[MOD] Fall from Heaven

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.

I dont know how possible that would be on a random map, but I think it would be a great idea for a scenerio.
 
Kael said:
This would be hard to make balanced on a random map (and probably get old after running through it a few times)

Dunno. Would it?

Divide the map into X equal-sized sections, where X = the number of ruins you need to control. When tech discovered, randomly choose a square from one of the sections. Check to see it isn't water (or maybe check to see that it IS water? Underwater ruins with underwater monsters guarding them might be cool) and preferrably some distance away from the nearest city. Place a ruin there and mark the map section as used. Next time pick another section of the map.

Of course, there's always the problem of getting the AI to understand it needs to take over the ruin. If the ruin is within another player's territory, a slowly increasing "we want the ancient ruins" negative modifier to relations with all other players for as long as the ruin is there. (This would likely trigger some massive world wars!) If the ruin's within neutral territory it gets trickier. Maybe spawn a barbarian city there, (presumably) making it a target for the AI's attacks?

Now that I think of it, that might get really, really cool... constant, massive world wars erupting from the discovery of those ruins, lasting until one empire manages to capture them all. A nice apocalyptic ending to the game. (Of course, there should be an option to turn it off)
 
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?

How about giving Slavery the chance to enslave a defeated enemy as a worker, like the Maya Javelin Thrower could in Civ3? It seems to be possible in Civ4 too, I saw Slavery modified in just that way in the 'Composite Mod' by Exavier.
It's a bit overpowered there, though, so don't make the chance too high.
 
Dragonlord said:
How about giving Slavery the chance to enslave a defeated enemy as a worker, like the Maya Javelin Thrower could in Civ3? It seems to be possible in Civ4 too, I saw Slavery modified in just that way in the 'Composite Mod' by Exavier.
It's a bit overpowered there, though, so don't make the chance too high.

28. Civilizations with the Slavery civic convert 25% of the units they defeat into Slaves

I didn't check if it works yet but it says it's there...
 
Ran into something annoying, don't know if its supposed to happen or not.

I managed to grab a barbarian city, before I could spread Ashen Vale to it The Order infested the place.

Now I can't get the Ashen Vale religion into the city as The Order instantly removes it.

Any way around this?

My current game has been kinda challanging..

Playing Contients Random/Random/Random/Huge.

Ended up with three contienents(sp?) with one civ on each, then a larger contienent with the rest on it. I was on one of the solo landmasses with no Iron or Reagents.

I finally managed to find a random barbarian nation on a small island (three cities on it) and grabbed that which gave me some Iron but I'm going to have to conquerer the chinese to get Reagents.
 
Chammadai said:
28. Civilizations with the Slavery civic convert 25% of the units they defeat into Slaves

I didn't check if it works yet but it says it's there...

While I have yet to try to enslave an opponent I know that it definitely did work in the version I tested.
 
Kavok said:
Ran into something annoying, don't know if its supposed to happen or not.

I managed to grab a barbarian city, before I could spread Ashen Vale to it The Order infested the place.

Now I can't get the Ashen Vale religion into the city as The Order instantly removes it.

Any way around this?

If the Veil is your state religion then you can Purge the Unfaithful (I hope that's the name of the Wonder) and then move a disciple into the city after all other religions are removed.
 
woodelf said:
If the Veil is your state religion then you can Purge the Unfaithful (I hope that's the name of the Wonder) and then move a disciple into the city after all other religions are removed.

I used Purge the Unfaithful earlier. I can't use it anymore, atleast it isn't showing up anymore.

Also another possible bug: I can't build Privateers anymore, why? I can only build Galleons(sp?) which is annoying as the Chinese have Privateers swirling around my island so I need a 2:1 navy ratio to beat them back.
 
Chammadai said:
28. Civilizations with the Slavery civic convert 25% of the units they defeat into Slaves

I didn't check if it works yet but it says it's there...

Yes, it works, I played a test game.

It seemed like much more than 25%, though, I had slaves coming out the ears :D And with the many battles against barbarians in FFH, the percentage should be much lower... maybe 10%?
 
Dragonlord said:
Yes, it works, I played a test game.

It seemed like much more than 25%, though, I had slaves coming out the ears :D And with the many battles against barbarians in FFH, the percentage should be much lower... maybe 10%?

Yeah, it works for sure :)

But I don't think this chance should be lowered, when I played using OO I found them quite lacking in any cool additions and their spread rate is so low there were most often about two civs with OO as state religion (prince on a standard map with 18 civs) - it sure made me fight more often but if it wasn't for the slaves it would be hard no to stay behind the enemies.
 
Just a quick bug report you might already know about: I just loaded a conjuror into a mage.... my conjumage can then run around happily, if a little uncomfortably. On further testing, I found that you can load any unit into the mage..... I somehow managed to squeeze The Mithril Golem in to the mage somewhere (hoping it was a pocket!). As this is very exploitable, I thought I should mention it! ;)
 
First of all a BIG well done for this amazing work.

I apologias because I didn't read all the posts in this thread and maybe my question is already obsolete.

I wonder how AI is playing this heavy duty changed mode?

Is it still playing as smart as in the normal C-IV?

Is it able to build redutable mixed arms to intelligently summon monsters and to smart attack you? If so another big well done to Firaxis for such a flexible game.
 
Spearthrower said:
Just a quick bug report you might already know about: I just loaded a conjuror into a mage.... my conjumage can then run around happily, if a little uncomfortably. On further testing, I found that you can load any unit into the mage..... I somehow managed to squeeze The Mithril Golem in to the mage somewhere (hoping it was a pocket!). As this is very exploitable, I thought I should mention it! ;)

The worst part is Woodelf reported this while playtesting 0.80 and I thought I fixed it. But I didn't, it is fixed now and the fix will be in 0.90.
 
billator said:
First of all a BIG well done for this amazing work.

I apologias because I didn't read all the posts in this thread and maybe my question is already obsolete.

I wonder how AI is playing this heavy duty changed mode?

Is it still playing as smart as in the normal C-IV?

Is it able to build redutable mixed arms to intelligently summon monsters and to smart attack you? If so another big well done to Firaxis for such a flexible game.

There are so many things I would love to put in the mod but I can't because the AI wouldn't understand them. So everything that is in the the AI is pretty good with (not to say that it couldn't be better). The AI definitly understands summoning, fireballs and all that.
 
Kavok said:
I used Purge the Unfaithful earlier. I can't use it anymore, atleast it isn't showing up anymore.

Also another possible bug: I can't build Privateers anymore, why? I can only build Galleons(sp?) which is annoying as the Chinese have Privateers swirling around my island so I need a 2:1 navy ratio to beat them back.

Inquisitors will be able to remove the religion from the town as well.

I have no diea why you can't build more privateers, they don't upgrade and there isn't any restrictions on them. I will check it out.
 
Kael said:
The worst part is Woodelf reported this while playtesting 0.80 and I thought I fixed it. But I didn't, it is fixed now and the fix will be in 0.90.

Yes, I caught at least one of the bugs! :eek:

Maybe you fixed one unit, but not all of the magery types?
 
Thx Kael for answer. If so this means we can really have good fun playing it. I hate to play against an AI that doesn't use the tricks and don't give us chalange.

>> There are so many things I would love to put in the mod but I can't because the AI wouldn't understand them.

Why don't you contact Firaxis maybe they would help us with some enchancements in this regard?
 
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