[MOD] Fall from Heaven

heh, kael genesis scared the crap outta me, but can there be music or some sort of sound accompanying it? it might be a sweet combo, also, gen revitalizes oasis' is that an error? normal druids can revitalize oasis so just thought i'd tell you, btw the mod is sweeter than ever, gj
 
Update on me:

Just Downloaded .80, took about 9 minutes (hehe, DSL)

If you would like ideas for some scenarios, kael, then ive got some. I dont know if i should PM them or just post them hear, so while im waiting for a reply ill be cultivating them...

Note about previous post: I am not obsessed, i just like the mod....
 
Kael said:
This looks all the more appealing since it hurts so much to lose heroes now (Sisonpyh I feel your pain, I lost Bambur to a crossbowman last night).

Are you content with Hero's current strength? Maybe they should be beefed up a bit so they feel more...'Heroic'. Right now (with 100xp) they pretty much lose to the upper tier units and a veteran lower tier unit can take them down as well.

With the regards to magic, have you given any thought on some type of mana system. Say an Archmage gets a total of 4 casts before he needs to 'rest' in your empire's cultural boundaries (something along those lines). Things like Wizard's tower, tavern and inns could speed up the recovery. Not sure if that is even possible, but it might balance out the spell caster zerg dominating the entire map.
 
TheNewSaint said:
Update on me:

Just Downloaded .80, took about 9 minutes (hehe, DSL)

If you would like ideas for some scenarios, kael, then ive got some. I dont know if i should PM them or just post them hear, so while im waiting for a reply ill be cultivating them...

Note about previous post: I am not obsessed, i just like the mod....

To bad, I thought I had my first stalker. :)

Im not ready yet for scenerios. The weekend of Februrary 10th I will be pulling together all the ideas for phase 2. Prioritizing, deciding what is in and what is out. So you are certainly willing to send me anything you have until then, it will probably go into a file for review that weekend. Or you can continue to work on it and just let me know what you have at that point. Either way is fine with me.
 
Sisonpyh said:
Are you content with Hero's current strength? Maybe they should be beefed up a bit so they feel more...'Heroic'. Right now (with 100xp) they pretty much lose to the upper tier units and a veteran lower tier unit can take them down as well.

With the regards to magic, have you given any thought on some type of mana system. Say an Archmage gets a total of 4 casts before he needs to 'rest' in your empire's cultural boundaries (something along those lines). Things like Wizard's tower, tavern and inns could speed up the recovery. Not sure if that is even possible, but it might balance out the spell caster zerg dominating the entire map.

Yes. When the quest system goes in each hero will have a quest that upgrades him. There are some hints to what the quest will entail in the heroes pedia entries. If the heroes accomplish their quest they will go from being where they stand now to second only to the avatars (and one of them will be as good as the avatars).
 
Kael:

Ok, think I found a bug (God, I play this mod too much :) )

Once I researched Machinery (+1 Windmill/watermill), I suddenly lost the +1 Workshop bonuses that I recieved from Construction.

And the Hero quests sound great, I cannot wait. They will be in phase 2 I assume? Not sure if you covered or this already, but could you give us a sneak peak of what the quests will entail?
 
Sisonpyh said:
^^ Take it to PMs?

Seriously, lets keep on topic here guys.

Btw, I'm really enjoying the Hero units Kael, Bambur is a badass weaponsmith. ;)

Edit: Haha, I take that back. Bambur was like level 10 and just died to two Rangers..and I can't rebuild him! :(
Hahahaha :lol: Btw, Kael, imho, simple units should get hero-slayer promotion when they kill a hero ;) What do u think ? :)
 
DLed late last night - thanks, Kael! - but only played a couple of moves before CTB - Crashing To Bed :D

For those who were asking: Harbaals fantasy civs seem to be working with 0.80 as well - started a custom game with them and everything looks OK.

Now to get to some serious playing...
 
Perhaps they should get a hero promotion for killing a hero... or all their exp?
 
I never killed a hero. How much exp do you get simply from killing one? It should be a fair amount.

Maybe you should get a special "weapon" like with Orthus.
 
Im just in the middle of my first game with 0.8 but i found three things that might be bugs.

a) I got several surviving fire-elementals (into the next few turns). I think it usually happend when the conjurer died. Summoning additional fire elementals solved the problem. Everytime it happened the fire elemental was hasted.

b) I choose Sacrifice the Weak as Civic, but got no health penalty listet in my towns. (and it seems it isn't calculated either, as all health/unhealth smilies were accounted for.)

c) I built Rosier the Fallen in the city with the wonder giving every unit the "Blessed"-promotion. He started conquering but somewere on the way i lost the promotion. Might have been when i "hasted" him.

oh and please ignore my bad english. it has been some time since last writing in this language.
 
I think giving the mage line of units a +300% defense against spells might work better than a magic resistance promotion or a specialized anti-magic unit, because the AI would have a much easier time using it.

I attacked quite a few cities which had adepts and/or mages in them, but Sysonpyhs idea of a magic defense building is even better in that respect.
I'm not sure what kind of script you'd need to make sure its a magic unit thats attacking the city and then apply a bonus from a building to the defending unit, but it may just be easier to give every unit built in that city a free 'magic resistant' promotion.

the hardest aspect of this whole thing, I think, is getting the AI to use it well.
 
Kael - What about changing Year 1 of the rebirth (or whatever it is) to Year 1 from The Fall?
 
Crash757 said:
Hahahaha :lol: Btw, Kael, imho, simple units should get hero-slayer promotion when they kill a hero ;) What do u think ? :)

I think that simple units should get the right promotion each time they kill a specialized unit.

"Once you've fought one hill giant, you've fought them all"
 
Sisonpyh said:
With the regards to magic, have you given any thought on some type of mana system. Say an Archmage gets a total of 4 casts before he needs to 'rest' in your empire's cultural boundaries (something along those lines). Things like Wizard's tower, tavern and inns could speed up the recovery. Not sure if that is even possible, but it might balance out the spell caster zerg dominating the entire map.

What if you viewed mana as strength? Each time they summoned they would lose some strength. Then you could pull them back to your borders and have them heal quickly, or just keep fighting until they drop dead?
 
I understand that the information on the various heroes' quests are to be found in the Civilopedia, in that regard I was wondering if you are planning to incorporate the Sevopedia module for future phases.
 
I HAVE IMPORTANT QUESTION!

I have been playing game for 4 hours. AI has only Scouts units and Warriors.
While I have Axemans. To have more advanced units AI have to built stables and so on... so does AI know that it have to built those? Is AI able to build more advanced units that requires special buldings???
 
SPOILER ALERT!!!

i dont know how to do that thing with the button that is on the first page...

Written In Blood:
Act One: The Horde




Once you get equipment working...

"Sir/Madam (Hero's Name Here), A horde of (ocrs/barbarians/dragons) aproaches from the south! We must kill them!"

Note: In this scenario you have control over four foot units (one has the captain promotion that gives a bonus to units in the same or adjacent tile) and your hero. You cannot control the city or anything it produces.
Script: 12 Elite Infantry (tier 4) units appear in southern most city, then line up in formation (row of six in front, row of six in back) just outside border. Next turn, they attack, and fail.

"They are too strong!" {indeed, the units have all strength promotions, and (if monsters) special promotions, like maneater, which returns unit to full health after killing a foot unit.}

"Sir/Madam (Hero's Name Here), we have discovered three powerful reagents to the north,

1)*cool regeant number one*
2)*cool regeant number two*
3)*coolest regeant # three*

that can be combined to make a "Traitor" spell (the units become hostile to each other, and attack each other). we must retrieve them!"

Script: you now have line of sight around the three regeants.

So you waddle your way up to regeant number one, and pick it up with your hero (who has the "Backpack" promotion). Upon doing so...

Script: A hill giant moves into your view around the second regeant (if you could design it so that you have to go to the one on the left first, then the one in the middle, then the one on the right). You must defeat him, which should be easy enough for the hero, and he falls.

Script: you notice that his heart is still beating. you cut it out and put it in you backpack to use as a regeant later.

So you pick up the regeant, and then begin moving on to the second one...

Script: the horde to the south loses most promotions, and as your fourth wave of troops comes in, the succeed in killing the horde. upon the death of the last unit in the horde, another on approaches and kills the victorious troops. They advance to your borders:

"The (dragons/orcs/barbarians) are at our gate!"

so you move to the third reagent it is surrounded by special terrain (that stop you upon entering them no matter how many movement points you have) once you touch one of the terrains, your turn ends, and a fast unit (a hero on horseback) comes in and takes the reagent.

Script: "Ha Ha! Try to keep up! (or something like that)

so you follow him and he eventuall runs into a dead end like this (the ^ are mountains, the * is him, the O is you)

^
^^ ^ ^
^^ * ^
^ O ^
^ ^

He attacks yoou and fails, and you take the regeant (and get his weapon)
Upon his death...

Script: The horde is inside your boundaries, and have begun attacking the city, and new reinforcements (pikemen or something defensive) arrive in the city.

"Hurry! They are attacking (city name here)!"

So you move to your city and a circle appears (an ideal (and only) spot for casting traitor). You move there and cast the spell, and all the horde units forget about your city and attack each other. When the last one is left, you hero attacks and kills it.

***Congrats! You have just fought off youre first horde!***

(this scenario is very structured, so i think it should be used as a first, easy scenario that levels up your hero and gives him a reagent (heart of a giant) and a promotion (engraved longsword). YOu should also recieve some "hero gold" (if possible) which allows you to upgrade your hero at a city with a weaponshop, armory or wizards tower.
 
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