[MOD] Fall from Heaven

woodelf said:
Kael - any chance of adding more units like Orthus? Maybe a barbarian city that spawns in an unused area of the map later on? I've been starting in the 2nd era and missing Orthus by 17 turns so I miss hearing his arrival....

I will say that the barbs are very, very fierce if you start in other eras. No more scouts and warrior to harrass you. Now it's axemen and horsemen cutting through your hunters and poorly defended cities. :eek:

Nah, Orthus is a one off. Designed to be something special in the mod but not a line. But if the 2nd era always starts 17 turns after Orthus (so in the 92nd turn) maybe it would be moving him back a bit so that those players can see him too.
 
Anima Croatorum said:
Know what would be a good idea? Spontaneous upgrade after a unit reaches a certain level.

IE. At level 5 Elven Archer becomes Elven Marksman, at level 10 Elven Marksman becomes Elven Ranger. And you cannot build Elven Marksmen and Rangers.

There is a couple reasons I haven't done this (I love this idea btw, its been in the design doc forever, I just cant find a good way to implement).

1. If the upgrade requires a tech then the unit may level past the "mark" and be unable to upgrade.

2. If the unit has multiple things it can upgrade to there isn't a good way to to allow the player an option or which to choose.
 
Dragonlord said:
Played through part of a game on Monarch on the weekend and no issues to speak of - this mod get's better and better! :goodjob:

Just one clarification on the Heroes, please: I had all the prerequisites for one, but still couldn't build him. Then I saw it's a 'world unit' - does this mean it's like a world wonder, if one of the AIs builds the Hero, then I can't?

If that's the case:

- We should get a message that it's been built, like with a wonder, so I don't only find that out the hard way...:mad:
- Does the Hero become available again if he's killed? Or is it like with a Wonder... once built, never again?

And a suggestion: when you get to the point where you incorporate other mods, as you once said, please take a look at the Trade Advisor. While waiting for 0.80 I took a look at the Composite Mod, and it uses the Trade Advisors from another mod... they're truly incredible, much, much better than the vanilla advisor.
Edit: Just looked: it's the Exotic Foreign Advisors mod... really great!

Yeah, its a wonder so only 1 can be built. It shouldn't become reavailable after it dies, so the first builder gets it. There should be a message when it is built by any player. Check back through your log and see if something was put in there.

Also you may want to check and make sure the hero matches your religion. A lot of people think Maros is Runes of Kilmorph because he is a dwarf, but he abandoned the Runes to join the Order.
 
Is it intenional that summoned fireballs don't disappear until they attack or were attacked? I mentioned this on page 69 but I think that the little story I wrote has hidden it.:mischief:
 
Black Whole said:
Is it intenional that summoned fireballs don't disappear until they attack or were attacked? I mentioned this on page 69 but I think that the little story I wrote has hidden it.:mischief:

Definitly not. I saw your post and started a game and played for a while but I was unable to see what you are seeing. My fireballs always cleaned up correctly (meaning they were deleted after attacking or at the end of the turn).
 
Kael said:
Nah, Orthus is a one off. Designed to be something special in the mod but not a line. But if the 2nd era always starts 17 turns after Orthus (so in the 92nd turn) maybe it would be moving him back a bit so that those players can see him too.

That would be something to have him created in turn 95 or so. Quite a challenge if he ended up near you. :)
 
looks great! BUT.. I can't download anything? I even registered but everytime I click the link I click download now and get register now!
Even though I'm logged in! Do I need to pay for the subscribtion even if they say it's not neccesary?
help please, I really would love to try this:cry:
 
xatharas said:
looks great! BUT.. I can't download anything? I even registered but everytime I click the link I click download now and get register now!
Even though I'm logged in! Do I need to pay for the subscribtion even if they say it's not neccesary?
help please, I really would love to try this:cry:

Definitly don't need to pay. I haven't even paid. It looks like they don't have any public access servers up right now. Let me see if I can find a mirror link for you.

You can also get it form here: http://files.vgpro.com/file/6824
 
Hello

in my current game, I don't get anything in my cities screen; apart from that everything seems ok
I am enjoying this mod so much and for once I am leading so I do not want to start a new game already to see if the problem is general

any idea where it comes from

thank you Kael for this outstanding work, thanks extended to all the contributors
 
Opuhara said:
Hello

in my current game, I don't get anything in my cities screen; apart from that everything seems ok
I am enjoying this mod so much and for once I am leading so I do not want to start a new game already to see if the problem is general

any idea where it comes from

thank you Kael for this outstanding work, thanks extended to all the contributors

Do you have the Civilization 4 with the 1.52 patch?
 
Originally Posted by Hully
Spiral Minaret, says +1 gold from all Asen Veil buildings.

Seems to make no difference, is this working correctly and if so... where will the extra income be listed?

Agrees with Hully, Doesnt grant the added income, I would presum it works the same way as building a religous founding wonder (which increases income from 20-60 per turn depending on amount of cities) and you can see that added as soon as the wonder is built.

The message when you use a druid to vitalise the land says "Nature was been Vitalised", mistype?
 
The 2nd option I really like. Although I don't know of a way to form armies as in Civ3, I like the idea of their being a percentage chance of creating a General if a high level unit wins a battle. What would a General be able to do? Maybe the General could either be added to a city as an Engineer Specialist or create an "Officers Quarters" building in a city that boosts military production and gives xp to all units created there?

It mentions a small bit about the SDK on the back of the Civ4 Box, mentions that civ3 had armies why not make them for civ4.....summitn like that, so maybe it will be poss with the SDK :)

Love the idea about the General :)

Always go for Runes of kiliorph religion, Love the dwarven soldiers :) not only can they rush production and build mines (which workers neglect if they can build other improvments) they dont cost ya in maintenace either :) :) :) I find they make good early defensive units in my cities, cheap to upgrade too, less than axemen and warriors :) , costly to build compared to other early units but, with a decent production city can knock them out pretty fast :)
 
Something odd. I kept seeing announcements for "A crusader has joined your forces" or something along those lines, but it wasn't me getting the crusaders.. being Ashen Vale this was quite confusing for me. :D
 
Kavok said:
Something odd. I kept seeing announcements for "A crusader has joined your forces" or something along those lines, but it wasn't me getting the crusaders.. being Ashen Vale this was quite confusing for me. :D

Its coming from an Order AI player. I'll block the message so you don't see it if your not the player getting the unit.
 
DCMage said:
Agrees with Hully, Doesnt grant the added income, I would presum it works the same way as building a religous founding wonder (which increases income from 20-60 per turn depending on amount of cities) and you can see that added as soon as the wonder is built.

The message when you use a druid to vitalise the land says "Nature was been Vitalised", mistype?

I will check out the spiral, its actually one of the few untouched civ4 buildings left in the mod.

I will change "Nature has been Revitalized" to "The land has been renewed" in 0.90. Unless someone has a suggestion that sounds better.
 
Chammadai said:
I was absent only for three days and when I'm back I find over six pages of text to read. You have some pretty devoted players out there, Kael. Says something about quality of your work :).

Time for feedback:

1) The buildings that don't give penalties (although should) are market, elder council and obelisk. The negatives aren't substracted anywhere - not in the city screen, not when it comes to distributing wealth/science/culture, not simply anywhere.

K, these are working but with the elements I am storing them in the game doesn't display the results. I found another element that does display and does the same thing so I will will move them to there.

2) Played on large Highlands with 18 civs (random personalities and agressive AI) as Kublai Khan and found it funny that it was easier to find mithril than iron. Maybe it's because of the map type, I'll try playing continents as soon as possible (what probably won't be able to before friday... :/)

It is random so in some games it will be in abundance and in some it won't. I will check on the rariety of iron though, Woodelf had reported that it appeared to scarce as well.

3) It seems silly that elves are the ones that get bonuses for woodmills. Which sane elf would glad to fell trees? I'd suggest adding a new type of improvement available for Fellowship only - Treetop Village, or something like that. It could give +1 food and +1 commerce, and additionally +1 hammer with some of the later techs (taking into account that forest already give it's tile +1 hammer this shouldn't be a poor boost).

I'll be spending more time at home next week and will probably be able to help you more, not only by giving feedback. But, we'll see... :)

Yeah, the lumber mill remains weak. I may just remove it entirely and reuse the art as something else. Let me think about it.
 
Adding another thing that I find scarce since 0.80 are reagents. I have yet to find them in my territory and haven't seen any at all in 2 of my games. Maybe a Wonder that gives you 3 reagents could be made since they are critical?
 
While I love the lumber mill giving extra production to elves I agree that the logic is hokey. :)

Maybe they should simply get +1 (or 2) hammers per forest in cities with that religion and then not be allowed to make lumbermills?
 
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