[MOD] Fall from Heaven

loki1232 said:
By "firaxian" do you mean that you work at Firaxis? Maybe it's Sid Meirers in disguise!!!;)

I'd guess he does work at Firaxis seeing as he was the co-designer for Civ3 and the lead designer for Civ4.

I'd consider that a pretty decent pat on the back for ol' Kael, eh? :)

(Kael, get him to tell you more about the SDK!) ;)

BTW, Soren, you should update your website. I don't think that "unannounced title" you were working on is secret anymore. ;)
 
Kizor said:
Of course, a sudden boost to a civilization you're narrowly defeating could be very, very frustrating.
I'm not really in favor of any of the adventurer proposals yet, but that's one of the advantages to the idea that adventurers stay around longer the lower you are on the totem pole - it's not a sudden boost, it's just a marginal extension. (It might not be *enough* of a rubber band, though - needs playtesting to tell.)

Just pulling numbers out of a hat, you get an adventurer 50 turns after your first city hits size 4 (or some other event that won't happen at exactly the same time for every civ), and every 50 turns after that. The adventurer shows up at the city with the highest culture gradient, or the most recently founded/conquered city, or ... For the civilization on the bottom of the power graph, the adventurer stays around 40 turns. For the civilization at the top, it stays around 20 turns.

So when I thump my neighbors soundly and drop them from 3rd place to 8th, there's no immediate response. But if they had an adventurer, it's not going away nearly as fast; or if they didn't, but they hang on long enough to get one, it'll be around longer than mine (assuming it doesn't get killed).

You might not want to use total score, but instead just take account of land and population? It's a little counter to common sense: the player on OCC gets lots of service from adventurers while the big sprawling empire with constant chaos and war along its edges never has them around when it needs them?

I know Kael doesn't want there to be many adventurers, but instead of varying time-of-service I'd consider using this to limit how many XP your heroes or adventurers can accumulate for free: a civ in trouble will have lots of problems for the hero to solve, so they can get up to 80 xp before they go to war, while a civ on top of the world is going to have to send their heroes off to battle because there's just nothing else for them to do after 40 xp.
 
loki1232 said:
By "firaxian" do you mean that you work at Firaxis? Maybe it's Sid Meirers in disguise!!!;)

Sid did the origional design for Civ, Soren is the Lead Designer for Civ4! He is THE guy!
 
Kael, do you realize that this must mean that Soren has downloaded and installed your mod on his own personal copy of Civ4? And that he's played it?
:eek: ;)
 
loki1232 said:
ARG.
Where is Kael??
I'm impatient.

So yes, its possible to add a button to Great People to create a hero if you sacrifice 2 of them. We could make it so the type of hero is dependant on the Great Person sacrificed.

But.... (you knew it was coming)

The AI won't know how to use it. This is assuming it takes 2 Great People to do it, the computer won't bring them together for it. Im not sure what the AI script looks like for the Golden Age (or if the computer even does it) but once we get access to the SDK we should be able to add it.

So it's pretty easy to have the Great People able to do whatever you want, but having an action that requires 2 of them will be hard for the computer to understand.
 
beeb said:
Kael, do you realize that this must mean that Soren has downloaded and installed your mod on his own personal copy of Civ4? And that he's played it?
:eek: ;)

Cool, the background script that searches his computer and forwards the SDK to my email should be kicking off any minute.
 
I think the idea of the 'King' being a unit but his 'children' being somehow representing by luxury resources is a very interesting idea.

I'd still like the King to age though, perhaps every 10 or so years there is a chance a heir will be born dependant on a number of factors. (Is the king in a city for most of that time? Its hard to have children if your roaming the countryside)

His children slowly accumulate into luxury resources, when he dies you simply -1 to the resource and spawn a new 'King'.

Of course you could go with an all unit approach.. every X years the King has a chance to spawn a 'prince' or a 'princess' unit. Is there anyway to use the "gift unit" protocol to act as the 'marriage' between the two empires? Simply walk the prince/princess over into someone elses empire and gift it to marry?
 
Kael said:
So yes, its possible to add a button to Great People to create a hero if you sacrifice 2 of them. We could make it so the type of hero is dependant on the Great Person sacrificed.

But.... (you knew it was coming)

The AI won't know how to use it. This is assuming it takes 2 Great People to do it, the computer won't bring them together for it. Im not sure what the AI script looks like for the Golden Age (or if the computer even does it) but once we get access to the SDK we should be able to add it.

So it's pretty easy to have the Great People able to do whatever you want, but having an action that requires 2 of them will be hard for the computer to understand.

I don't see why you have to bring them together for this. With normal golden ages they can be in different cities if you want.

But if that doesn't work, what if getting the hero was just an extra part of golden ages?
This way, it would be made anyways as long as Firaxis bothered to allow AI golden ages.
 
Kavok said:
I think the idea of the 'King' being a unit but his 'children' being somehow representing by luxury resources is a very interesting idea.

I'd still like the King to age though, perhaps every 10 or so years there is a chance a heir will be born dependant on a number of factors. (Is the king in a city for most of that time? Its hard to have children if your roaming the countryside)

His children slowly accumulate into luxury resources, when he dies you simply -1 to the resource and spawn a new 'King'.

Of course you could go with an all unit approach.. every X years the King has a chance to spawn a 'prince' or a 'princess' unit. Is there anyway to use the "gift unit" protocol to act as the 'marriage' between the two empires? Simply walk the prince/princess over into someone elses empire and gift it to marry?

A little complex it seems. I's prefer if your palace handled all of this stuff. Although having a king unit is a good idea.

Also, if heirs were luxury resources, both you and the AI could easily trade them.

What about my earlier post about different types of king units?
 
loki1232 said:
A little complex it seems. I's prefer if your palace handled all of this stuff. Although having a king unit is a good idea.

Also, if heirs were luxury resources, both you and the AI could easily trade them.

What about my earlier post about different types of king units?

I believe you were saying something along the lines of your unit being appropriate to your civic?

It might be confusing to incorperate because technically every time you have some kind of significant civic change your king is basically overthrown.

It might be better to ignore the civic and have the King as a sort of abstraction supposed to representing -all- types of units.

Its a good idea though, it would definately be interesting and add more flavor to the civics.
 
Kavok said:
I believe you were saying something along the lines of your unit being appropriate to your civic?

It might be confusing to incorperate because technically every time you have some kind of significant civic change your king is basically overthrown.

It might be better to ignore the civic and have the King as a sort of abstraction supposed to representing -all- types of units.

Its a good idea though, it would definately be interesting and add more flavor to the civics.

Well its just for the gov civics, but basically you have my idea correctly.
I personally believe it adds a lot of flavor, and could help make some lesser civics more interesting.

Also, it makes sense that when your government is overthrown and you descend into anarchy that you monarch would change. Don't get too attached to those guys ;)
 
When I try to download from file planet, it says I have to be a fastpass user. Is there any other way i can get the game?
 
sealboy6 said:
When I try to download from file planet, it says I have to be a fastpass user. Is there any other way i can get the game?

I put a link to another site thats hosting in the first post, sorry about that. They must only allow so much throughput, thats the second time its come off of the public servers.
 
Quick question--as the Runes of Kilmorph, I am no longer able to produce dwarven soldiers after a certain point in the game. Not sure which tech or unit did it, but it was sometime around the creation of Tier 3 units.

Not that I need the military units, but it'd be nice to have my civ crank out twenty or so of these guys to rush a unit. Is this disappearance intentional, or a bug?
 
robrr said:
Quick question--as the Runes of Kilmorph, I am no longer able to produce dwarven soldiers after a certain point in the game. Not sure which tech or unit did it, but it was sometime around the creation of Tier 3 units.

Not that I need the military units, but it'd be nice to have my civ crank out twenty or so of these guys to rush a unit. Is this disappearance intentional, or a bug?

Intentional, somewhat. When a units upgrade becomes available you are no longer able to build the old version. So for Dwarven Soldiers that means if you can build Maceman or Paramanders you can't build dwarven soldiers anymore.

Since Macemen require Barracks and Paramanders require a Temple of Kilmorph you can actually still build Dwarven Soldiers in cities that don't have either of those buildings, not that that is usually much of an option.

Now that I think abotu it I may know a way to code around it. Let me play with it a little bit.
 
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