[MOD] Fall from Heaven

I also have ideas for a "The Angles" campaigne, but im assuming that you'll want to do that, Kael...
 
@Orion66: This was not an issue when I last played the game, although that was version 0.70. The AI did, however, play like a total moron and screwed up. But I guess I did as well, since I built the Wrath of the Avatar and had the game crash on me.
 
Orion66 said:
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???

I just entered Builder mode. ALL AI players have only warriors. So is AI capable of building advanced units? :cry:
 
OOOO!!!

I had a great idea!! Every few scenarios, if its possible to keep hero stats from scenario to scenario, then you should have a "Shop" scenario. There are a bunch of cities, and each has a different improvement. One might have a spell shop, one an armorer, another a weaponsmith, maybe even a stable, so you could upgrade your hero to be on horesback. You can spend your "hero gold" (like i said, if possible) that you earn from doing the scenarios. you should also be able to do side quests on less urgent scenarios.

A special shop called the "spellmakers' guild" should reguire regeants and gold, but you can "make" spells, like upgrade youre strength with the heart of the giant.

The Weaponsmith allows you to gain promotions (they come after the weapon ones, so you can "upgrade" the weapons from fallen heroes).

A city should have a "special shop" for youre hero that youre playing as. If you are playing as an ashen veil liche, it would provide ice/necromancy promotions, and if your playing an elf, than you can get nature/bowmanship promotions.

Note: in order to end the scenario, you just move to a blue circle on the edge of the "town" and you "win"
 
Hi Kael! Every time you release a new update this mod becomes better!

There is again a bug concerning the religious wonders. Every wonder except the 'Infernal Grimoire' requires its state religion. This isn't intentional, is it?

Edit: I noticed because china following the order built it and they followd the order from beginning
 
@Black Whole: Actually I think it is intended, but the only one who can give you a proper answer to your question is Kael himself. Other than that it does seem logic that a state wouldn't go around spending too much funds on building monumental buildings celebrating other religions than the one the state has chosen as its state religion.
 
@ Nedkjemp: But the AI do so.:)

Also, it would be a little disadvantage for the ashen veil because they are the only ones who can't build other religious wonders. If , for example, the fellowship build it, they will not have any religious wonder.
 
Sisonpyh said:
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?

The upgrade quests are Phase 2, so they are just notes right now and could change. But as of right now Valin upgrades at the death of Rosier, Bambur has to reforge the Godslayer, Gilden upgrades at the Death of Duin (Duin isn't in the game yet, he is the first werewolf), Saverous upgrades when he is killed but his upgrade is controlled by his killer, Hemah upgrades is the Order holy city is destroyed.
 
Chalid said:
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.

I will check this out.

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.)

I will check this out.

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.

Being blessed only lasts until the untis next combat, its supposed to wear off.

oh and please ignore my bad english. it has been some time since last writing in this language.

Everytime I read this from someone their grammer is always better than my own and most of the other native english speakers out there. :)
 
loki1232 said:
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 really like this idea, but unfortunatly the computer wouldn't understand and would use it to kill off his own units. Maybe after we have access to the AI something like this could be done. At the very least this idea could be used for some spells or for one civs spellcasters to counterbalance more powerfull spell ability.
 
Orion66 said:
I just entered Builder mode. ALL AI players have only warriors. So is AI capable of building advanced units? :cry:

Have you checked the technology level of the computer? Especially on the easier skill levels, it's quite common for me to be way ahead of the computer in technology. Four hours sounds like a lot, but on the slower modes (Epic or Marathon) that may not be so much.
 
TheNewSaint said:
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.

I like the ideas in this scenerio but it tends to be to tightly scripted. Gathering the reagents should be one way to defeat the enemy but their should be multiple ways to deal with the problem. Or maybe gathering the reagents isn't required at all, but if the player doesn't do it then he doesn't get to go into the next scenerio with the "heart of the giant" making that next scenerio more difficult.

The nice thing is that anyone can go ahead and design FFH scenerios on their own. Just using world builder you can make a map on the brink of a barbarian invasion. Force the players to have to declare war to get access to reagents, have a AI civ start with the Mithril Golem (be very sorry for the civ that declares war on them). Or maybe the scenerio starts with one of the computer players being halfway through construction of Wrath Unleashed. Five players could start the scenerio with a holy city each and the 2 heroes for their religion in the ultimate religious showdown. And you can tweak the what you think are the underpowered religions by starting their civ off with a better start location, extra units, or an extra city or two.
 
Black Whole said:
Hi Kael! Every time you release a new update this mod becomes better!

There is again a bug concerning the religious wonders. Every wonder except the 'Infernal Grimoire' requires its state religion. This isn't intentional, is it?

Edit: I noticed because china following the order built it and they followd the order from beginning

Yes, the Veil doesn't currently have a religious wonder. The religious wonders are on the 2nd tech (so for the Veil it would be Necromancy). Wonders on the discovery tech (like the Winter Palace on the Orders discovery tech) aren't religion specific.

The Infernal Grimoire is supposed to have a 25% chance of summoning a barbarian demon beside the building city (a little risk for the reward) so it wouldn't make for a good religious wonder. I'm not a big fan of completeness so I have no problem with the Veil not having a wonder, but The Veil definitly needs to be boosted before I close phase 1. They are just missing something.
 
SPOILER ALERT!!!

Written in Blood:
Act Two: The Hunt

Upon defeating the Horde, (elven hero's name here) decided to go for a hunt. {ha ha, i bet you thought it would be more exciting, didnt you... anyway, this is going to be full of side quests, and with all the mythical animals you get to kill, you can gain some pretty good reagents. Also, the suprise twist at the end helps move along the story...} So, he took his bow and his arrows and his horse, and he was on his way.

Note: in this scenario, there are two cities. They both look like horses. also, being the second scenario, you may not have a mounted hero unit yet...
The terrain is almost completely woods, with a few montains/hills, and some "Groves and waterfalls" (if possible) Barbarians are on, but you dont have to worry about your city because it is surrounded by special terran that barbarians cant pass through (if this works. if not, or there is a simpler way, like an invincible unit, thats fine too, i just dont want the barbarians attack ing the "city", i want them attack the hero. If you can get to the code, kael, then all barbarians should be animals (or if there is something im missing that makes it very easy, like barbarian human >0< , then do that).

Script: openning "history"

"After defeating the Horde, Lendo Bayne (well call him that) decided to go for a hunt. So he took his bow and his arrows and his horse, and was on his way...

There is an ancient white wolf, Gambit, wandering about in the woods, in constant pain, that needs your help. Find him and end his pain, so that he may be free of anguish. Tip: some other creatures wander the woods as well, and if you can find them, the some interesting reagents could be yours...

You start next a city (the horse) that can build nothing and you cant control and has a blue circle (later) to end the scenario. You can move freely, there is really not a whole latta scripting to be done here... To the north the forest gets cold, with some snow, but other than that, you can just roam around and gain experience (there should probably be a cap in this scenario...) and kill things.

Special Creatures:

Charkoal, a black dragon that gives the reagent "Charkoal's Scale" and "Charkoal's Heart" (sorry charkoal for ripping youre name...)

Hogsnout, a strong boar that gives the regeant "Hogsnout's Tusk"

The "Rabbit" from Monty Python... umm... anyway, gives the reagent
"Rabbit Feet"

Aradail, a fox that gives the regeant "Aradail's Fur"

Buckle, a hippogriff that gives the regeants "Buckle's Antlers" and "Buckle's Wings"

Venom, a large snake that gives the reagent "Venom's Fangs"

Klondike, a polar bear that wandered south... "Klondike's Claws"

And any others you can think of....

Suprise Twist Ahead!

The wolf doesnt move, because he's already dead. It could be a "resource" with a regeant on top. Any way, there is a circle around Gambit, and once you get inside it some text comes up. You aslo gain the reagent steel trap.

"Suprised, you find that Gambit is already dead. Old age must have gotten the better of him. Upon closer inspection though, you find that his paw is stuck in a steel trap. His blood is everywhere, but you can faintly make out a name ingraved in the trap:

"Marinoth"

This man is an ignorant fool! Find him and kill him!"

Now another civ, playing under the same rules as you one {city that can do nothing (except they control theirs), and one hero} enters the game. You must find the hero and kill him.

So, generated three squares to the left, is Merinoth, but he is rooted. Upon seeing him another text box appears

"Upon seeing Merinoth, you notice two things. There is an engraving of the Order on his shield, and that he is stuck in his own trap.

"Please," he says in a whimpery voice, "help me."
"And why should I?" you reply.
"Because I," he says, taking off his helmet, "need your help."

Once he takes off his helmet, you realize that he is a woman, and immediately rush to her aid.

Take her back to your horse and get her to the infirmary in Almanhein.

So you now litteraly have to escort her. She cannot move without your help, like in civ 3 with the "requires escort" flag. so you must get her to your "city" and then you win. Ta Da!

The next scenario is a city scenario, where you can spend you gold and use youre reagents, or not.

Note: Making spells or upgrading armor with reagents should be able to be done without spending gold. It should just require a morkbench or anvil or albemic...
 
Now I think that in the next scenario, Merinoth should be able to join your "Party, so that you have now an order hero and an elven hero. Im thinking of these scenarios as ways of telling the story of Fall from Heaven, so i think that Kael should be the one who does the deeper ones in the middle and end of the Campaigne, Im just trying to set that up.
 
A very small bug/typo in 0.80, which you've probably already noticed...

The intro dialog when you start a new game starts with "The sun rises on the year Year 1 of the Age of Rebirth."
 
Ideas for Weapon Upgrades, Spells and Armor:

Weapons:

Lendo's (or whatever) Longbow --> Iron Arrows +20% attack, costs 15 hero gold -->Steel Arrows +25% attack, costs 15 hero gold -->Mithril Arrows +30%attack, costs 25 hero gold.


Armor:

Lendo's Breastplate --> Leather breastplate 5 gold, requires 3 hides (dropped when wolves and bears die) +20% defense +1 movement
Lendo's/Marinoth's Breastplate --> Iron breastplate 15 gold, +35% defense
Lendo's/Marinoth's Breastplate --> Dragonscale breastplate. 0 gold. +40% defense +1 mp
Lendo's Boots --> Boots of Speed 5 gold, requires Rabbit Feet, +1 movement
Marinoth's Breastplate --> Something strong...
Marinoth's Shield --> Spiked Shield. 5 gold. Requires Hogsnouts Tusks. +45% defense against melee
(can you make it so you cant have Leather and Iron and Dragonscale breastplate at the same time?)

Spells:

Lendo's Spellbook --> Summon Gambit 0 gold. Requires Steel Trap. Summons Gambit (7 strength, 2 movement, shock and woodsman I and II promotions)
Lendo's Spellbook --> Root 20 gold
Lendo's Spellbook --> Poison 0 gold. Requires Venom's Fangs. Reduces targets strength by 5% each turn, for 5 turns
Lendo's Spellbook --> Enchant, Free Starting Spell. Can cahnge certain objects in the game (fix obolisks, turn forests to ancient forests...)
Lando's Spellbook --> Nature I --> Nature II --> Nature III

Marinoth's Spellbook --> Dragon Heart 0 gold. Requires Charkoal's Heart.
+50% attack on selected unit for 2 turns.
Marinoth's Spellbook --> I NEED MORE IDEAS!!! if anybody would like to help, you must first read the second spoiler, and then it will make sense. So ideas would be helpful...

Special:

Lendo's Longbow --> waxed string 5 gold +1 extra first strike chance. Wears off after next scenario.
 
HeruFeanor said:
A very small bug/typo in 0.80, which you've probably already noticed...

The intro dialog when you start a new game starts with "The sun rises on the year Year 1 of the Age of Rebirth."

Thanks, I will clean it up. It will be fixed in 0.90.
 
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