[MOD] Fall from Heaven

Kael said:
But I agree, it would be cool to have a rich merchant guy who gives a decent financial boost to the city but all units produced there start with the "soft" promotion that reduces their strength.

A rich merchant guy who gives financial bonuses.
Not a great merchant, perhaps?
What I mean is that we seem to keep coming back to the GP's. Have you looked at our suggestions that the heros just are extras in golden ages, but stay longer if you are losing?
 
Kael;
Really great work!!

I don't know if anyone else had had this problem, but the games plays great up until I "save" the game. When I return Everything works fine with the exception that none of my people move. Ex: workers don't move nor settlers, but I can keep on creating units and exploring new techs. Any ideas?
Sincerely

Warlock the 1st
 
loki1232 said:
A rich merchant guy who gives financial bonuses.
Not a great merchant, perhaps?
What I mean is that we seem to keep coming back to the GP's. Have you looked at our suggestions that the heros just are extras in golden ages, but stay longer if you are losing?

Your right, this is just another way of simulating the same stuff that is already there.

I did read through them, Im not sure if tying them to the golden age is good, or timing their duration on your rating. My concern is that it won't be very "fun" to lose them through no fault of your own.

I would rather give them to players that are scoring poorly, but let them keep them.
 
I'm longing for FfH 1.0... Got some good scenario ideas i could make... If u're not against, of course, Kael ;)
 
Crash757 said:
I'm longing for FfH 1.0... Got some good scenario ideas i could make... If u're not against, of course, Kael ;)

Are you kidding me? I want to play them! More power to you.
 
So I got overeager in my current game. I am playing on prince difficulty on the highlands map and I was lucky enough to have my first 3 goody huts all be new techs.

Since one of my free techs was in the line for philosophy and the other was tracking I decided to rush for Elven Studies and I got it. Philosophy first which I used for Hunting, then researched Elven Studies, perfect.

So I have some early hunters out just kicking butt. 0.90 has moved shock 2 back to Iron Working so I don't have that, but my hunters are still doing well against barbarian warriors and animals. 5 of the heroes were moved 1 step up in the tech line (1 for each religion) so you can get one of the heroes a little earlier than you can in 0.80. For the Fellowship its Gilden and he is on Hidden Paths so soon I have him as well.

Orthus popped to my southeast and I send a few hunters down looking for him. While Im exploring I find a rival who isn't doing very well, still sitting with warriors, tsk tsk. I declare war and grab one of his cities. The fight is easy, but then I see why the rival was having such problems, Orthus is leading a barbarian horde through most of his country. Orthus finishes off the rival and comes for me.

Fortunatly Gilden has enough time to get down there and he is the one who kills Orthus, earning his axe. Now I have a hero with the bonus Axe promotion and he attacks the other barbarian cities with little difficulty. It is so easy that I over expand and Im shocked to notice that my gold is dying (I usually play runes so Im not to used to money problems, the Fellowship is happy, healthy and poor).

Im forced to drop my tech down to 0 for several rounds while I recover. Markets are built across the country and I find the wonderfullness that is Aristocracy in a large country (+2 gold per farm is pretty nice!).

Im just getting everything back to normal when the highest rated rival declares war on me along with my next closest neighbor. The two begin beating on my over extended country. Fortunatly I was researching Feral Bond to get acess to my 2nd hero, Kitha, when it happened. And even better, Feral Bond now gives access to another Hero, one that isn't tied to a religion, Baron Duin Halfmorn. The Baron is big (strength 11), fast (move 3), and a werewolf.

Being a werewolf means that anything you kill is reborn on your side as a Ravenous Werewolf. Ravenous Werewolves are kind of scrawny, strength 5 with a move 1. But if they kill a living opponent not only does that opponent become another Ravenous Werewolf, but they become a Blooded Werewolf. Blooded Werewolves have a strength of 8 and move 2, now they can do some damage. Also everytime a Blooded Werewolf kills an opponent he has a small chance of becoming a Greater Werewolf with Duin's stats.

So I hold off my opponents with rangers (being able to walks across peaks on the highlands map is really nice) while I finish production on Kithra and Duin. Kithra needs a little time to grow before I can throw him into battle but there is no waiting on Duin.

At this point my country is broken into two pieces, my mainland with the bulk of my cities and the 3 cities I took when I was fighting Orthus. Since my mainland can produce rangers pretty well I send both of my new heroes to join Gilden in the smaller section. As it ends up 2 of the cities fall (shamefully Gilden deserts a city just before it falls so he won't be lost with it, where's his honor?). But the heroes manage to hold the 3rd. Duin does well at turning the opponents troops into werewolves but they are to small to fight the highly trained troops attacking the cities so they are sent out into the woods to kill barbarians and grow.

Althought he three fight valiantly the battle isn't to be won, the number 1 ranked player is just too tough. Gilden is level 11 with Orthus's Axe but still can't stand up to 3-4 level 5-6 maceman at once. But they manage to hold out long enough that the rival will at least hear my offer. Not only does he have 2 of my cities already but to declare peace he also wants one of my techs. Of course I give it to him.

Now I am at war with my neighbor, who is much smaller than the #1 ranked rival was, and my werewolves are just coming in from the woods, ready to go for that greater werewolf upgrade. Time to have some fun.
 
Wow, can't wait to try out these werewolves. How are we supposed to find motivation to enjoy the current version, when you keep announcing cool stuff for the next one? :p

Now, to serious business: I'm experiencing a bug in my current game. Sometimes my spellcasters lose their spell abilities. This first happened to the Coalbane fellow, who lost his ability to summon fire elementals, only to regain it a couple of turns later(perhaps it was when he killed a unit and got xp, can't remember). Then it happened to my Demon Summoner, who has yet to get the promotions back. The Demon Summoner was upgraded from an Adept, so he also had haste.
Perhaps it is somehow tied to the bug I experienced in 0.7 with units not getting their promotion immediately when levelling.
 
Corlindale said:
Wow, can't wait to try out these werewolves. How are we supposed to find motivation to enjoy the current version, when you keep announcing cool stuff for the next one? :p

Now, to serious business: I'm experiencing a bug in my current game. Sometimes my spellcasters lose their spell abilities. This first happened to the Coalbane fellow, who lost his ability to summon fire elementals, only to regain it a couple of turns later(perhaps it was when he killed a unit and got xp, can't remember). Then it happened to my Demon Summoner, who has yet to get the promotions back. The Demon Summoner was upgraded from an Adept, so he also had haste.
Perhaps it is somehow tied to the bug I experienced in 0.7 with units not getting their promotion immediately when levelling.

I am through my "new features" phase of the mod. I devout 1 week to trying new stuff, then the 2nd week is all cosmetic and testing. I will play with the spellcasters and see if I can reporduce what you are seeing. It should be really hard for spellcasters to get xp at all since they don't get it for their spells, but maybe if they survive and attack or something this happens. I will check it out.
 
loki1232 said:
I think that this gets kind of boring after a while, and things are much better if each different religion gets different spells (and the spells do different things). Sorry to shoot you down though...

No problems. I'm married, my ideas are normally shot down....
 
I've just had one bizzare game.
Standard map, continents, 18 civs. Absolutely no incense, reagents, horses, ironn or mithril appeared. Happiness resources are generally scarce. It's interesting 'cause when I was playing on Highlands things like that didn't happen.

Kael, I've been wondering, is this good time to discuss leader traits? Or should I ignore them for now and you'll leave them as they are until you make your planned civs with new leader traits? I'm not sure if all of those which exist already will be used so I don't know if I should report on their (lack of) balance.

Cheers
 
Talking about resource distribution on maps, I've seen two consecutive Great Plains maps with zero reagents. But tuning the resource distribution to work with non-standard maps can wait; my most successful FfH game yet was a continents game. :)
 
Chammadai said:
I've just had one bizzare game.
Standard map, continents, 18 civs. Absolutely no incense, reagents, horses, ironn or mithril appeared. Happiness resources are generally scarce. It's interesting 'cause when I was playing on Highlands things like that didn't happen.

Kael, I've been wondering, is this good time to discuss leader traits? Or should I ignore them for now and you'll leave them as they are until you make your planned civs with new leader traits? I'm not sure if all of those which exist already will be used so I don't know if I should report on their (lack of) balance.

Cheers

There will be new leader traits in Phase 2, there are 20 planned right now. But I do want to have them fairly balanced for 1.0 too.

I looked at all the traits for 0.90, the only one I boosted was Organized. I gave them a nice building that only civ's with Organized traits can build (its a Command Post that give +20% military productivity, +2 xp, and +1 great person growth for great commanders).

The other traits didn't seem that weak to me. What do you think?
 
Kidinnu said:
Talking about resource distribution on maps, I've seen two consecutive Great Plains maps with zero reagents. But tuning the resource distribution to work with non-standard maps can wait; my most successful FfH game yet was a continents game. :)

Resource rariety has been redone from scratch in 0.90. Playtesting is going on to see if it is better or worse, but it is definitly different.
 
small flavour issue that has been bugging me.

Religions have different names for their functionaries and the different ranks thereof, ie. priest, rabbi, sheik, etc. it would be fitting that the dift religions in FfH had distinct titles. they can be anything you want, just not all 'high priest, priest, disciple.'
 
Well, since you aksed about other traits I have a concern with the spiritual trait that has actually been bugging me since CIV IV came out. Since the civic change revolution only lasts one turn the spiritual trait seems, well almost useless. With that in mind, and since this MOD is based on religion, I was wondering if there were a possiblilty of adding a building or an extra ability to the spiritual trait. No original ideas on what those additions could be. It's just something I've been thinking about (wishing for).

Thanks - Seamus

P.S. I'm salivating at the though of the werewolves!!
 
Love the werewolves idea..... you say the hero is tied to Feral Bond.... does that mean the first to reach it is the first to get that hero? :eek: *changes tech route*
 
Spearthrower said:
Love the werewolves idea..... you say the hero is tied to Feral Bond.... does that mean the first to reach it is the first to get that hero? :eek: *changes tech route*

Yes, although the Hero is priced like a wonder, so he takes a while to build too. But yeah, there is a whole new reason to explore that side of the tech tree.
 
seamus75 said:
Well, since you aksed about other traits I have a concern with the spiritual trait that has actually been bugging me since CIV IV came out. Since the civic change revolution only lasts one turn the spiritual trait seems, well almost useless. With that in mind, and since this MOD is based on religion, I was wondering if there were a possiblilty of adding a building or an extra ability to the spiritual trait. No original ideas on what those additions could be. It's just something I've been thinking about (wishing for).

Thanks - Seamus

P.S. I'm salivating at the though of the werewolves!!

The Spiritual trait in FFH also allows all of the Disciple units to start with the Mobility (+1 movement) promotion. This helps you get your disciples out early all the way up to boosting your paladins, priests, crusaders, etc.
 
Kael said:
The Spiritual trait in FFH also allows all of the Disciple units to start with the Mobility (+1 movement) promotion. This helps you get your disciples out early all the way up to boosting your paladins, priests, crusaders, etc.

I like this.

You plan on changing industrious? I think it's a bit overpowered (imbalanced) early on, maybe make it more like finacial or something?
 
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