[MOD] Fall from Heaven

JazzD said:
Sorry if this is a stupid question, but I installed 1.52 and the fall from heaven mod and see the regular civ screen with the Fall_From_Heaven_08 in the corner so I think I should be good to go. But When I try to start a game either by hitting play now, custom game, or load map I end up with the normal game. What am I doing wrong? Thanks in advance for anyhelp.

Just go ahead and start. There are no new civs in the mod yet so it looks like a normal civ game at first glance. If you would like to use some fantasy civs Haarbal made some excellent ones you can use with the mod. There is a link to Haarbals civs in the first post in this thread.
 
Leitmotif said:
Quick question to Kael or anyone who plays FFH as a Spiritual civ..

The tooltip for the trait says that it halves production costs of "Temple", but i don't know exactly which temples it halves. Pagan temples? religious temples? Both?

I just checked, there aren't any temples that spiritual helps with. Oops. I will make the changes so Spiritual gives half off all temples, thanks for pointing this out.
 
Divvu said:
Hi Kael, just wondering...
Could it be possible to add tile improvement that acts as reagent or other magical part necessary for the developement of some unit?
I say so because I think rare natural wonders should be the spark of conflict (for the control of more powerful unit for example) but magic-oriented realm should be able to grow lesser, necessary component just to produce or improve existing unit.
For example things like magic plantation or enchanted structures able to harness the power of the land, maybe even with the growth ability of cottages!
I think the major problem with this should be teaching the AI to use them, but the idea seems fair to me...

Somewhat along these lines there are ancient temples in 0.90 (idea and art from Master Lexx's Greenmod). These old temples are resources that exist in the wilderness and they are very rare. If you have built a road to them and explored the temple all of your mages start with the Combat1 promotion, so it powers up your mages like you were talking about.

Btw, mages combat promotions apply to their spells, so even though a +20 strength doesnt mean much for a mage, it does when it goes on all the fireballs and demons he makes.
 
seamus75 said:
Alright I'm back with some more inane comments - sorry if they've been previously addressed.

1. Do Golems level up? I currently have three iron golems with 4/2, 5/2, and 7/2 xp respectively, but none have offered to promote.

Nope they never learn.

2. Does anyone else feel the meteor spells are a bit too powerful. I find that with only ten mages I can steam through a large portion of an enemy's territory with only a handful of macemen and chariots to guard the archmages. I'm thinking perhaps archmages should be changed to a national unit so as to avoid the potential 30+ meteor bombardment that I personally have been exploiting to no end. Just an opinion.

I agree. Meteors strength and collertal damage have been reduced in 0.90.

3. I had the early fortune (late game misfortune) of building my capital city with three floodplain tiles in it's radius. In the beginning it helped tremendously with expansion & production, but now that the tech tree has been exhausted & I'm running out of things to build I've been crippled by the uncontrollable pollution. IMHO there are not enough city improvements &/or wonders that reduce pollution in the late game when a city's numbers are flirting with say 25+. The only solution I can think of would be to invite a massive Fellowship emmigration, convert, & switch to Guardian of Nature. I know it's partly my tough luck, but is there any chance to add anymore healthy buildings in the late game?

Thanks - Seamus

This is a good idea. I probably need to add a repeatable furture tech back into the game that gives a happiness and health bonus each time it is researched.
 
Speaking of changes. Here is the Changelog for the 0.90, which will be released Friday:


Fixes:

*1. Rangers don't take forever to build camps. (reported by Snake Pliskeen)
*2. Genesis now upgrades all the way across the map. (reported by Xuenay)
*3. Genesis no longer puts forests on top of improvements. (reported by Sisonpyh)
*4. Necropolis changed to giving a research bonus instead of a gold bonus. (reported by Kavok)
*5. Genesis doesn't touch desert tiles if their is an Oasis on them. (reported by Stalin_Bulldog)
*6. Meshabber can no longer cause countries to declare war on themselves. (reported by Nadin Bytefelt)
*7. Workers can no longer be upgraded to Great Prophets.
*8. Limited "A crusader has joined your cause" messages to only the owning player.
*9. Spiral Minaret now correctly gives its gold. (reported by Hully)
*10. Crusaders are no longer generated when you raze an Order city. (reported by Belkot)
*11. Animal Handling no longer allows Elementals and Golems to be controlled. (reported by Kavok)
*12. Overlords ships no longer produce slaves when they win battles. (reported by loki1232)
*13. The Spiritual trait now correctly halves the costs of temples. (reported by Leitmotif)


Additions:

*1. Added a Magic Resistance promotion. (+40% vs Adepts and Spells, have chance to Root, half dmg from Fire Aura)
*2. Added a Fire Resistance promotion. (+80% vs Fire Spells)
*3. Added a Vulnerable to Fire promotion. (-50% vs Fire Spells)
*3. Added Ravenous Werewolf unit. (art by C.Roland)
*4. Added Blooded Werewolf unit. (A Ravenous Werewolf that kills a unit becomes a Blooded Werewolf, art by C.Roland)
*5. Added Greater Werewolf unit. (A Blooded Werewolf has a small chance to become a Greater Werewolf after each kill, art by C.Roland)
*6. Added Baron Duin Halfmorn unit. (Werewolf Hero)
*7. Added the Werewolf promotion. (living units killed by a werewolf sometimes become Ravenous Werewolves)
*8. Added the Blight Armageddon spell. (destroys all food improvements, destroys 75% of all food bonus items, melts 50% of all ice, 25% of all Plains are turned into Desert)
*9. Added a Commander great person unit. (Can force production, be sacrificed to build a Command Post building or be sacrificed to create recruits)
*10. Added a Command Post building. (raises military production by 20% and grants 2xp to all units made in that city, city art by C.Roland)
*11. Added Gate to the Abyss wonder (Armageddon spell, creates a permanent Demon every 5 turns)
*12. Added the Lunatic Unit. (Octopus Overlords advanced unit, Crazed promotion, recommended by Seamus75)
*13. Added a Crazed promotion. (Gives a 50% chance to have the Enraged Promotion every turn)
*14. Added an Enraged Promotion. (+50% attack strength, -50% Defence)
*15. Added Animal and Fire Unit Combat types.
*16. Added a Defensive Promotion. (+50% Defence, -50% Attack)
*17. Added a Royal Guard unit. (Nation unit, Mounted unit that has the Defensive promotion, requires the Monarchy civic to build)
*18. Added Drydocks building. (+4 naval xp, +25% naval unit production, recommended by Loki1232)
*19. Added an Ancient Temple resource. (Not tradeable, all adept units start with the Combat1 promotion, resource from Master Lexx's Greenmod mod)
*20. Added a Sentry Tower resource. (grants +2 sight range to units while they are on that tile)


Balance:

*1. Orthus's strength increased from 4 to 5.
*2. Fellowship of Leaves reduced to normal spread factor from +50%.
*3. Runes of Kilmorph reduced to normal spread factor from +25%.
*4. Octopus Overlords reduced to -25% spread factor from normal.
*5. The Order reduced to +75% spread factor from +125%.
*6. The Ashen Veil reduced to +50% spread factor from +75%.
*7. Increased the XP gained from killing heroes.
*8. Great people growth added to wonders. (recommended by Mamimo)
*9. Altar of the Luonnotar reduced to 500 cost instead off 750. (recommended by Mamimo)
*10. Fire Elemental strength reduced from 7 to 6 strength.
*11. Meteors reduced from 7 to 6 strength.
*12. Meteors Collateral Damage reduce from 120 to 80, Collateral Damage Limits reduced from 60 to 40.
*13. Fireball Collateral Damage reduce from 80 to 60, Collateral Damage Limits reduced from 40 to 30.
*14. Demon strength reduced from 17 to 15.
*15. Some Armageddon spells cause your opponents to declare war on you.
*16. Castle changed from requiring Righteousness to requiring Fanaticism so it is euqually available for Eidolon and Palains. (recommended by BlakTooth)
*17. Diseased Corpses strength raised from 4 to 6.
*18. Priests strength raised from 4 to 5.
*19. You can no longer inquisition your opponents cities.
*20. The Drown cost reduced from 90 to 60 and given the Vulnerable to Fire promotion.
*21. The Shock 2 promotion now requires Iron Working. (recommended by Xarathas)
*22. Founder of the Order gets a free Great Commander.
*23. Founder of the Ashen Veil gets a free Priest of the Veil.
*24. Increased the liklihood of the AI to rush to research Philosophy.
*25. The Order recieves a Disciple instead of a Crusader on religion spread if they haven't researched Fanaticism.
*26. Chance of the Order getting a free Crusader or Disciple on religion spread reduced from 100% to 75%.
*27. Maceman reduced from 8 to 7 strength.
*28. Berserkers lowered from 13 to 11 Strength and given the Enraged promotion.
*29. Shield Wall's strength reduced from 16 to 12, gains the defensive promotion and is now able to attack.
*30. Maros's strength reduced from 12 to 10, gains the Defensive promotion and is now able to attack.
*31. Apprentices, Dwarven Soldiers, Elven Archers and all of the Disciples can be built, even if their upgrades are available.
*32. City States civic reduced from -50% gold to -25%.
*33. Republic civic had +10% culture added to it.
*34. Social Order civic had the +1 happy with State Religion and -1 happy per non-State Religion effects removed.
*35. Nationhood civic nows has -25% War Weariness and -10% Culture.
*36. Jingoism civic removed.
*37. Military State civic reduced from -60% culture to -25%.
*38. Hereditary Rule civic allows access to the Royal Guard unit.
*39. Caste System civic gives +2 Culture ber Specialist.
*40. Serfdom civic now gives +20% Hammers and -10% Gold.
*41. Organized trait given the ability to build Command Posts.
*42. Gilden Silveric moved up from Feudalism to Hidden Paths and strength reduced from 8 to 7.
*43. Bambur moved up from Metal Casting to Dwarven Mining and strength reduced from 8 to 7.
*44. Saverous moved up from Soul Debt to Mind Stapling and strength reduced from 10 to 9.
*45. Valin Phanuel moved up from Warhorses to Unquestioning Obedience and strength reduced from 8 to 7.
*46. Rosier the Fallen moved up from Code of Laws to Corruption of Spirit and strength reduced from 8 to 7.
*47. Removed the Hanging Gardens requirement for an Aqueduct. (recommended by Kardyn)
*48. The ability to spread religions has been taken away from Priests.
*49. When Priests build temples they also spread the religion to the city. (recommended by Woodelf)
*50. If a Priest of the Veil builds a temple in an Order city the Order is removed and some rioting occurs, and vice-versa.
*51. Sacrifice the Weak civic moved to requiring Corruption of Spirit instead of Knowledge of the Ether. (recommended by Woodelf)


Cosmetic:

*1. Cleaned up the Damn of Man text.
*2. Diseased corpses model changed to 3 zombie models. (recommended by C.Roland)
*3. Made it switch to spells when they are cast.
*4. Changed Great People names from real people to fantasy characters.
*5. New Infirmary noise and button art.
*6. Civopedia changed to increase the Button size and add additional columns to some screens.
*7. Changed the "Nature has been revitalized" Druid Vitalize message to "The land has been renewed".
*8. Moved all of the building Culture/Gold/Reasearch modifiers to an element that displays in the pedia.
*9. New button graphics for the Archer, Axeman, High Priest, Phalanx and Archmage. (provided by C.Roland)
*10. New city art for the Necropolis, Temple of the Veil, Obsidion Gate, Temple of the Overlords and the Infirmary. (created by Chalid)
*11. Changed Privateer art.
*12. New unit art for Meshabber of Dis. (created by C.Roland)
*13. New city art for Doom Inexorable, Bane Dinvine, Enslave the Earth, Wrath Unleashed, the Asylum, Temple of Order, Temple of Leaves and the Temple of Kilmorph. (created by C.Roland)
*14. New unit art for the Beserker. (created by C.Roland)
*15. New button art for the Summoning Chamber, Infirmary and Yggdrasil.
*16. New promotion art for Accuracy, Amphibious, Barrage I, Barrage II and Barrage III. (provided by C.Roland)
*17. New city art for Treehome and Yggdrasil.
*18. Added a sound effect when a unit becomes diseased or plagued.
*19. Added building pedia entries for Infernal Grimoire, Chicken Itza and Elder Council. (written by Xuenay)
*20. Added tons of pedia entries for units and buildings.
 
Mmh ancient Temples should be both fun and appropriate for the setting,
However I was thinking about a player-buildable improvement...
Like, for example, you could devote a tile to a magical plantation instead of cottages or similar that,in the end, could grow untill it becames a resource of some kind...
 
Divvu said:
Mmh ancient Temples should be both fun and appropriate for the setting,
However I was thinking about a player-buildable improvement...
Like, for example, you could devote a tile to a magical plantation instead of cottages or similar that,in the end, could grow untill it becames a resource of some kind...

Yeah I played with player buildable sentry towers but I had problems with the AI understanding when and where to create them. Improvements are such a big impact to production that I try not to mess with them to much. So it just ended up being fairer if I made them random rare drops on the map.

I did want to have magic nodes in phase 2. Whats different about them is that their are different improvements you can put on them that give different effects. For example, you could upgrade a Magic node to a Fire magic node, which would give your mages access or greater proficiency with fire spells. Or you could upgrade it with an Entropy improvement that would do the same for entropy effects.
 
Kael said:
Nope they never learn.
I think you should be able to fix it so it doesn't show the experience at all for certain units. Somewhere in CvMainInterface.py. You could perhaps put a line of text saying "This unit cannot gain experience" or something, though that might be a bit long.

Actually... a much easier way to just remove would be to tweak it so the units don't get experience. Maybe by setting the xml tags iXPValueAttack iXPValueDefense to zero (dunno if this would work), or maybe doing something onCombatResult to reset their experience.

I don't see it really matters much, but might avoid confusion.
 
The Great Apple said:
I think you should be able to fix it so it doesn't show the experience at all for certain units. Somewhere in CvMainInterface.py. You could perhaps put a line of text saying "This unit cannot gain experience" or something, though that might be a bit long.

Actually... a much easier way to just remove would be to tweak it so the units don't get experience. Maybe by setting the xml tags iXPValueAttack iXPValueDefense to zero (dunno if this would work), or maybe doing something onCombatResult to reset their experience.

I don't see it really matters much, but might avoid confusion.

This is a good idea. I will see what I can do.
 
Hmm, so regarding this section:

*48. The ability to spread religions has been taken away from Priests.
*49. When Priests build temples they also spread the religion to the city. (recommended by Woodelf)

So.. you can no longer spread religion via priests to nations other than your own? Or are you allowed to actually build a temple in their lands? Also, in the case where you purge the other religions, do the temples remain(never tried)? If so, does that mean you can never spread that religion to that city again because you can't build another temple there?
 
*31. Apprentices, Dwarven Soldiers, Elven Archers and all of the Disciples can be built, even if their upgrades are available.

You can still build Disciples to spread your religion.

Or are you allowed to actually build a temple in their lands?
Yes building temples in foreign cities is possible (haven't read anything that that has been changed).

If a normal building has be destroyed (as it is happening often when you conquer a city) you can build it there a second time.
 
Well, I didn't have much time to play 0.8 (been busy last 2 weeks), I hope I will have time to play with 0.9 . . . at least couple of hours on friday :(
The change log look amazing, you are doing the greatest mod of all time!

I hope my next msg won't be spam but a sort of contribution about game play.
 
The 4th post in this thread has screenshots of cities under each of the different religions. Taken from the 0.90 version.

Chalid did some AMAZING work by coming up with the technical way to make different city designs for the different religions and providing the art. Its probably my favorite new feature in 0.90, and I didn't even have anything to do with it!
 
Kael said:
Somewhat along these lines there are ancient temples in 0.90 (idea and art from Master Lexx's Greenmod). These old temples are resources that exist in the wilderness and they are very rare. If you have built a road to them and explored the temple all of your mages start with the Combat1 promotion, so it powers up your mages like you were talking about.

IMO you should add a tile improvements for these things. If the AI would use it of course...
 
Okay I for one think that XP from barbs should stop at a point, just like it does in vanilla. Maybe level 4?

Also, very nice pics. Maybe include trees in the cotagges for the fellowship?
What about the order?
 
loki1232 said:
Okay I for one think that XP from barbs should stop at a point, just like it does in vanilla. Maybe level 4?

Also, very nice pics. Maybe include trees in the cotagges for the fellowship?
What about the order?

The order is refusing to change. Go figure. Im still working on them.
 
loki1232 said:
Okay I for one think that XP from barbs should stop at a point, just like it does in vanilla. Maybe level 4?

No please don't add so low cap. It's fun fighting barbs, in the last game one unit had 180xp hehe ;p.
 
Xarathas said:
So.. you can no longer spread religion via priests to nations other than your own? Or are you allowed to actually build a temple in their lands? Also, in the case where you purge the other religions, do the temples remain(never tried)? If so, does that mean you can never spread that religion to that city again because you can't build another temple there?

There is an exploit in here, but I can't figure out if I want to fix it, or if I do, how.

With the new system you can send Order priests into a Veil rival and sacrifice them to build temples and switch his cities from the Veil to the Order. Hmm...
 
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