[MOD] Fall from Heaven

i checked i have the 1.52 patch and i havent downloaded haarbels civs but whenever i try to play 090 it restarts like normal then comes up with loads of xml error messages. i got in by holding the escape button but when ui stared a game i clicked on my town and i had stuff like internet and manhatten project on my building list. Does anyone know how to fix this?
 
also do you have to delete old ffh mods for the new ones to work? 080 still worked with 070. hmm j/w.
 
Oli said:
also do you have to delete old ffh mods for the new ones to work? 080 still worked with 070. hmm j/w.

Hmm.. No you shouldn't really have to.

Your 'Mods' directory should have a 'Fall from Heaven 090' directory in it. Make sure there aren't any underscores in the name.

The 'Fall from Heaven 090' directory should have a 'Assets' directory, 'Fall from Heaven 090.ini' file, 'changelog.txt' file and 'Readme.rtf' files in it.
 
I like the mod but am wondering if you have future plans to really add more uniqueness to possible civs and/or the religeons. I guess i cant help but compare this mod to the excellent master of myrror mod for civ 3. What i loved about that one most wasnt just the fantasy aspect but how different the game was when playing a different race. If you played the Death magic people you were locked into a form of communism that seems plausible for an undead type of people. Your units were unique and no other civs except for other death mages could use wraiths, skeletons or black dragons etc... Even some national wonders and a few buildings were different so much that it gave you an entire different playing experience depending on what type of racial magic you chose at the beginning.

Any plans for stuff like this? I know you already have a few things such as this like the restrictions right now for 1 civic thats unique to each religeon It would cool if though if there were more, it looks like now there is only a couple unique units per religeon..... For example it seems odd that you can choose pacificm when octopus overlords is your state religeon. Also you'd think an empire that is the fellowship of the leaves might get more bonuses from using forest or jungle squares, while Runes of Kilmorph perhaps work mountain squares better, octopus people sea, etc.... It would be neat if the game were fundamentally different for the player depending on what religeon they chose. This would also encourage different styles of city placement. Perhaps someone of the Runes might have an empire predominantly consisting of cities in hilly areas, the leaves an empire of jungle cities, etc.. Of course for this to have an effect you would need to get the religeons much earlier in the game.

As for a useful suggestion to this: Perhaps more national wonders that coincide with the religeons. This was how the master of mirror mod really defined the different races. For example a national wonder that perhaps gives the unique bonuses i was mentioning above for each religeon but then will give big negatives to your empire if you ever switch from that state religeon. Building it would in essence be committing yourself to that style of play.
 
naf4ever said:
I like the mod but am wondering if you have future plans to really add more uniqueness to possible civs and/or the religeons. I guess i cant help but compare this mod to the excellent master of myrror mod for civ 3. What i loved about that one most wasnt just the fantasy aspect but how different the game was when playing a different race. If you played the Death magic people you were locked into a form of communism that seems plausible for an undead type of people. Your units were unique and no other civs except for other death mages could use wraiths, skeletons or black dragons etc... Even some national wonders and a few buildings were different so much that it gave you an entire different playing experience depending on what type of racial magic you chose at the beginning.

Any plans for stuff like this? At the moment any civ or religeon is allowed to produce almost any unit except a couple. It would cool if there were more restrictions. It seems odd that you can choose pacificm when octopus overlords is your state religeon....

The short answer is yes.

The long answer is that there is a whole set of 21 civs that are designed for the mod but they are scoped for phase 2. The civs should play different and add in some of the uniqueness that you are looking for.

That said there probably won't be many restrictions. If you want to plat a pacficifist country that worshippers the overlords, more power to you. Now of course you are incented to be aggresive with them (because slaves = good, and war is needed to get slaves) but if you don't want to be thats your choice.

So expect certain civ's and religions to support different play styles better, but I try to keep the options as open as possible.
 
A big "thank you" for sir not appearing in this mod. The civilizations will be replaced by fantasy ones? Aww. I gather I'm in the minority but I actually liked the real-world civilizations; as the mod starts off in an identical fashion before swerving to another direction, they give a sense of 'us in other circumstances' that does wonders for the immersion.
 
Kizor said:
A big "thank you" for sir not appearing in this mod. The civilizations will be replaced by fantasy ones? Aww. I gather I'm in the minority but I actually liked the real-world civilizations; as the mod starts off in an identical fashion before swerving to another direction, they give a sense of 'us in other circumstances' that does wonders for the immersion.

I actually didn't think the civs were a big deal, which is why I pushed them to phase 2 (and there are some thngs I want to do with them that will take the SDK). But once I tried Haarbal's fantasy civ's I was surprised at how much better it makes the mod. So Im hoping you will be plesently surprised once you try them out.
 
naf4ever said:
I like the mod but am wondering if you have future plans to really add more uniqueness to possible civs and/or the religeons. I guess i cant help but compare this mod to the excellent master of myrror mod for civ 3. What i loved about that one most wasnt just the fantasy aspect but how different the game was when playing a different race. If you played the Death magic people you were locked into a form of communism that seems plausible for an undead type of people. Your units were unique and no other civs except for other death mages could use wraiths, skeletons or black dragons etc... Even some national wonders and a few buildings were different so much that it gave you an entire different playing experience depending on what type of racial magic you chose at the beginning.

Any plans for stuff like this? I know you already have a few things such as this like the restrictions right now for 1 civic thats unique to each religeon and some of the units It would cool if though if there were more. For example it seems odd that you can choose pacificm when octopus overlords is your state religeon. Also you'd think an empire that is the fellowship of the leaves might get more bonuses from using forest or jungle squares, while Runes of Kilmorph perhaps work mountain squares better, octopus people sea, etc.... It would be neat if the game were fundamentally different for the player depending on what religeon they chose. This would also encourage different styles of city placement. Perhaps someone of the Runes might have an empire predominantly consisting of cities in hilly areas, the leaves an empire of jungle cities, etc.. Of course for this to have an effect you would need to get the religeons much earlier in the game.

As for a useful suggestion to this: Perhaps more national wonders that coincide with the religeons. This was how the master of mirror mod really defined the different races. For example a national wonder that perhaps gives the unique bonuses i was mentioning above for each religeon but then will give big negatives to your empire if you ever switch from that state religeon. Building it would in essence be committing yourself to that style of play.


Yes, that was one of my favorite mods for CIV III. I would love to see something like that here, but it would be hard to do with 21 civs instead of 12.
Just so you know I'm on your side.

However, I get the impression that Kael really dislikes that kind of thing. Unfortunate. Once the new civs come in though i hope we will be able to add some non-cosmetic differences.

However, I do think that all the civs should have access to every one of the four main unit branches: melee, archer, horse, and recon. Different civs would get bonuses in these areas, but not that significantly.

If kael posted this list of civs again I'm sure we'd go nuts argueing about them. *hint hint*.
 
So there was a lot of talk before the release of 0.90 about the fact that the civics needed some work. Are they better now? Are there any other changes that should be considered?
 
Also, now that i think about it, in MoM (master of myrror) there were only 5 types, but each type had three different civs with different flavors.

We could do something like that here.
Each of the civs will be able to choose between two religions. the two good, the two bad, fellowship and agnostic. Their style will be much based on both the civ and the religion. However, in addition to being able to choose between their two religions, there will be many events in the game where they can switch "alingments".

This is kinda a comprimise.
 
The current civ list according to the design doc:

Spoiler :

Bannor
Alignment: Good (Law)
Race: Human
Enemies: Doviello, Clan of Embers
Leader: Sabathiel
Traits: Organized, Magic Resistant
UU:
Starting Techs:

Malakim
Alignment: Good (Sun)
Race: Human
Enemies: Svartalfar
Leader: Varn Gosam
Traits: Creative
UU:
Starting Techs: (bonus from desert)

Elohim
Alignment: Good (Spirit)
Race: Human
Enemies: Calabim
Leader: Ethne the White
Traits: Creative, Spiritual
UU:
Starting Techs:

Mercurians
Alignment: Good (Life)
Race: Human
Enemies: Sidar, Infernal
Leader: Basium
Traits: Aggressive, Spiritual
UU:
Starting Techs:

Luchuirp
Alignment: Good
Race: Dwarf
Enemies: Sheaim, Balseraphs
Leader:
Traits: Arcane, Dwarf
UU: Stone Golem
Starting Techs:

Kuriotates
Alignment: Good (Creation)
Race: HUman
Enemies: Infernal, Calabim
Leader: Carcarth Lorda (the boy king)
Traits: Expansive, Philosophical
UU:
Starting Techs:

Ljosalfar
Alignment: Neutral (Nature)
Race: Elf
Enemies: Svartalfar, Illians
Leader: Amelanchier
Traits: Elven, Expansive
UU: Elven Archer, Elven Worker (can't remove forests of jungle, can build improvements on top of forests and jungles)
Starting Techs: Elven Studies, Tracking, (bonus from forests)

Khazad
Alignment: Neutral (Earth)
Race: Dwarf
Enemies: ?Horsemen
Leader:
Traits: Dwarven, Industrious
UU: Dwarven Soldier
Starting Techs: Dwarven Studies, Mining

Sidar
Alignment: Neutral (Death)
Race: Human (sorta)
Enemies: Calabim, Mercurians
Leader: Morgoth
Traits: Hidden
UU: Rathas Denmora (H)
Starting Techs:

?
Alignment: Neutral (Water)
Race: Human Pirates
Enemies: Clan of Embers
Leader: Falamar
Traits: Expansive, Seafaring
UU: Pirate
Starting Techs: (bonus from sea)

Grigori
Alignment: Neutral (Force)
Race: Human
Enemies: Sheaim
Leader: Cassiel
Traits: Industrious, Philosophical, Agnostic
UU: Branding (H)
Starting Techs:

?
Alignment: Neutral (Air)
Race: Human Horsemen
Enemies: Khazad
Leader:
Traits: Expansive, Horsemen
UU:
Starting Techs:

Amurites
Alignment: Neutral (Metamagic)
Race: Human
Enemies: None
Leader: Valledia the Even
Traits: Blood of the Amurites
UU:
Starting Techs:

Doviello
Alignment: Evil (Chaos)
Race: Human Beastmen
Enemies: Bannor
Leader: Charadon
Traits: Aggressive, Barbarian
UU: Shaman
Starting Techs: (bonus from Tundra)

Balseraphs
Alignment: Evil (Mind)
Race: Human
Enemies: Luchuirp
Leader:
Traits: Financial, Philosophical
UU: Mentalist
Starting Techs:

Clan of Embers
Alignment: Evil (Fire)
Race: Orc
Enemies: Bannor, ?Pirates
Leader: Jonas Endain
Traits: Orc, Barbarian
UU: Orc Warrior, Rantine (H)
Starting Techs:

Svartalfar
Alignment: Evil (Shadow)
Race: Dark Elf
Enemies: Malakim, Ljosalfar
Leader:
Traits: Hidden, Dark Elven
UU: Dark Elf Assassin
Starting Techs:

Calabim, the Order of Blood
Alignment: Evil (Body)
Race: Human, Vampire Aristocracy
Enemies: Elohim, Kuriotates, Sidar
Leader: Alexis
Traits: Aggressive
UU: Vampire
Starting Techs:

Sheaim
Alignment: Evil (Dimensional)
Race: Human
Enemies: Luchuirp, Grigori
Leader: Tebryn Arbandi
Traits: Summoners
UU: Imp, Abashi (Black Dragon, H)
Starting Techs:

Infernal (minor Civ)
Alignment: Evil (Entropy)
Race: Demon
Enemies: Mercurians, Kuriptates
Leader: Hyborem
Traits:
UU:
Starting Techs:

Illians (minor Civ)
Alignment: Evil (Winter)
Race: Human
Enemies: Svartalfar
Leader: Auric Ulvin
Traits:
UU:
Starting Techs:
 
Kael said:
So there was a lot of talk before the release of 0.90 about the fact that the civics needed some work. Are they better now? Are there any other changes that should be considered?

IMO they still need a bit of work.

1. Conquest should give +2 XP, not one. The idea is that their units start with one promotion so they can more easily conquer their enemies.

2. Free religion changed to atheism. No state. No spread of non-state. +2 unhappiness per state religion. Can build inquisitors without a dungeon. +25% science.

3. Aristocracy give +1 unit supported per city. That's the number of fat lords needed to rule it.

4. Sacrifice the weak give +1 unhappiness. The ashen veil spreads faster with it.

5. Scholarship is too weak. Should have +2 happiness from library, and +2 from great library.

6. Pacifism gives +100% GP rate. That's its only point.

7. Mercantilism should get +100% trade route yeilds instead of the +10% gold. Isn't that the whole point of it?

8. Foreign trade should get a science boost, not a culture boost. Many hands make light work.

9. Theocracy should get +10 military unit production.

more once i think of it.
 
Heres the "Good guys"

Shared traits:
Can only use Runes or Order except through events.
Diplomacy highly based on religious alignment.
Get +1 happiness in all cities (people know that good is good)

NB: Dwarf races can continue to worship Runes, even if they become bad guys. Same with elves, demons, and vampires. Basically any of the races.


Those who prefer the Order:
Shared traits:
Unlikely to get events allowing them to switch alignments casually.
Increased military might.
Trends towards religious crusades.
Gets bonuses in disciple class units.

However, their "special units" (like UU's, just a heckuva lot of them) will be somewhat different from each other, based more on their sphere of magic.

Bannor
Alignment: Good (Law)
Race: Human

Malakim
Alignment: Good (Sun)
Race: Human

Elohim
Alignment: Good (Spirit)
Race: Human

Those who prefer Runes:
Shared traits:
Likely to be able to switch alignment to neutral.
More focused on spells and economy.
(need help here...)


However, their "special units" (like UU's, just a heckuva lot of them) will be somewhat different from each other, based more on their sphere of magic. I know i just said this, but for those people with intelligence defects...

Mercurians
Alignment: Good (Life)
Race: Human

Luchuirp
Alignment: Good
Race: Dwarf
Enemies: Sheaim, Balseraphs

Kuriotates
Alignment: Good (Creation)
Race: Human
 
I might have missed this somewhere, but can the Veil train High Priests? I guess it makes sense that they can't, but i just wanted to know for sure. I have a Cathedral, Incense, and Theology and just can't seem to make 'em - which is a shame because my army of corpses is spreading disease all over the **** and i could really use something that can cure.
 
You know what would be really fun? If we took one of the large Earth maps, added the FfH resources, then played it as FfH. Also, once we get the civs we can match them to where the real-world civ Kael is basing them off of came from. And of course, some embellishment is allowed. Otherwise Europe would get mighty crowded.
 
Leitmotif said:
I might have missed this somewhere, but can the Veil train High Priests? I guess it makes sense that they can't, but i just wanted to know for sure. I have a Cathedral, Incense, and Theology and just can't seem to make 'em - which is a shame because my army of corpses is spreading disease all over the **** and i could really use something that can cure.

Nope. ha ha ha. I laugh at your diseased minions and their trail of destruction. Man I wish that this was a multiplayer game....
 
Leitmotif said:
I might have missed this somewhere, but can the Veil train High Priests? I guess it makes sense that they can't, but i just wanted to know for sure. I have a Cathedral, Incense, and Theology and just can't seem to make 'em - which is a shame because my army of corpses is spreading disease all over the **** and i could really use something that can cure.

Nope. Thats the weakness of the Veil. They can spread veil but can't cure it. Demons are immune to disease and make excellent fighters in disease infested worlds.
 
Kael said:
Nope. Thats the weakness of the Veil. They can spread veil but can't cure it. Demons are immune to disease and make excellent fighters in disease infested worlds.

Btw I really think that the demons should be made stronger. I'm not selling my soul for those puny things! Also, I think that all of the veil's specialists and temples (and to a lesser extent the OO's) should contribute GP points to demons.
 
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