[MOD] Fall from Heaven

Kael said:
The fellowship is just a religion, not a race.

1, Something similiar to this will be used for the Elven civs in phase 2. They will be able to build improvements on forest and jungle tiles without removing the forest or jungle. They are actually unable to remove the forest or jungle.

2. But I don't know a way to do the same thing for a city, so cities will probably still destroy the forest.

1. You will have to balance the improvements carefully to insure that few become obsolete.

2. At least make the graphic have trees in it...
 
Kael said:
The ideas you guy have been discussing for the naval units are awesome, but I wouldn't be able to fully implement them in Phase 1. I will probably grab a few ideas. Right now Im thinking the "Arcane Barge" (fireballing ship), and a "Queen of the Line" (late game carrys a lot of units) for inclusion in 1.0. Then I will look at some more speciality ships for phase 2, I especially like the ideas of the flagship and a light "mithril" ship that you guys talked about.

Thats my thoughts right now, all plans are subject to change. I stayed out of most of the ship discussion, not because I wasn't interested, but because Loki usually had already said everything I was thinking.

Thx LoL.

Arcane barges. Nice idea. What if they could also carry spellcasters?

Queen thingy. Powerful or not?

Also, plz add some sort of shipyard thing that gives XP. Maybe add it to the lighthouse?
 
loki1232 said:
Thx LoL.

Arcane barges. Nice idea. What if they could also carry spellcasters?

I suspect you would want the strength of the ship relative to the amount of spellcasetrs onboard, or even better, allow thye spellcasters onboard to cast spells while they are there.

Unfortunatly that won't be possible in the short term. Mostly because the AI won't know how to use them correctly. There are also some technical challenges (fireballs can't travel across water, there is no way for me to perform an action on load and unload of cargo, etc) which can probably be overcome with Python, but the AI kills this idea for now.

Queen thingy. Powerful or not?

Also, plz add some sort of shipyard thing that gives XP. Maybe add it to the lighthouse?

In the end the Queen will probably be low power with a large carrying capacity. But until she has some decent defenders in the game she will probably have a high strength.

And yeah, I can definitly put Drydocks back in the game. It gives xp to naval units and increased the speed of the creation of naval units.
 
kevjm said:
When applying for a job in England, you usually send off a CV :)

Ahhh... I'm in a small acting group that is hired to go to peoples houses and perform scenes from famous "adult cinema" movies. I don't think the mod experience will help much.
 
Kael said:
The fellowship is just a religion, not a race.

Something similiar to this will be used for the Elven civs in phase 2. They will be able to build improvements on forest and jungle tiles without removing the forest or jungle. They are actually unable to remove the forest or jungle.

But I don't know a way to do the same thing for a city, so cities will probably still destroy the forest.

Well it was the closest thing to elves... btw is it possible to make hybrids? like elf/human (say elf slaying would only do half it would normally) or would that just take a whole new unit class?
 
Kael said:
1.I suspect you would want the strength of the ship relative to the amount of spellcasetrs onboard, or even better, allow thye spellcasters onboard to cast spells while they are there.

2. Unfortunatly that won't be possible in the short term. Mostly because the AI won't know how to use them correctly. There are also some technical challenges (fireballs can't travel across water, there is no way for me to perform an action on load and unload of cargo, etc) which can probably be overcome with Python, but the AI kills this idea for now.

1. You suspect correctly...

2. Yeah I was afraid of this. However, temporarily could they be used as simple transport ships for mages in addition to spellcaster?
 
loki1232 said:
1. You suspect correctly...

2. Yeah I was afraid of this. However, temporarily could they be used as simple transport ships for mages in addition to spellcaster?

It will be cleaner for the AI if I don't have them as transports. Right now I have the option to assign a script to the ship to make it aggresive, and I can also assign a script to make it act as a transport. Although I can assign both I would be worried that the AI would spend time attacking with ships that have mages as cargo, and therefor risk losing the mages. Or spend time transporting mage on ships that should be used in battle. The more narrowly I define the ship, the better chance the AI has of using it well.
 
Kael said:
It will be cleaner for the AI if I don't have them as transports. Right now I have the option to assign a script to the ship to make it aggresive, and I can also assign a script to make it act as a transport. Although I can assign both I would be worried that the AI would spend time attacking with ships that have mages as cargo, and therefor risk losing the mages. Or spend time transporting mage on ships that should be used in battle. The more narrowly I define the ship, the better chance the AI has of using it well.

I don't think you'll be able to make AI make units attack from sea or from ship to ship... You could however make the ship cost a sacrifice of a mage and then the ship could have some abilities...
 
i cant get this to work. :( its the first mod ive eva tried so im prob doing something wrong.
Ive got patch 1.52.
ive put in the Mods folder after downloading it.

I REALLY WANNA PLAY THIS :) plz help.
 
smilingsam said:
i cant get this to work. :( its the first mod ive eva tried so im prob doing something wrong.
Ive got patch 1.52.
ive put in the Mods folder after downloading it.

I REALLY WANNA PLAY THIS :) plz help.

The first post in this thread has the instructions. If those don't work let us no how far you get when you get an error.
 
They are all titled “XML Error”

The first one says:
CIVIC_HUMANISM in Info class was incorrect
Current XML file is: Civilizations/CIV4LeaderHeadInfos.xml


The rest seem to be very similar except that they concern: CIVIL_SOCIAL_ORDER, CIVIL_REPUBLIC, CIVIL SCHOLARSHIP etc… and there is about 25 of them in succession. This occurs when the loading bar of civ 4 gets to about 2 thirds full.

I tried to access this mod through the advanced --> mods section of the game.
 
smilingsam said:
They are all titled “XML Error”

The first one says:
CIVIC_HUMANISM in Info class was incorrect
Current XML file is: Civilizations/CIV4LeaderHeadInfos.xml


The rest seem to be very similar except that they concern: CIVIL_SOCIAL_ORDER, CIVIL_REPUBLIC, CIVIL SCHOLARSHIP etc… and there is about 25 of them in succession. This occurs when the loading bar of civ 4 gets to about 2 thirds full.

I tried to access this mod through the advanced --> mods section of the game.

It sounds like you have downloaded Haarbals civs and not the Fall from Heaven mod. You will need the Fall from Heaven mod 1st. Download and install that, make sure it is working. Then download and copy Haarbals fantasy Civ's in if you would like to use them (and I would definitly recommend them).
 
does this mean i have to download the whole thing again? (cuase i think i may have had to overwrite the assets folder) or will it go as it is?

thnx 4 ur help btw. :goodjob:
 
smilingsam said:
does this mean i have to download the whole thing again? (cuase i think i may have had to overright the assets folder) or will it go as it is?

thnx 4 ur help btw. :goodjob:

If you downloads the 50Meg file Fall_from_Heaven_080.zip then you won't need to redownload. Just delete the 'Fall from Heaven 080' directory from under the Mods directory and recopy it from the zip file again.

Thats if you have the 50meg file. If you have a much smaller that is probably Haarbals Civ pack.
 
Kael said:
It will be cleaner for the AI if I don't have them as transports. Right now I have the option to assign a script to the ship to make it aggresive, and I can also assign a script to make it act as a transport. Although I can assign both I would be worried that the AI would spend time attacking with ships that have mages as cargo, and therefor risk losing the mages. Or spend time transporting mage on ships that should be used in battle. The more narrowly I define the ship, the better chance the AI has of using it well.

Unfortunate.
 
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