[MOD] Fall from Heaven

Kael said:
Orthus is a little stronger in 0.90. But I like the fact that his relative power depends on how long he has been around. In some games he will be a powerhouse, I saw him wipe one of my rivals in a game last night. And in some games he will drop in a bad place and die within the first few turns.

Sometimes Orthus doesn't pop at all. Although I think the "best" Orthus experience does involve meeting him when he is leveled up and a powerhouse, I like the variety.

Why don't you give him command to help build his horde?
 
loki1232 said:
Why don't you give him command to help build his horde?

Command is an awfully powerful ability. Given the right start location Orthus would be unstoppable, and I would hate to end a players game just on bad luck.
 
Kael said:
SDI is in because the game needs a project, and I get errors if I pull it out. The tech requirement on it is the Never tech, which is disabled. So the only way to build SDI should be to use the Worldbuilder to give yourself the Never tech. Did you get it through another means?

It was my bf who was playing the game and I took a sneak peek. Couldn't play it much because I'm working and all. But yes, I suppose he did use worldbuilder. Played his save game and then well, all that that I posted earlier about building SDI.

As about gameplay so far, I'm sure there are lots of people who have already mentioned some of the bugs they encountered. I'm not sure if anyone else mentioned these but I'll list it. Correct me if I'm wrong though.

1. Elder Council doesn't give the -1 culture penalty as it says it would.
2. Obelisk doesn't give -1 commerce. I noticed that I had +8 from palace and +3 from tiles. So with the obelisk it should be only 10 commerce in total but I had 11 still.
3. Hanging Gardens requires the Aqueduct to be built but to get to build Aqueducts, I'll need to research Sanitation. Hanging Gardens is allowed to be built with the discover of Calender(? correct me if I'm wrong here). These two techs are kinda... far away from each other. You might want to look at this.
4. Religions spreads a little too fast and this kinda makes the disciples quite useless at spreading religion I feel. I love the concept of being able to actively spread religion. I'm not sure if I'm the only one who feels that way though.

But still, great work :goodjob:
 
Kael said:
Command is an awfully powerful ability. Given the right start location Orthus would be unstoppable, and I would hate to end a players game just on bad luck.

What if each player had am orthus type somewhere near them?
Some could be water, some could be spellcaster, some could be mounted of archer. Basically each would build a hroder, rampage around, and give a promotion to whoever killed them.
 
Kardyn said:
1. Elder Council doesn't give the -1 culture penalty as it says it would.
2. Obelisk doesn't give -1 commerce. I noticed that I had +8 from palace and +3 from tiles. So with the obelisk it should be only 10 commerce in total but I had 11 still.
3. Hanging Gardens requires the Aqueduct to be built but to get to build Aqueducts, I'll need to research Sanitation. Hanging Gardens is allowed to be built with the discover of Calender(? correct me if I'm wrong here). These two techs are kinda... far away from each other. You might want to look at this.
4. Religions spreads a little too fast and this kinda makes the disciples quite useless at spreading religion I feel. I love the concept of being able to actively spread religion. I'm not sure if I'm the only one who feels that way though.

1.+2. Yeah, I think these have been mentioned.
3. What if you moved hanging gardens to construction, and put a new, cooler wonder at calendar. Maybe some religious thing since calendars were developed to help with religious holidays originally.
4. Hmm. Kinda agree with this, but I'm really lazy and prefer if the religions i've founded spread a lot.

Also, plz more naval units. Plz. Plz.
 
Kardyn said:
It was my bf who was playing the game and I took a sneak peek. Couldn't play it much because I'm working and all. But yes, I suppose he did use worldbuilder. Played his save game and then well, all that that I posted earlier about building SDI.

As about gameplay so far, I'm sure there are lots of people who have already mentioned some of the bugs they encountered. I'm not sure if anyone else mentioned these but I'll list it. Correct me if I'm wrong though.

1. Elder Council doesn't give the -1 culture penalty as it says it would.
2. Obelisk doesn't give -1 commerce. I noticed that I had +8 from palace and +3 from tiles. So with the obelisk it should be only 10 commerce in total but I had 11 still.
3. Hanging Gardens requires the Aqueduct to be built but to get to build Aqueducts, I'll need to research Sanitation. Hanging Gardens is allowed to be built with the discover of Calender(? correct me if I'm wrong here). These two techs are kinda... far away from each other. You might want to look at this.
4. Religions spreads a little too fast and this kinda makes the disciples quite useless at spreading religion I feel. I love the concept of being able to actively spread religion. I'm not sure if I'm the only one who feels that way though.

But still, great work :goodjob:

1, 2 and 4 are all addressed in 0.90. I will also take away the hanging gardens requirements for an aqueduct.

Im leaning toward keeping the hanging gardne on Calendar because I ned more early game wonders and I think sanitation is already strong enough.
 
loki1232 said:
Also, plz more naval units. Plz. Plz.

Maybe a late game heavy ship? Fantasy equivilent to a battleship? A skeleton ship or some demonic vessel that chucked domain water fireballs?
 
I think the Overlords should get a unique, late-game ship, with the command ability.
For everyone, there should probably be some large battleship, or perhaps domesticated sea monsters of some kind.
Ghost ships could be barbarian units, which had a 5% chance of spawning whenever a ship was sunk.
 
Kael said:
Maybe a late game heavy ship? Fantasy equivilent to a battleship? A skeleton ship or some demonic vessel that chucked domain water fireballs?

Both? I like the battleship equivalent, but the problem generally is that onship with promotions can decimate an entire navy. What I mist is the shore units damaging boats...

I also really liek the skeleton ship idea (why aren't there any barbs like that?)
What about vessels that could carry spellcasters and then the spellcasters could cast spells (and use them) while at sea. Sort of like an early "equipment" idea.
 
Corlindale said:
I think the Overlords should get a unique, late-game ship, with the command ability.
For everyone, there should probably be some large battleship, or perhaps domesticated sea monsters of some kind.
Ghost ships could be barbarian units, which had a 5% chance of spawning whenever a ship was sunk.

Nice ideas. I personally would like a complex naval system with multiple types of naval units. This way navies would be more varied.
The thing could have three types:
Spellcasters.
Capital Chip.
Fast Attack ship.

There would be three upgrades in each of these categories.
Spellcaster beat Capital Ships
Capital Ships beat FAS
FAS beat Spellcasters.
 
Why not just add in a few more historical ships? Like 'ship of the line', 1st-3rd rate ships, perhaps a few ancient ships (and of course some see monsters for OO) and spread them through the tech tree? Perhaps even requiring different buildings, like the land units? Or have more technoligies which improve your ships (forgotten whether you have gunpowder in your mod, but that could give all your ships a large power boost perhaps?)
 
This way there are nine ships named something like this:
spells:
1. Magician's Galley (can cast water fireball with long, long, range)
Low strength (and no promotions))
2. Ship of Spellcasters (like Magician's galley, but with twincast. (maybe some wonders give it double twincast ie: more spellcasters on it))
3. Tower of Water (medium strength can only defend. no meteors or fireballs but can summon "mystical ships" which are like normal ships but only last one turn)
Capital Ships:
1. Galley (same)
2. Galleon (same as before)
3. Queen of the Seas (very powerful ship with high carry capacity)
Fast Attack Ships:
1. Caravel (same of before)
2. Squadron (basically less powerful armada)
3. Armada (formation of lots of little galley's. very effective against spellcasters and has high strength.)
 
kevjm said:
Why not just add in a few more historical ships? Like 'ship of the line', 1st-3rd rate ships, perhaps a few ancient ships (and of course some see monsters for OO) and spread them through the tech tree? Perhaps even requiring different buildings, like the land units? Or have more technoligies which improve your ships (forgotten whether you have gunpowder in your mod, but that could give all your ships a large power boost perhaps?)

Too simple. When in doubt, add complexity.
I do like the gunpowder ship as late game though...
And of course this mod will fail horribly without sea monsters.
 
Just to name a couple more: cutter, cruiser, merchant, fireship, capital ship (perhaps have a cap on them), clipper, catamaran, flagship (have a smaller cap on this?), 1st to 5th rate ships, gunboat, ketch, heavy/light cruiser, man of war, minelayer(?)
 
Having spell casters on a ship seems a little odd, even if it does make perfect sense.
 
kevjm said:
Just to name a couple more: cutter, cruiser, merchant, fireship, capital ship (perhaps have a cap on them), clipper, catamaran, flagship (have a smaller cap on this?), 1st to 5th rate ships, gunboat, ketch, heavy/light cruiser, man of war, minelayer(?)

My "ideas" were just to start an arguement. Anything you have, post. I do think it works better if they are divided into types, becasue then different types get bonuses against each other, and the navies end up much more varied.

I like the caps on capital ships. Same with spellcaster ships. That would be one of the reason to diversify your navy.
 
kevjm said:
Having spell casters on a ship seems a little odd, even if it does make perfect sense.

Seems odd and makes perfect sense? I think it would be natural for spellcasters to use boats, and summon while on boats. For one thing it would make sea combat much more interesting.
 
Having the historical parallel with the ships would be a good thing I feel, people have quite often said they like the way that it is like an alternative history, just with magic. You could make up some excuse for not having spellcasters on ships in the civpedia perhaps? Not saying having them on ships is bad, I just presently can't see how it would work.
 
kevjm said:
Having the historical parallel with the ships would be a good thing I feel, people have quite often said they like the way that it is like an alternative history, just with magic. You could make up some excuse for not having spellcasters on ships in the civpedia perhaps? Not saying having them on ships is bad, I just presently can't see how it would work.

You don't have the ships carry spellcasters. Instead, you make the ships themselves spell casters. They won't get promotions (like the rest of the spellcasters) There is no coding problem to have them summon fireballs that are technically sea units instead of technically land units.

The idea of history with magic is exactly what I'm trying for. The mages are what makes FFH sea combat different from vanilla civ 4 sea combat.
 
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