[MOD] Fall from Heaven

Is there any way of changing the way that the computer prioritises who fights who in a stack. I assume that the computer just choses the best attacker to fight the best defender in a stack. However, this means that quite often an injured hero unit has to face a likely death from one high level attacking AI unit while less valuable units stand by and watch. For example I landed a sizable stack next to an enemy city, amoung other various units I had Bambur and three Shield walls. The shield walls were there to protect the stack but as Bambur was at level 13 or 14 and had various promotions the AI attacked him until he was dead, while my defensive units did nothing. needless to say the AI lost the overall exchange as they had lost their top units taking out Bambur and I was able to take the city easily in the following turn, but Bambur was no more. Is there a way to force defensive units to be the first defenses of a stack?
 
svalovec said:
Is there any way of changing the way that the computer prioritises who fights who in a stack. I assume that the computer just choses the best attacker to fight the best defender in a stack. However, this means that quite often an injured hero unit has to face a likely death from one high level attacking AI unit while less valuable units stand by and watch. For example I landed a sizable stack next to an enemy city, amoung other various units I had Bambur and three Shield walls. The shield walls were there to protect the stack but as Bambur was at level 13 or 14 and had various promotions the AI attacked him until he was dead, while my defensive units did nothing. needless to say the AI lost the overall exchange as they had lost their top units taking out Bambur and I was able to take the city easily in the following turn, but Bambur was no more. Is there a way to force defensive units to be the first defenses of a stack?

Hopefully this will be possible after the SDK is released, it isn't right now. I had planed to have a "marksman" ability for some units that let them pick which unit they wanted to attack, but I haven't been able to do that for the same reason.
 
Here is a random idea: Would it be possible to add some kind of roleplaying unit like a "King" or "Lord"? Some unit to represent the 'player' complete with age-death and sons, perhaps multiple sons/daughters?

You could even add some kind of depth to where you could send a son/daughter to another civilization and marry him/her for relations bonus and culture bonus.

Have you ever played Crusader Kings from Paradox? Something like that, without the 'qualities'.

How detailed can you get with the promotions? Can you give promotions that effect things other than units? Perhaps something like +10 culture to current city that the king is in? +5% to overall gold? etc..
If you can then you could let Kings gather experince as they age and in battle. The player could then choose how to specialize the king. (Either some kind of administrative promotion or a battle-styled promotion.)
[/end random horribly bad idea A]
 
@ kavok

Great Idea.

I was thinking something along the same lines, where if you conquered a barbarian city, or the capital of another civ, you could get that city/civ to swear allegiance to you for a certain period of time (ie. team status, with a gold per turn amount in tribute) after which the population ratio (original occupants/you civ’s population in that city) kicked in and separatism began in the form of revolutions, with the possibility of various devolutionist cities eventually banding together back into an independent civ/barbarian state. The period of time would be determined by the life of the 'king' who conquered them. This would require a mechanic like the one you are suggesting. This would be a handy way of managing a large empire by letting the AI look after distant lands and not have the cost of distant maintenance eating into your budget, all balanced by the simulated difficulty of holding a multicultural empire together, in the form of secessionist movements/violent uprisings.

Understandably, this may not work as a gameplay mechanic, however, if it did it would add significantly to the depth of the game. Just as heroes already have and the king/lord idea, I believe, would.
 
brilliant, simply brilliant. ...About how many hours does it take making a mod like this?
 
Kael, Haarbal's fantasy civ mod now looks pretty nice with 19 civs it can completely replace default non-fantasy ones. Are u going to implement it in 0.90 ?
 
Crash757 said:
Kael, Haarbal's fantasy civ mod now looks pretty nice with 19 civs it can completely replace default non-fantasy ones. Are u going to implement it in 0.90 ?

Doubtful. But only because 1.0 will follow 2 weeks behind. So thats an extra 2 weeks Haarbal can have to work on adding or changing his civs. I would like to include Haarbals civ's in the 1.0 version because I expect that will be out there for a while (I will not be releasing for a while while I work on starting phase 2) and it represents a more formal release.

So not in 0.90, but I hope to have them in 1.0.
 
sweetpete said:
brilliant, simply brilliant. ...About how many hours does it take making a mod like this?

Easily 5 times as many hours as it would take a real programmer (I had never heard of Python before Civ4 came out). In truth I have no idea how much time I have spent working on this. A lot.
 
Kavok said:
Here is a random idea: Would it be possible to add some kind of roleplaying unit like a "King" or "Lord"? Some unit to represent the 'player' complete with age-death and sons, perhaps multiple sons/daughters?

You could even add some kind of depth to where you could send a son/daughter to another civilization and marry him/her for relations bonus and culture bonus.

Have you ever played Crusader Kings from Paradox? Something like that, without the 'qualities'.

How detailed can you get with the promotions? Can you give promotions that effect things other than units? Perhaps something like +10 culture to current city that the king is in? +5% to overall gold? etc..
If you can then you could let Kings gather experince as they age and in battle. The player could then choose how to specialize the king. (Either some kind of administrative promotion or a battle-styled promotion.)
[/end random horribly bad idea A]

One way to do that in the current system is to give the "king" an option that makes him immobile and produces a building int he town that gives the bonus's you talk about. Then the immobile version of the "king" has an action that removes the building and makes him back into the normal "king". So yes, it can be done.

The sons daughters stuff is probably to complicated for the current relationship system. But following your line of thinking I am hoping the random quests could come up that introduce elements like this. The option to send a gift (costing you gold) to the family after the king has passed away could be a very easy way to get you back in the good graces of a civ you have been fighting with (as long as they don't find out you were the one who had him assassinated in the first place).
 
How do you even access the python files? maybe I could try the collateral damage thing myself :)
 
Deathling said:
How do you even access the python files? maybe I could try the collateral damage thing myself :)

They are in the Assets/Python/ and subordinate directory's. They are only text so you can use Wordpad to modify them. As always don't touch the origional ones.
 
This is a hell of a great MOD.
Thank you Kael for so much brilliant work.
I don't recognize the Fantasy World neither from a Roleplaying Game nor real historical mythology - have you made that all up your mind?
You must be a genius!
 
War Chicken said:
This is a hell of a great MOD.
Thank you Kael for so much brilliant work.
I don't recognize the Fantasy World neither from a Roleplaying Game nor real historical mythology - have you made that all up your mind?
You must be a genius!

Nah, I just had way to much free time in my late teens and through all of my 20's. And most of the stuff is stolen from somewhere, its just mixed around enough to look origional.

But thanks, Im glad you are enjoying the mod.
 
Kael said:
One way to do that in the current system is to give the "king" an option that makes him immobile and produces a building int he town that gives the bonus's you talk about. Then the immobile version of the "king" has an action that removes the building and makes him back into the normal "king". So yes, it can be done.

The sons daughters stuff is probably to complicated for the current relationship system. But following your line of thinking I am hoping the random quests could come up that introduce elements like this. The option to send a gift (costing you gold) to the family after the king has passed away could be a very easy way to get you back in the good graces of a civ you have been fighting with (as long as they don't find out you were the one who had him assassinated in the first place).

It would be -very- interesting if you could have some kind of 'ruling' family that represents the player throughout time. It could also make for some interesting barbarian era battles. :D Lord of Arabia slays Orthus!

Can you also give the king the ability to make special tile improvements that last only while he stays in them?

Picture:

The war with china is slow going.

The King sets up a fortress deep in Chinese territory a constant stream of reinforcements setting up camp in the new fortress before they prepare to assault the Chinese capitol.
 
Ok... I've kinda given up, seeing as I don't know where to look or what to do it seemed like the right thing to do, so if you want to do it, it's all up to you. After all, you do the magic :) - Night
 
Kael said:
My playtesting with an Adventurer as a Great Person type supports your thoughts. Incorporating all great people as potential heroes (or "minor heroes") would just make it worse.

Although flavor-wise the great person and hero systems seem so closely related it makes since to merge them, from a functional perspective they serve very different roles. Merging them blurs those boundries.

I also learned that heroes (at least the hero promotion) is only good in limited doses. Anymore than a few heroes running around and they lose their appeal.

So Im with you, Heroes won't be mixed with great people, but could be used for the rubber band effect like you mention.

What if each golden age you got gave you a limited hero? This guy would only stay around for the golden age (10 turns) so you would have to move fast. However, he would be very powerful in at least one way, and able to win a war all by himsel, at least in a mobile army. (and if you time the golden age right.

I agree that we don't want to be flooded with heros. This way, it requires many GP's to work, and gets a significantly larger cost each time.
Also, Heros and golden ages just go together.
 
Kael said:
One way to do that in the current system is to give the "king" an option that makes him immobile and produces a building int he town that gives the bonus's you talk about. Then the immobile version of the "king" has an action that removes the building and makes him back into the normal "king". So yes, it can be done.

This sounds really complex, but really cool. And if your King died, you would be out of the game. Rgicide version. However, what if each different government civic gave you a different "ruler". Some, (ie: aristocracy) would even give you multiple rulers. The Mageocracy would give you a mage king, who might someday train an apprentice who could rule on if he died. Take this mage King into combat would be much different from taking an ordinary king into combat. Maybe republics wouldn't have any monarch?
This would lead to lots of interesting quests and things. Instead of having children, these rulers would upgrade at important points in the game. Then their names would change from "Random King I" to "Random King II".
 
Also, @ Kael.
I like the idea that only cities with a large amount of culture could build heros.

I would also like a civic poll somewhere, possibly insteadof that other poll currently going on.
Edit: Actually I don't see the link anymore, so i guess its over, but you get my point.
 
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