[MOD] Fall from Heaven

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! ;)

So mage = APC ? :D

*starts loading catapults into mages* Yarr! :king:
 
Well, well, well,
I played this excellent mod from 0.6 on and allways wanted to post a message but was taken aback be the shear mass of replies and pages allready on the forums.

I read through the first 50 or so pages but as more came up faster then I could read I just skipped the last ... say 20.

Thus I don't want to say anything about bugs (which I only found in .6 and .7 and are all fixed by now).

I just want to express the following:

Kael, I truly love your mod!!! :goodjob:

It's so incredibly well designed, creative and "witty" and it even becomes better with every version!
At the same time you seem to have never ending patience. As I read through the first pages I realized the same questions being asked over and over again and you allways answered in a most patient way. I guess a lot of others would rather have reacted very differently!

I think all your fanbase second me when I say:
Thanks for your great work and keep it up!
I for one can't wait for 0.9 as you seem to implement more and more cool stuff.

I hope nobody thinks this post was a complete waste of their time ;) :rolleyes:
 
Kael - judging by your poll so far the poor OO aren't feeling much love. :( Maybe some of the things written on the last couple of pages will make them more lovable.
 
Of course I'm biased but I still like the idea of the (I'll call him) Lunatic being upgraded with the asylum. As far as power you could make somewhere 'tween axeman & macemen; afterall he's crazy - a swirling dervish of fists and spit, but defensively very weak - too preoccupied with the scary grass to put up much of a resistance. But, again, I'm very biased.

Thanks - Seamus
 
seamus75 said:
Of course I'm biased but I still like the idea of the (I'll call him) Lunatic being upgraded with the asylum. As far as power you could make somewhere 'tween axeman & macemen; afterall he's crazy - a swirling dervish of fists and spit, but defensively very weak - too preoccupied with the scary grass to put up much of a resistance. But, again, I'm very biased.

Thanks - Seamus

Im with you man, I love the idea, I will fit it somewhere. The Overlords need their lunatic! :D
 
woodelf said:
Kael - judging by your poll so far the poor OO aren't feeling much love. :( Maybe some of the things written on the last couple of pages will make them more lovable.

I know, and the Ashen Veil gets all the love even though it is one of the weakest religions. Do you know why? Because its fun to play the bad guys!
 
I love terraforming so I had to choose the Fellowship. Any chance in Python that the OO could make an aquifer (to create a river) or create an oasis out of desert? Not sure what you could terraform on water....
 
Kael, have u changed some dye or worker properties ? Because in game i played, automated workers didn't built plantations on dye resources when i had the tech for it :confused:
 
Crash757 said:
Kael, have u changed some dye or worker properties ? Because in game i played, automated workers didn't built plantations on dye resources when i had the tech for it :confused:

That's odd. Although I never automate workers I've found that the AI always does a good job putting plantations where they're needed. Maybe your empire was already happy and they had better things to build like lumbermills or windmills?
 
Crash757 said:
Kael, have u changed some dye or worker properties ? Because in game i played, automated workers didn't built plantations on dye resources when i had the tech for it :confused:

No, in fact I wish I could access the AI script the computer uses when you automate workers, but I can't. Are you able to place one if you control the worker?
 
Crash757 said:
Kael, have u changed some dye or worker properties ? Because in game i played, automated workers didn't built plantations on dye resources when i had the tech for it :confused:

The dye wasn't blocked by jungle, perhaps?
 
Kael said:
No, in fact I wish I could access the AI script the computer uses when you automate workers, but I can't. Are you able to place one if you control the worker?
Sorry, the problem was in fact that there was jungle on that tile which i couldn't cut, because i don't have the tech for it :blush: Anyway, i wish those jungles would be bit more colourful, it's not the first time i didn't notice few small trees by resource x_x
 
Kael said:
Im with you man, I love the idea, I will fit it somewhere. The Overlords need their lunatic! :D

And you can give them 'crazed' promotion which adds +50% strength when they attack and -90% when they defend... A tired (i.e. resting) loon is much easier to kill then the frenzing one.

woodelf said:
Kael - judging by your poll so far the poor OO aren't feeling much love. :( Maybe some of the things written on the last couple of pages will make them more lovable.

There's a poll?!? Where?

Mumin said:
Oh dear. I just noticed that the Fellowship of the Leaves gives you a whopping +3 production Lumbermills (including forest bonus). Was that really the idea? May I suggest that Hidden Paths provide Lumbermills with a +2 commerce instead? Or perhaps even better: Make an "Enchant Forest" improvement that increases food output of forests by 1 and which can be upgraded with further techs to get up to +2 commerce.

That's what I thought.I proposed something similar here and here.
 
Chammadai said:
And you can give them 'crazed' promotion which adds +50% strength when they attack and -90% when they defend... A tired (i.e. resting) loon is much easier to kill then the frenzing one.



There's a poll?!? Where?



That's what I thought.I proposed something similar here and here.

I like the idea for them being strong attackers but weak defenders. I will have to see if I wcan work that out.

The survery link is in my Sig, be sure to check it out, I would love to see what you think.

And Something definitly needs to be doen with the lumbermills. We will get something worked out before 0.90.
 
I have yet to play it all the way through but I've played the early-mid game quite a few times. I love this mod, thank you for making it :)

A few comments/suggestions, though.

1) Having access to Shock 2 right off the bat is a bit too powerful imo. When every AI's pretty much stuck on warriors for a lengthy duration, getting a warrior combat 1, shock 1 & 2, and whatever else you can add to it pretty much means doom for your neighboring AIs every single time. It's not very hard to do either especially if you have the aggressive trait. I think that shock 2 should not be opened until you research a certain tech a bit down the line.

2) Guardian of Nature seems to be an insanely powerful civic so early on. I haven't had much experience with the other religions, but it just seems so wrong to get a civic that basically gives you a ton of happiness (you can basically plant happiness with the elves) & health so early on. Playing a race that starts with tracking, you can basically research Mysticism -> Ancient chants -> Philosophy then free tech for the Elven religion. This never fails because the AI doesn't seem to prioritize philosophy much, I have yet to have the AI beat me to philosophy no matter what the starting techs are. One suggestion relating to this is that planting forests should be more difficult to do than it currently is. I'd suggest doubling the time necessary to do so.

3) Pyramids is also a bit of a problem. Being able to switch to Republic in the early stages is pretty crippling for the other races (not so bad when you're an elf, I guess).

note that these are just the comments I have from having played through the mid-early game like 5-6 times.
 
Xarathas said:
I have yet to play it all the way through but I've played the early-mid game quite a few times. I love this mod, thank you for making it :)

A few comments/suggestions, though.

1) Having access to Shock 2 right off the bat is a bit too powerful imo. When every AI's pretty much stuck on warriors for a lengthy duration, getting a warrior combat 1, shock 1 & 2, and whatever else you can add to it pretty much means doom for your neighboring AIs every single time. It's not very hard to do either especially if you have the aggressive trait. I think that shock 2 should not be opened until you research a certain tech a bit down the line.

I think you are right, I will look at doing that in 0.90.

2) Guardian of Nature seems to be an insanely powerful civic so early on. I haven't had much experience with the other religions, but it just seems so wrong to get a civic that basically gives you a ton of happiness (you can basically plant happiness with the elves) & health so early on. Playing a race that starts with tracking, you can basically research Mysticism -> Ancient chants -> Philosophy then free tech for the Elven religion. This never fails because the AI doesn't seem to prioritize philosophy much, I have yet to have the AI beat me to philosophy no matter what the starting techs are. One suggestion relating to this is that planting forests should be more difficult to do than it currently is. I'd suggest doubling the time necessary to do so.

I think you have 2 good pieces of advice from here. The AI needs to favor philosophy more and and I may need to review the bonus's from Guardian. I don't mind the happiness boost, I see the fellowship as a very happy people, but the health bonus probably needs taken down.

3) Pyramids is also a bit of a problem. Being able to switch to Republic in the early stages is pretty crippling for the other races (not so bad when you're an elf, I guess).

note that these are just the comments I have from having played through the mid-early game like 5-6 times.

The last doesn't bother me as much, it is a wonder after all and I can't say that spending the effort on Pyramids is to much better than spending the same amount of effort making axemen. But I will play with it a little and see how it plays out.
 
ma.KaBre said:
Well, well, well,
I played this excellent mod from 0.6 on and allways wanted to post a message but was taken aback be the shear mass of replies and pages allready on the forums.

I read through the first 50 or so pages but as more came up faster then I could read I just skipped the last ... say 20.

Thus I don't want to say anything about bugs (which I only found in .6 and .7 and are all fixed by now).

I just want to express the following:

Kael, I truly love your mod!!! :goodjob:

It's so incredibly well designed, creative and "witty" and it even becomes better with every version!
At the same time you seem to have never ending patience. As I read through the first pages I realized the same questions being asked over and over again and you allways answered in a most patient way. I guess a lot of others would rather have reacted very differently!

I think all your fanbase second me when I say:
Thanks for your great work and keep it up!
I for one can't wait for 0.9 as you seem to implement more and more cool stuff.

I hope nobody thinks this post was a complete waste of their time ;) :rolleyes:

I am glad you are having fun, I definitly have some fun stuff planned for 0.90. Although I tell you what, Chalid made some ashen veil buildings that look awesome and one of my favorite parts of 0.90 is just seeing the Ashen Veil cities full of dark evil looking buildings.
 
Kael said:
Thats both very cool and kinda scary. When the game says "Force Building" it really means it. I guess I don't have a problem with being able to build temples in other players cities but being able to inquisition them is definitly a problem.

Hmmm.....

Maybe you will be allowed to Inquisition them but it will have a 50% of causing war if they are a different state religion than you and a smaller chance to declare war (5%?) if they are the the same state religion.

Wow. Does no one else think that this is totally the flavor of the Order? They should get huge bonuses and ways of doing this without any penalties. After all, when god tells you to go inquisit someone's city, they can't resist if they also beleive in Junil.

Also, what if one of their units could allow them to build barracks in all cities?
This would help you, and your allies.
 
Xarathas said:
I
1) Having access to Shock 2 right off the bat is a bit too powerful imo. When every AI's pretty much stuck on warriors for a lengthy duration, getting a warrior combat 1, shock 1 & 2, and whatever else you can add to it pretty much means doom for your neighboring AIs every single time. It's not very hard to do either especially if you have the aggressive trait. I think that shock 2 should not be opened until you research a certain tech a bit down the line.
.

I guess I'll have to agree - this is the tactic I use to dominate on Emperor - with raging barbarians and aggressive AI!
Get the aggressive trait - give your warriors shock 1 - kill a couple barbs - get Shock 2 - research the Wheel and give them another movement point - then use them to kill barb after barb - pretty soon you've got unstoppable Super-Warriors running around (I give them names like Conan or the like *g*)... now turn them loose on your poor neighbors.. :evil:
 
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