from Heaven

I've encountered a problem with the meteor swarm spell -- whenever my spell is attacked by enemy axemen (and specifically axemen only, it seems,) the game freezes and becomes unresponsive. Was this a problem that was fixed in the recent update? If so, my apologies for being repetitive!
 
Always a release behind. :D Had a blast with the French in 0.70.

The AI has two key problems: It does not value researching Wheel and Survival enough. Americans did not build a road before 1100 AD. Other than that it was a significant improvement. Now to check new wersion. :D
 
Anima Croatorum said:
The AI has two key problems: It does not value researching Wheel and Survival enough. Americans did not build a road before 1100 AD. Other than that it was a significant improvement. Now to check new wersion. :D

I've noticed this too. Unfortunatly it also makes my axemen commandos less effective ;(
 
Its only 7:30pm Thursday night here in Ohio. So it will be at least 12 hours (probably closer to 17-18 hours) before it get released.
 
Psychic_Llamas said:
Oh poo...I forgot about time, we should really do something about it, all that excitement for nothing *sad*. Oh well, i can play 0.70 in the mean time!

Yeah that's how I felt with .70
 
Woodelf (Playtester extrodinaire) has given 0.80 the check for release. We are a go for tomorrow!
 
Kael said:
Woodelf (Playtester extrodinaire) has given 0.80 the check for release. We are a go for tomorrow!

New art, new spells, new units = BIG fun. Great work Kael.
 
I really like this mod, but I am having problems. I can play the game just fine, but when I save the game and then restart it at a later time I have problems.
The game loads up fine, and I can do a move or two, but at the end of the turn my whole computer gets rebooted. COmputer shuts down, then restarts.
WHY? WHY?

I would really like to be able to play and finish this game. Perhaps the .80 release will fix this?

ANYONE else have similar problems> I have 1.52 patch version loaded. Does that effect it?

Comments? Suggestions?
 
veryfinemale said:
I really like this mod, but I am having problems. I can play the game just fine, but when I save the game and then restart it at a later time I have problems.
The game loads up fine, and I can do a move or two, but at the end of the turn my whole computer gets rebooted. COmputer shuts down, then restarts.
WHY? WHY?

I would really like to be able to play and finish this game. Perhaps the .80 release will fix this?

ANYONE else have similar problems> I have 1.52 patch version loaded. Does that effect it?

Comments? Suggestions?

Typically hardware reboots computers, not applications. I would be looking at drivers, specifically updated display drivers. If you have Anti-aliasing turned on I would disable it and see if your symptoms change.

I doubt 0.80 will change this and I have never heard of it happening to anyone else. Does the normal game not have this problem?
 
This does NOT happen to me on a normal game. I can save and then restart with no problems.

I think this is the first mod I have tried to save and play again, so this is the first time this problem has happened to me.

I am not sure what you mean by anti-aliasing, could you explain that more?

I will be away for 30 mins, then back on computer. Perhaps walk me through a fix, with online chat? MSN or Yahoo?

Thanks
 
veryfinemale said:
This does NOT happen to me on a normal game. I can save and then restart with no problems.

I think this is the first mod I have tried to save and play again, so this is the first time this problem has happened to me.

I am not sure what you mean by anti-aliasing, could you explain that more?

I will be away for 30 mins, then back on computer. Perhaps walk me through a fix, with online chat? MSN or Yahoo?

Thanks

Anti_aliasing is in your options / graphics settings. If it is enabled and you are running older display drivers you may have a problem (but updating your drivers is probably the best fix). I would try out some of the mods that came with the game and see if they have the same problem. You may also want to redownload the mod (or wait until tomorrow and get 0.80), your download may have been bad.
 
I absolutely love this mod, and I've got tons of ideas and suggestions for it, but I'm hesitent to start mentioning them all because, out of 60+ pages of comments, chances are many of them have already been made. However, this is more then I have any intent of actually reading.

I think this proves that this project is extensive enough to deserve it's own site and forums, which would make these sorts of discussions much easier. Are there any plans for this?

A few rough things I do want to mention, though:

The turn counter should be altered. There is no reason to have the accelerating timeline, or the BC/AD anymore. Might as well just set it to be 500/1000/2000 turns, one year per turn, starting at the year 0. (I never really liked the accelerating timeline anyway.)

The wilderness should be much more dangerous. I like the additions you've made, with the hill giants and skeletons, but there is so much room for further expansion in this direction. I'd like to see the wilderness be a truly frightening place that has to be gradually conquered and tamed, almost as difficult as conquering another empire.

Following with that, I think the starting units, that is warriors and scouts, should be made much cheaper. Everything else can stay the same price, but it would be nice to be able to pull together a substantial early-game army of primative units to help conquer the wilderness, and then keep them around and update them as you get into the late game. The combination of these two shifts would, I think, create a very interesting change in the game dynamic.

I'd also like to see animal spawn points. I don't know if this is possible, but I'd love to see something like a dragon roost sitting in the mountains, which spawns dragon animals when not in anybody's cultural radius. However, when you envelope it, it turns into a strategic resource, like horses, which allows you to recruit dragon riders. This sort of setup could work for a variety of fantasy animals (gryphons, basilisks, etc.) or barbarian races (goblins, orcs, kobolds, etc.).
 
HeruFeanor said:
I absolutely love this mod, and I've got tons of ideas and suggestions for it, but I'm hesitent to start mentioning them all because, out of 60+ pages of comments, chances are many of them have already been made. However, this is more then I have any intent of actually reading.

I think this proves that this project is extensive enough to deserve it's own site and forums, which would make these sorts of discussions much easier. Are there any plans for this?

No plans for our own forum, Civfanatics is home and FFH wouldn't be what it was without all the wonderful people here helping out.

A few rough things I do want to mention, though:

The turn counter should be altered. There is no reason to have the accelerating timeline, or the BC/AD anymore. Might as well just set it to be 500/1000/2000 turns, one year per turn, starting at the year 0. (I never really liked the accelerating timeline anyway.)

This is has been and is changed in 0.80 (which releases tomorrow).

The wilderness should be much more dangerous. I like the additions you've made, with the hill giants and skeletons, but there is so much room for further expansion in this direction. I'd like to see the wilderness be a truly frightening place that has to be gradually conquered and tamed, almost as difficult as conquering another empire.

Midgame we are planning on opening up access to another plane, tenativly called hell. It will be all the things you describe. Most players will only be able to be outposts in hell that are cities with limited functionality. It will have resources that are powerful and unavailable in the normal land, as well as a demonic civ that will start there (and therefor have time to build unmolested).

Following with that, I think the starting units, that is warriors and scouts, should be made much cheaper. Everything else can stay the same price, but it would be nice to be able to pull together a substantial early-game army of primative units to help conquer the wilderness, and then keep them around and update them as you get into the late game. The combination of these two shifts would, I think, create a very interesting change in the game dynamic.

I agree if the wilderness were made more difficult this would be cool, but we can't lower costs in the current model (the rush tactic is already to effective).

I'd also like to see animal spawn points. I don't know if this is possible, but I'd love to see something like a dragon roost sitting in the mountains, which spawns dragon animals when not in anybody's cultural radius. However, when you envelope it, it turns into a strategic resource, like horses, which allows you to recruit dragon riders. This sort of setup could work for a variety of fantasy animals (gryphons, basilisks, etc.) or barbarian races (goblins, orcs, kobolds, etc.).

New resources and quests won't come until phase 2. When they do they will be multiple types. Magic nodes the player will have to attune to a certain type of magic (so he will need to decide by the improvement he puts on it what sort of bonus's he wants to get). Most likely monster nodes will be "tameable" and if they are tamed you can destroy the node to make emmigrant monsters you can move to cities. Once you get them to a city you sack the emmigrant monster to build a building that allows that city access to the monster units. For some monsters there may be a quest involved before anyone can control the node.
 
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