[MOD] Fall from Heaven

Kael said:
As for the "Lucky Charm" buildings, they aren't meant to be late game buildings, they are supposed to be early game slight boosters and impacting if you have many in many cities, but defintily not to much in a city or 2. That said I just fixed the bug where these buildings don't give negative values so it might be worth booting them a little.

Wait--You fixed that bug?? I've been building them all for nothing!! More seriously, the only one you need to fix is the elder council. the others give +3 of one thing, and then - 1 of another. it gives +1 -1. not worth it.
 
loki1232 said:
lol i meant changing their "ai usage" value, not change their type.

No directly, but I could change them into a new version of the unit that looks the same but has a different AI assigned.
 
Kael said:
You make them unable to research the other religion granting techs if they have a holy city.

Thanks Kael

Do add line here ?

and say "Can not reasaarch if holy city is present"

</Flavor>
</Flavors>
Can not reasaarch if holy city is present
<OrPreReqs/>
<AndPreReqs/>
<Quote>TXT_KEY_TECH_MYSTICISM_QUOTE</Quote>
<Sound>AS2D_TECH_MYSTICISM</Sound>
<SoundMP>AS2D_TECH_MP_MYSTICISM</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
</TechInfo>
<TechInfo>
<Type>TECH_MEDITATION</Type>
<Description>TXT_KEY_TECH_MEDITATION</Description>
<Civilopedia>TXT_KEY_TECH_MEDITATION_PEDIA</Civilopedia>

Agian thanks for any help you can give me
c
 
loki1232 said:
Wait--You fixed that bug?? I've been building them all for nothing!! More seriously, the only one you need to fix is the elder council. the others give +3 of one thing, and then - 1 of another. it gives +1 -1. not sorth it.

Yeach but 1 of 1 isn't equal to 1 of the other. What is the ratio between culture and research points? Between research points and gold?
 
Chasaffton said:
Thanks Kael

Do add line here ?

and say "Can not reasaarch if holy city is present"

</Flavor>
</Flavors>
Can not reasaarch if holy city is present
<OrPreReqs/>
<AndPreReqs/>
<Quote>TXT_KEY_TECH_MYSTICISM_QUOTE</Quote>
<Sound>AS2D_TECH_MYSTICISM</Sound>
<SoundMP>AS2D_TECH_MP_MYSTICISM</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button>
</TechInfo>
<TechInfo>
<Type>TECH_MEDITATION</Type>
<Description>TXT_KEY_TECH_MEDITATION</Description>
<Civilopedia>TXT_KEY_TECH_MEDITATION_PEDIA</Civilopedia>

Agian thanks for any help you can give me
c

No, the block has to be applied in Python (code will need to be written to do it), there isn't anything in XML that will do what you want.
 
Kael said:
No, the block has to be applied in Python (code will need to be written to do it), there isn't anything in XML that will do what you want.

Thanks Kael

Geting lost in xml. I would not have a cule about python.

c
 
Chasaffton said:
Thanks Kael

Geting lost in xml. I would not have a cule about python.

c

It is a lot to swallow and very confusing. Start small, make little changes it will be slow and painful at first. But it will begin to make sense the more you play with it.
 
Kael said:
It is a lot to swallow and very confusing. Start small, make little changes it will be slow and painful at first. But it will begin to make sense the more you play with it.

:-| ....We are talking about programing...right? I hope?

Sorry, its been one of "those" days.

-El Scotto :twitch:
 
hey, this is purely a cosmetic thing but you should probabaly switch the names of pikemen and phalanx. Phalanx after all is just a formation of pikemen and it went out with the advent of heavy infantry (too slow, and clumsy in a fluid battle.) Pikemen, and more generally, the pike saw use right up to the 1500's.
 
sorry, this is probly off topic, but can anyone help me with adding techs to Civ4? It's driving me nuts, I already made a post about in the Civ4 - Creation & Customization forum, but no replies. PM or post on that thread, i don't care, but I can't get this to work. Thanks,
Ace
 
Kael said:
Yeach but 1 of 1 isn't equal to 1 of the other. What is the ratio between culture and research points? Between research points and gold?

Well each one is worth one commerce unless you have higher multipliers for one, which isnt the case at the start so they are almost worth the same.
 
Huh.. please add some culture points to temples... now them have only +x%... and when your city have not any buildings which produce pure culture, then your city don't create culture at all.... may temples produce even 1 culture pre turn.... :D
 
Awesome mod Kael! I don't pay vanilla anymore. I just wanted to add in my own feedback.

First, the penalty for not using Free Trade if you are using the civic unlocked by your state religion should be reduced. I shouldn't be getting +8:mad: in each of my cities if I'm playing fellowship of leaves and I have the Guardian of Nature civic. That's a huge penalty that ultimately forced me to switch civics even though I was keeping my lands heavily wooded.

Second, the range on the birds carried by some units needs to be upped just a tad. It's quickly obsoleted by the vision promotion.

Someone else in the thread mentioned traps. I think with the fast speed of the units, something needs to be done to slow down units crossing into your lands, and this could help.

Another idea would be the ability to construct walls in tiles that would stop movement until destroyed. Building a wall in a narrow passage could buy you a bit of time to prepare against an aggressive enemy who keeps sending his units behind your front lines and harrassing workers and improvements.

As for 5 different types of unique ships, here are my suggestions based upon religion.

Fellowship of Leaves: Fast ships that have higher withdrawal rates, but less attack power. Maybe allow them to carry a scout bird (with longer range) onboard like the ranger/druid/beastmaster line.

Runes of Killmorph: Slow ships with high armor and attack power. Maybe allow them to bombard.

Ashen Veil: Ghost ships. Cannot be seen in the open ocean. Maybe add the ability to spread a disease.

Octopus Overlords: Giant squid (obviously :) ). Have the ability to heal themselves by attacking other ships. (feeding off of the sailors) Maybe let them submerge to heal; while submerged, cannot be seen or attacked. This one wouldn't be fully possible though without the SDK. ( though you could give a ship unit these properties until then and we can pretend it looks like a squid. :crazyeye: )

The Order: Medic ships that have the medic promotion. This one is stumping me a bit. I only have one idea for them, and it's maybe a little imbalanced: let them fly through the air.
 
yeah... fly my ship.. fly! :P
maybe Order ship will have big defense prootion (it won't attack like scouts, but it will have great strenght)... this will give him some advantage... :D
 
I agree with giving the order the most powerful conventional ships (Second to the dwarf ironclad of course, but faster). Could make it so that only they can get a flag ship?
 
Somehow I think that the overlords schould have the best ship(s)
 
Maybe you can give the dwarfes a strong ship but I would give dwarfes a limit of only one or 2 for them. IMO dwarfes are more likely to stay on land.
While Octupus Overlords are living in the ocean so its very likly for them have many AND strong ships.
 
When I said conventional ships, I did not include see creatures- I think they should probably be the strongest naval units too (or at least have really cool abilities)
 
Chip56 said:
Somehow I think that the overlords schould have the best ship(s)
Maybe the overlords could get a giant squid hero which would be stronger than the dwarven ironclad (along with a weaker squid). When killed the squid could give a great fisherman which would join a city and supply an extra 5 food per turn (since there would only be one)...
 
Couple things I noticed with 0.90:-

The Command post can be built without the required Tech and the Hanging Guardens can be built without an Aquaduct, althou the description states one is required.

Recruits doesnt have a description, I noticed a few other Bits and Bobs that didnt have descriptions in the Peda.
 
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