[MOD] Fall from Heaven

Admittedly I haven't read everything since yesterday, but what's the deal with Ancient Temples? My scout just came across one and it certainly wasn't in the Beta version I tried last week! :)

The Civilopedia entry is strange, but I gather it's not implemented yet?
 
woodelf said:
Admittedly I haven't read everything since yesterday, but what's the deal with Ancient Temples? My scout just came across one and it certainly wasn't in the Beta version I tried last week! :)

The Civilopedia entry is strange, but I gather it's not implemented yet?

A civ has to "explore" the temple to gets is use. Exploring doesn't have a tech requirement but if the temple is in the jungle then you will need survival to cut the jungle down and get access.

All of the mages for a civ that has access to an explored temple start with the combat1 promotion.

So esentially if you have an explored temple (you can't "trade" it from other civs) your mages are more powerful.
 
Kael said:
A civ has to "explore" the temple to gets is use. Exploring doesn't have a tech requirement but if the temple is in the jungle then you will need survival to cut the jungle down and get access.

All of the mages for a civ that has access to an explored temple start with the combat1 promotion.

So esentially if you have an explored temple (you can't "trade" it from other civs) your mages are more powerful.

Okay. So cut away years of growth first. Does it need a road? Are you planning on needing an improvement down the road? Is this a test to see how nodes eventually work?
 
This is great mod! yeaha... I'm waiting for v. 1.0 :D
 
Not sure if this is intended, but as the Overlords i can upgrade my Slaves into Lunatics!

Was playing against Monty on Emperor and getting my butt kicked. His Paramanders were closing in on my weakly defended capital, and i mustered my slaves had stationed there for safe keeping to see if i could rush out a castle. Lo and behold i could upgrade them into Lunatics, and Monty felt the horror as 9 Lunatics ripped his forward force to shreds!

If this is intentional, i would consider revision.
 
Leitmotif said:
Not sure if this is intended, but as the Overlords i can upgrade my Slaves into Lunatics!

Was playing against Monty on Emperor and getting my butt kicked. His Paramanders were closing in on my weakly defended capital, and i mustered my slaves had stationed there for safe keeping to see if i could rush out a castle. Lo and behold i could upgrade them into Lunatics, and Monty felt the horror as 9 Lunatics ripped his forward force to shreds!

If this is intentional, i would consider revision.

Did it cost anything? Did you need an asylum built? I never saw it in playtesting, but I never had any slaves in a city with an asylum.

If it's free then that's bad. If it costs some gold that would be cool, actually very cool. Too bad there wasn't a 2-5 turn waiting period while they got changed from poor wretched slave to raving lunatic!
 
Kael said:
A civ has to "explore" the temple to gets is use. Exploring doesn't have a tech requirement but if the temple is in the jungle then you will need survival to cut the jungle down and get access.

All of the mages for a civ that has access to an explored temple start with the combat1 promotion.

So esentially if you have an explored temple (you can't "trade" it from other civs) your mages are more powerful.

I found the new button after researching Survival.

I might not be able to trade for it, but I did give it away as a resource as a test. Since it's ot within my trading partners city limits, however, it shouldn't do them any good.
 
Leitmotif said:
Not sure if this is intended, but as the Overlords i can upgrade my Slaves into Lunatics!

Was playing against Monty on Emperor and getting my butt kicked. His Paramanders were closing in on my weakly defended capital, and i mustered my slaves had stationed there for safe keeping to see if i could rush out a castle. Lo and behold i could upgrade them into Lunatics, and Monty felt the horror as 9 Lunatics ripped his forward force to shreds!

If this is intentional, i would consider revision.

I think that this is intentional. The lunatics are actually very weak on defense, so they only work in scenarios like this.
 
here is a quick repair to haarbals civs.. this is only until haarbal can go through the whole changes. View attachment CIV4LeaderHeadInfos.zip

To have the mod load automatically at game startup edit the "civilization.ini" file in your /documents/My Games/civ4/ directory, change the "Mods=0" to Mods="mods/fall from heaven 090". You may need to hold SHIFT down while you double-click to start the game, this will clear the cache. (borrowed sevomod)


the change i made did not save ? redid attachment.
 
thearkane said:
here is a quick repair to haarbals civs.View attachment 113889. this is only until haarbal can go through the whole changes.

To have the mod load automatically at game startup edit the "civilization.ini" file in your /documents/My Games/civ4/ directory, change the "Mods=0" to Mods="mods/fall from heaven 090". You may need to hold SHIFT down while you double-click to start the game, this will clear the cache. (borrowed sevomod)

Cool. I really need to learn more of this stuff.
 
please check previous post, it did not save correctly. it should work now.:confused: i changed jingoism to humanism, just so it would work hope this helps people.
 
Oli said:
Love your mod, i probs wont ever play basic civ4 ever again. lol. when i try to play 090 it just comes up with a load of xml error boxes about disciples and things, and i can't work out how to fix it. anyone else had this problem?

You probably copied the Haarbal´s MOD Assets into the main \Civ folder, because I did so accidently and get the same Errors. About 15 different errors while loading XML stuff and then crashes back to desktop?
 
I love the unit Baron Duin Halfmorn, nace werewolf:)

1 one q. dont need all dwarves unit Runes of Kilmorph religion?
Maros world unit dwarves need The Order religion...

nace the ver 0.9 , a gain thnks.
 
Just a thought..

Why not increase the strength of the city garrison promotions(the city defense+)?

I mean at that stage in the game you typically have two options for city defense:

1. Axemen (50% to melee units)
2. Archers (50% to city defense)

Okay how often, except late game, do you actually get attacked by something that -is not melee-? The Axeman is essentially not only the same strength city-defense wise but he is also capable of being mobilized and kicking some serious butt.

I can see two ways for making Archers for feasible for city defense imho.

-Give them not only the city-defense promotion on build but also give them level 1 of -all- defense promotions. (Hills, jungle etc.) This would make them versatile units that would be not only excellent for defending well placed cities but could also protect advancing stacks(armies) from attack.
-Up the city-defense promotion percentage value to 75% min. I'd prefer 100% tbh.
 
Code of Junil gives +2 Great Engineer points instead of the +2 Great Prophet points you'd think it would give...
 
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