[MOD] Fall from Heaven

woodelf said:
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?

I disagree, reagents are rare, but it generally adds flavour to the game. Mages aren't necessary as units and I have played more than one game without producing a Mage/Summoner. And if I really felt I needed to have them I led a crusade against someone who had them, or traded with someone for them. So, while iron is critical and maceman are basic units in later phases of the game you can play a game without mages - and catapults are finally useful ;)
 
Phenomenal..... absolutely amazing!

This mod has come so far so quickly! I downloaded and played it when you first put it up but, due to a variety of reasons, I never got to finish the first game. I just picked up the latest version with Haarbal's leaders (Great work there too - much more immersive!) and I am really impressed with the quality and depth of the mod.

I have played a lot of mods for civ games over the years, mostly fantasy and ancient world, but this one has by far the strongest core of ideas. You said its your first mod and I find it hard to believe! :confused: I read that you have taken the core ideas from a game you have built up over the years..... you can feel it in the experience of playing.

Sign me up for your devoted fan base!! :goodjob:

Gods.... this is going to be a whole new game when the SDK comes out eh? Just please, don't burn yourself out over it.... pace yourself and keep developing it. It would be a heresy if this ever fell by the wayside like so many great mods do!

Even my non-game-playing-housemate seems to have got sucked in! :lol:

Ok, enough adoration..... I am still scratching the surface of the game having only played through one Noble, Continents, Marathon with all civs so I am going to play some more before I come up with some crits and suggestions.

For now, maybe you can explain this for me. I wiped a Barb city on a small peninsula on the other side of the planet. Took a settler and some workers over and polished up the land around it. Some turns later I looked back and trees had covered *everything* leaving all the terrain modifiers in place! It also happened to another island I had out in the middle of the map. Literally, farms, plantations, mines, mountains... everything was covered in trees. Now, I am not complaining as it certainly ramped up production in those cities, but I want to know if this was a bug or whether I can control it? Was it a civic or some spell or something that made it happen?

Here you can see the island, I am hovering the mouse over some farmed, grassland rice..... see the forests everywhere? :eek:



Thanks a lot for this first rate mod!


Edit: DOH! Just read the known bugs and spotted why..... really interesting effect.... on the other side of the planet!! :lol:
 
Spearthrower said:
Edit: DOH! Just read the known bugs and spotted why..... really interesting effect.... on the other side of the planet!! :lol:

Genesis was the first wonder I ever made and was the test case for "can I make the wonders into huge game changing events that effect the entire world?". It is still one of my favorites.
 
Any thoughts on modifying Slavery a bit? It seems awfully underbalanced as a favorite civic compared to Arete and Guardian of Nature. Normally I don't play as Octopi, but all of the good ones got taken this time. ;)
 
Hully said:
Hi

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?

Also I assume it means ALL Ashen Veil building Irrespective of who owns the city?


Hully

K, I tracked this down, it will be fixed in 0.90.
 
woodelf said:
Any thoughts on modifying Slavery a bit? It seems awfully underbalanced as a favorite civic compared to Arete and Guardian of Nature. Normally I don't play as Octopi, but all of the good ones got taken this time. ;)

Im not so sure the Overlords are the best people in the world for running an efficient society (ie: I don't see them as having strong civics). I'm still uncertain as to how effective being able to turn them into production is. Its basically free production for fighting wars. You think the amount of production they provide should be increased?
 
The link on your first post to download the mod doesnt quite work. It leads to place a saying i can download free on the following public servers, but then lists none. It then lists the fastpass server which i need to pay for in order to use :(
 
My file won't download. I've clicked on the link in the first page, and then clicked on the download now link afterwards, but I'm been sitting at a page for ~15-20 minutes with no downloads. It shows what I want to download, but it won't go.
 
Kael said:
Im not so sure the Overlords are the best people in the world for running an efficient society (ie: I don't see them as having strong civics). I'm still uncertain as to how effective being able to turn them into production is. Its basically free production for fighting wars. You think the amount of production they provide should be increased?

I think they should get some happiness from some sea based building, whether it be harbor or whatnot. Also, maybe they should get a hammer or commerce boost from coastal squares? I don't see them being overly efficient, but ruling with an iron hand does have some bonuses other than sacrificing the population. And what about getting +1 movement on the sea? After finally playing them for more than a playtest game I think they seem weaker than Dwarves and Elves from a religious choice standpoint.
 
Kael said:
Yeah, the lumber mill remains weak. I may just remove it entirely and reuse the art as something else. Let me think about it.

Maybe the lumbermill art could be for an elven improvement fort type thing that increase commerce but can only be built in a forest. It also gives a defensive bonus and can reveal a resource (possibly elves)
 
loki1232 said:
Maybe the lumbermill art could be for an elven improvement fort type thing that increase commerce but can only be built in a forest. It also gives a defensive bonus and can reveal a resource (possibly elves)

Or even better, this could be the thing to reveal the 'ancient forest' resource - if you decided to make ancient forest a resource type instead of basic terrain. And if it was revealed only with 'Hidden Paths' than only Fellowship following civs would have access to it.
 
Minor thing. I had a Drown kill someone and it said "Your The Drown has....."

Is there any way to remove the The when speaking of it in this manner?
 
naf4ever said:
The link on your first post to download the mod doesnt quite work. It leads to place a saying i can download free on the following public servers, but then lists none. It then lists the fastpass server which i need to pay for in order to use :(

Reuploading now, I don't know whats wrong with it. I hope there isn't some upper limit on the amount of bandwidth, it was getting hit pretty hard.
 
K I reuploaded and it appears to be available now. Sorry for the problem.
 
took me a couple minutes for the download link to actually download, but it does come up.

People may want to consider putting this mod on a bittorent tracker if enough people are downloading it.

Anyway, looking forward to this one. Big fan of turn based fantasy games such as Heroes of M&M...going to play a game now
 
I agree that the Overlords religeon is a bit weak. i think adding some buildings like:

Octavian Sanctuary: provides 25% defensiv bonus from costal attacks, provides +1 happy from coastal citys.

Mind Tower: Has a 15% chance of turning attacking enemies into slaves, +25% science.

I see the overlords to be a a very scientific civ, willing to detroy their people to conduct experiments on them to further thir reserch, even to just control thier minds and to force them to think and reserch non stop untill they die, like a mental slave.
So what about making the Civic let the Overlords sacrifice Population for science as well as money?
 
I agree about the Overlords buildings.
In fact, I think that a lot of their stuff has been stolen by the AV, who should be more about making deals with demons than conducting scientific research.
 
An interesting thought:

A string of techs that each uncover 1 single Ruin/Temple/Tower/Keep/ that give something pretty decent to the researcher if they can find them and capture them of course.
Kind of like the space race to win only locations on the map.
 
Webrider said:
An interesting thought:

A string of techs that each uncover 1 single Ruin/Temple/Tower/Keep/ that give something pretty decent to the researcher if they can find them and capture them of course.
Kind of like the space race to win only locations on the map.

This would be hard to make balanced on a random map (and probably get old after running through it a few times) but it would be a great idea for a scenerio. And not that hard to code either. Kind of a capture the flags for Civ4.
 
Kael: do you know of the max 97 promotion problems I have? Check my thread. You should reach that limit soon, then we will know it's really true or not.
 
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