[MOD] Fall from Heaven

svalovec said:
Here is a save game from my main 080 adventure.

Check out Isabella's galleons near Kartoum (?) in the mid right of the map. she is carrying a cargo of fireballs.

I know its considered bad Naval juju to sail with a horse on the ship, but Im pretty sure a cargo hold full of fireballs is even worse.

I will check out the save game, thanks Svalovec.
 
I now have a bug on mountain defence. It's minus 84745646 or something. Been playing all day, losing a few hunderd units and wondered why. Having a city on a hill in enemy teritory isn't that handy :p

Another one. When a city revolts and i let a religion deciple create their great work. The revolt is over
 
Kael said:
I wish I could, unfortunatly I don't have a way of adjusting relations so I have to simulate by applying a percentage to declare war.

I was going to say "The American Revolution mod that ships with Civ4 does this all the time," but it turns out that it's just running its own reputation system in parallel with the standard one. CvAmRevEvents.py is full of lines like

Code:
self.changePlayerAlignment(self.iFrenchID, 30)
every turn it checks alignments and possibly forces a declaration of war.
 
Hmmm.
I really like the modified lesser hero idea.
What if the normal ones were simply given to the first player who got that tech?
Also, the great prophets should still have the option of building the shrine even if turned into normal prophets.

But I have many ways of balancing the heros:
1. Make the amount of great person points needed each time go up at a steep rate.
2. Have the lesser heros not have have the heroic promotion. However, this could relate nicely back to different religions getting different types of hero units.
What I mean is that even though it would be a lot of work, and probably only for phase two, each time you got full great person points in a city, a quest would be triggered. The quest would involve a hero that was appropriate to your religion, and if you completed the quest you would get to keep him, and if you didn't then we would be lost forever.
This means that the AV could get some demons as "heros" in these quests.
 
Kael said:
I can't link a players era to his religion but I do want to tie the tiles used to the players religion. So every turn their will be chance of switching the tiles to the "good", "neutral" or "evil" flavor depending on state religion. I would love seeing a neighbor whose lands were becoming all dark and twisted.


Just tested it and it works fine to set a players Era. You just have to make sure the era isn't changed by technology (this should work by setting all technologies to be of the ancient or classical era). The only problem i can see is that this prohibits high-tech starts.

Code:
pPlayer.setCurrentEra(iReligion)

This mechanism will enable us to create citys that look according to the players religion.
 
Here is a followup post to the one above.
The flavor heros would be easy to get and use, and very powerful thanks tot he heroic promotion.
However, the gp points created heros would be harder to use, because if you violated the flavor of the unit they would leave, or maybe go barb.
The quests would balance these new "heros" because it would require a lot of resources to complete the quest, and there is always the possibility that your unit would die during the quest.

Also, on the topic of units killing heros and getting bonuses, I think that they should automatically upgrade to the next tier unit type, but the user gets to choose which one. A fourth tier unit would just get a whole lot of XP.
 
Chalid said:
Just tested it and it works fine to set a players Era. You just have to make sure the era isn't changed by technology (this should work by setting all technologies to be of the ancient or classical era). The only problem i can see is that this prohibits high-tech starts.

Code:
pPlayer.setCurrentEra(iReligion)

This mechanism will enable us to create citys that look according to the players religion.

This sounds great, as long as there isn't some hidden problem.
 
Chalid said:
Just tested it and it works fine to set a players Era. You just have to make sure the era isn't changed by technology (this should work by setting all technologies to be of the ancient or classical era). The only problem i can see is that this prohibits high-tech starts.

Code:
pPlayer.setCurrentEra(iReligion)

This mechanism will enable us to create citys that look according to the players religion.

The Era is used in a few places, to use it for building views I would need to take it out everywhere else. The biggest hit I can think of is that players that like to start in different eras wouldn't get the appropriate tech for doing so. Since starting in classical, medieval or reinissaunce would all give the same set of techs (all of them).

We will be better off to leave the era's as is but don't allow the eras to upgrade buildings. Then we can steal all the upgraded building art and use it for whatever we want, temples, armorers, bowyers, etc etc.
 
Steppert said:
I now have a bug on mountain defence. It's minus 84745646 or something. Been playing all day, losing a few hunderd units and wondered why. Having a city on a hill in enemy teritory isn't that handy :p

Another one. When a city revolts and i let a religion deciple create their great work. The revolt is over

I will definitly check that out. You know every once and a while I have a strength 4 kill a strength 16 without taking any damage and I could never figure out why. I bet this is it.
 
I played some games with the Adventurer great person and I think I will drop him. I will leave him in for playtesting to get woodelfs opinion but Im thinking hes a mistake.

The reason is that even though its just a unit or two the hero promotion is so cool that he overshadows your other troops. You have your hard working guys out earning xp and fighting for every level and this guy otudoes them all for nothing. With the heroes its not such a big deal but I can definitly see how to many heroes can make the normal units look really bland.

So the great person adventurer will probably go. He is to close to the heroes without having any flavor (and being as limited as the heroes are) and to close to the normal units that he makes look bad.
 
What about he great people being heros idea?
These would be somewhat rare, and not get the heroic promotion. They would also have all the flavor everyone loves, including an appropriate quest.
They would each get one special ability that members of its type normally wouldn't get. And example of this would be a horseman hero with blitz.
To get him you would have to, say, defeat a barbarian warlord and his horde (maybe a small horde).
 
loki1232 said:
What about he great people being heros idea?
These would be somewhat rare, and not get the heroic promotion. They would also have all the flavor everyone loves, including an appropriate quest.
They would each get one special ability that members of its type normally wouldn't get. And example of this would be a horseman hero with blitz.
To get him you would have to, say, defeat a barbarian warlord and his horde (maybe a small horde).

I defintily like earning these guys as quest rewards. But that will be phase 2 like you said.
 
Kael said:
I defintily like earning these guys as quest rewards. But that will be phase 2 like you said.

Yeah, this is best.
I would still like to revamp the GP's at least a little.

Are we able to change their abilities?
I for one would just love to add some new specialists.
What if instead of scientist was "Mage"?
 
loki1232 said:
Yeah, this is best.
I would still like to revamp the GP's at least a little.

Are we able to change their abilities?
I for one would just love to add some new specialists.
What if instead of scientist was "Mage"?

Revamping is cool, how about a "Sage" since it is more of a researcher type, not a fire chucker.
 
I also must say that I would like the idea of giving countries that were falling behind slightly more GP points, just to make it mor interesting.
 
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