[MOD] Fall from Heaven

Kael said:
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...

Maybe doing this gives a 50% chance of war?
 
Kael said:
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...

Or maybe, this will be a special ability of the Paladins. They can force Veil cities to convert to the Order. Possibly at the cost of war, of course.
 
Just some teasers to whet your appetite for v0.90. No screenies, but lots of fun.

Where to start? Oh yeah ---->>> WEREWOLVES! They are simply awesome. When you build the "Hero" Baron Duin Halfmorn the fun for you and terror for your opponents really begins. Watch him infect everyone he touches and soon you'll have a werewolf army. They are weak and need some coddling at first, but the minute a Ravenous unit becomes Blooded you have a city conquering machine. :D

Another goodie....the Lunatic. He's a joy to unleash on the pesky neighbors.

The Heroes now come sooner which is always a good thing. But beware that the AI can and will send them at you as well.

The Commander is a sweet addition to the GP family. Have him rush build a building or use him to recruit three units in times of need. Either way he's a blast.

The difference in Orthus from 4 to 5 is unsettling if he appears near you. Be forewarned that he will sweep through an unprotected territory.

There's many, many more tweaks and enhancements, but I'll let you find them for yourselves. Sleep well. ;)
 
woodelf said:
Just some teasers to whet your appetite for v0.90. No screenies, but lots of fun.

Where to start? Oh yeah ---->>> WEREWOLVES! They are simply awesome. When you build the "Hero" Baron Duin Halfmorn the fun for you and terror for your opponents really begins. Watch him infect everyone he touches and soon you'll have a werewolf army. They are weak and need some coddling at first, but the minute a Ravenous unit becomes Blooded you have a city conquering machine. :D

Another goodie....the Lunatic. He's a joy to unleash on the pesky neighbors.

The Heroes now come sooner which is always a good thing. But beware that the AI can and will send them at you as well.

The Commander is a sweet addition to the GP family. Have him rush build a building or use him to recruit three units in times of need. Either way he's a blast.

The difference in Orthus from 4 to 5 is unsettling if he appears near you. Be forewarned that he will sweep through an unprotected territory.

There's many, many more tweaks and enhancements, but I'll let you find them for yourselves. Sleep well. ;)

You're forgetting the new armageddon spells. Or should we just let them find out for themselves?

Also, there are some very nice anims.
 
Thanks for the reply, but it still isnt working. I look under the civilopedia and I have none of the other features that I see in the screen shots, none of the units of technologies, nada. I downloaded the Fall from heaven zip and extracted it under the mods folder. I then have a fall from heaven folder. I installed 1.52 and then started the game. I go under advanced on the first screen and select mods, then select fall from heaven, it prompts me to restart which I accept. the came loads with the Fall_from_Heaven_080 then I go to single player. It doesnt have play a scenario or load game as the only two options like in the other mods, plus it doesnt have fall from heaven as a mod available except in the advanced section.I've tried play now, custom game and play a scenario. I have installed Haarbals pack and do not get the option to select any alternative civs, plus when I enter the game, its the same as without the mod. I want to rip out my eyeballs in frustration. Please help an obviously mentally handicapped individual find a little solace in a game before I have to do something drastic. Thanks in advance.
 
JazzD said:
Thanks for the reply, but it still isnt working. I look under the civilopedia and I have none of the other features that I see in the screen shots, none of the units of technologies, nada. I downloaded the Fall from heaven zip and extracted it under the mods folder. I then have a fall from heaven folder. I installed 1.52 and then started the game. I go under advanced on the first screen and select mods, then select fall from heaven, it prompts me to restart which I accept. the came loads with the Fall_from_Heaven_080 then I go to single player. I've tried play now, custom game and play a scenario. I have installed Haarbals pack and do not get the option to select any alternative civs, plus when I enter the game, its the same as without the mod. I want to rip out my eyeballs in frustration. Please help an obviously mentally handicapped individual find a little solace in a game before I have to do something drastic. Thanks in advance.

Inside the 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 080\' directory you should have the following files:

Assets (directory)
Fall from Heaven 080.ini
Changelog.txt
Readme.rtf

If you dont have those then thats why you are having the problem. Some people create their own Fall from Heaven 080 directory then, extract into it and they end up with one extract directory layer. If you have done this you will have another Fall from Heaven 080 directory inside the first one. If so delete all the Fall from Heaven directories and re-extract fromt he compressed file.
 
loki1232 said:
You know Kael, you should give Chalid credit in the first post.

He will be on the major contributor list when 0.90 releases.
 
Thanks for the reply Kael.

I'm sort of boggled that in 2000 posts someone didn't pick this up sooner :crazyeye:

I was trying out the new leader/trait combinations that Haarbal just implemented and decided to give a Spiritual leader a try, and noticed that i was still making painfully slow pagan temples.

This should add some balance to the trait :goodjob:
 
Just wanted to say THX for the AWESOME mod to everyone who has contributed and designed! :cool: You all rock! I don't think I'll need to play another mod, or even the original game again :) Can't wait to see what else is in store for future versions!

One quick question: in v0.8 I can't seem to have my conjurers summon anything but fire elts, even after researching the tech to train the earth elementals, and mages seem to only be able to conjure fireballs. I've tried in my teritory, in neutral territory and in hostile, and no luck as I've read. Both also seem to have an odd time with gaining any advancement. Is there something I'm doing wrong? :confused: Or a tech I'm just not in possession of yet? I'm nearly researched all teh way through the tech that gives you archmages and the wizards tower if that helps. I'm playing the Ashen Veil with the 'civ renames' as described in the first post (or 2?) also.

Thanks and I can't wait for the next version!
-ZtG
 
Zarsynn said:
Just wanted to say THX for the AWESOME mod to everyone who has contributed and designed! :cool: You all rock! I don't think I'll need to play another mod, or even the original game again :) Can't wait to see what else is in store for future versions!

One quick question: in v0.8 I can't seem to have my conjurers summon anything but fire elts, even after researching the tech to train the earth elementals, and mages seem to only be able to conjure fireballs. I've tried in my teritory, in neutral territory and in hostile, and no luck as I've read. Both also seem to have an odd time with gaining any advancement. Is there something I'm doing wrong? :confused: Or a tech I'm just not in possession of yet? I'm nearly researched all teh way through the tech that gives you archmages and the wizards tower if that helps. I'm playing the Ashen Veil with the 'civ renames' as described in the first post (or 2?) also.

Thanks and I can't wait for the next version!
-ZtG

No, those are the only spells you have access to right now. There is no way to get Air Elementals and Earth Elementals in the game, they aren't implemented yet. The same with fireballs.

Units do keep their spells when they upgrade. So a Conjurer upgraded to a demon summoner will be able to summon demons and fire elementals. Which isn't a big deal. But what some players do find very helpful is an Adept upgraded to a Conjurer or Mage keeps his haste spell. Which can be very handy when your trying to get him across the board quickly.
 
Cool Thanks Kael!
One other thing- would there be a way to allow one to keep building Adepts or other tier 1 units later in game? You never know when you'd likely need them in a quick moment! (like with rampaging barbarians, etc)

Thanks Again!
-ZtG
 
Zarsynn said:
Cool Thanks Kael!
One other thing- would there be a way to allow one to keep building Adepts or other tier 1 units later in game? You never know when you'd likely need them in a quick moment! (like with rampaging barbarians, etc)

Thanks Again!
-ZtG

There are some units that will never obsolete in 0.90. All of the disciples, elven archers, dwarven soldiers and apprentices.
 
FlowingBits said:
Is there a manual for this mod? So many changes, I need to read.

:) No, but Im trying to get as much documentation in the game as possible. I think you will be surprised by how much better the pedia entries are in 0.90. And hopefully they will be all filled out by 1.00.
 
Zarsynn said:
Just wanted to say THX

Be careful in using that abbreviation or George Lucas will freeze your balls in carbonite.

But I do aggre that FfH rocks, tnx Kael for an excellent mod.
 
Originally Posted by loki1232
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?
I tried adding trees to the fellowship city as well, it worked but the textures where those of the houses... Quiet ugly as you can imagine. So i dropped this until all citys were in a state to be published. I will look further into this matter this weekend so in 1.0 there might be trees too.

The order is refusing to change. Go figure. Im still working on them.
That seems strange, it worked for me. What is the actual problem? I'll check if i sent you the right files ... :eek:
 
Uuuuu forget to put ord_an_building3 copy.dds into the archive. That is such an stupid filename Fireaxis has choosen there that i probably dismissed it. :(

Thats quite uncool as i will probably have to wait until friday evening my time (friday 3:30 pm New York time) untill i can access the file again :sad:. You meanwhile could rename "med_an_building3 copy.dds" to "ord_an_building3 copy.dds" for troubleshooting.

EDIT: can someone email me the "med_an_building3 copy.dds" to be found at /art/buildings/cities/ than i might redo the skin today.
EDIT2: Thx got it.
 
loki1232 said:
These royal guards are the first steps to having the rulers and their special units based on the gov civics. Yay!

Which means I've made a difference! :king:
 
I was suppossed to have more free time but since my classes have ended I find myself spending much more time at work. Duh.

I've played as the OO and built Hamah only to find that he's only special ability is to run away... Which I never found any use for. He has only one move and can cast one fireball which makes him rather useless (if he would fight Saverous, which I had at the time as well, he would have hell beaten out of himself, unfortunately). I'm not sure is Kael as weak as Hemah is, but if that's the case I'd suggest adding them extra movement point and some other bonuses, since Hemah stands no chance against an ordinary Archmage (well, he can always run away, but that's not the point).
 
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