[MOD] Fall from Heaven

Ok, so this mod is awesome, as we all agree thus far.

I have a hope/wish of you Kael if you might be willing to go this route.

I would love it if there was more mutually exclusivity in the choices one makes throughout a game of FFH. Specifically, if one goes the dwarven path...then they should have a harder time going the elven path. Similarly, if one is going to be all about ashen vale, then the order (buildings and units) should be unavailable to build.

I have it in mind that you could create several different tech tree paths, each representing a philosohpy, religion, or strength weakness. For example, when playing i decided to go "guardian of nature" and all foresty. THe problem i discoverd was that my apprentices still liked to build farms, remove forest, and generally turn my property into your typical mideval country side, flush with workshops, windmills and extensive roads. Now if this is how your gonna do it, cool, im just happy someone has done this much thus far. BUt i think it would be incredibly neat if those civilizations (perhaps 3-5) who are inherantly foresty, or anyone who chooses fellowship of the leaves as a state religion, would get bonues directly from the forest, and perhaps looses bonuses from farms. IT would be nice if a true "guardian of the forest" had his/her lands saturated in jungle and forest, barly any roads, and a bunch of units that moved quickly through forest without the need of said roads. Conversely, your typical morals would be all about the farms, plains, grasslands and generally human domains. THe frostlings (if your using these civs in the end) undead, and other "dark species" should/could make use of Tundra (it looks like wasteland to me, perhaps even change the title from tundra TO wastelands as its a more generic approach and offers greater flexablity in desigining your world). THe undead could even have a unit that MADE tundra out of plains or grasslands. That would be awesome, the undead horde slowly spreading the taint of their prefered land over the world. Dwarven and mountanious species could have something similar for Hills, or if possible, access to use and travel through Mountainpeak regions.

The whole of this idea is my wish to see each civ involved have the potential to be COMPLETELY different in look, feel, and method at the end of the game. If one had 5 civs, perhaps the Dark elves, the Undead, the Dwarfs, the Centaur and Humans, one would see different units, different terrain, different civics and wholey different technologies in EACH of the civilizations.

Example: (of five mentioned races above)
-Centaur and Humans would possess mostly Farmlands (plains and grassland and flood plain), with some hills and have normal looking civ IV improvements and Units (crossbowmen, knightlike units, etc). However, the centaur, becuase of their race, would have replacements for the mounted units taht would be generally superior. Both would most likely follow the normal tech tree provided in FFH.

-The Dark Elves would have lands in the woods, and most of their territory would be covered by forest or jungle. Because they had access to and chose to continue the "Dark magic" tech tree (one i envision as being only accessable because of a starting technology and is seperate from the other main tree) they have access to darker themes, like perhaps undead units, werewolves, abominations, and other sinister sounding stuff.

-The Undead would have most likely also followed teh "dark magic" tech tree, as they prolly aslo had some starting technology allowing them to continue it, unlike the elves, however, this civ thrives in tundra(wasteland) and seeks to spread it however they can. I envision many units that wuold function much like an apprentice AND a combat unit. And perhaps units that would create undead units upon defeating another (like a necromancer or something).

- The frostlings may also wish to spread tundra and arctic lands, as it is their domain in which to play, however, unlike our undead friends, they've not chosen (if this is approrpaite thematically) the "dark magic" tech tree but instead the "chaotic" tech tree. Their abilities would be completely different from the undead and others, as their technology pursuits arnt even accessible by the former civs.

- The Dwarves would most likly seek to hole up inside their mountain/hill bunkers. (I'm not sure youd want to allow dwarves to make hills...they seem more defensive and not expansive to me) But they would make use of hills and be able to support large populations. Perhaps the Dwarves could have access to the "chaotic" tech tree as well, or if not that, then perhaps the "Order" tree, or whatever system of themes you desire.

Fundamentally, every civ should have access to the main tree - however, i suggest splitting up the units and buildings and wonders, etc, that you have already created into mutually exclusive paths. This would limit each civilization and force choices. The most boring thing, for me, about vanilla civ, is that when the tech threshhold reaches swordsmen, everyone who has iron uses them. WHen it reaches rifleman, EVERYONE uses them. Even tanks, planes, and modern weaponry, EVERYONE Uses them if they have the resource. In this, the possession of a resource is a boon and a defficiency, NOT a unqiue style amung a civ. I would love to see the Elves(or fellowship of leaves) and Undead(or ashen vale) fighting over the same resource of Reagents, NOT becuase they both want to make mages and get happy faces, but becuase one wants to build buildings that require it and protect their forests, and the other becuase its a crusial ingrediant to dark rituals that allow the summoning of deamonic things.

Your use of religions deserves commindation, but i would suggest making those a little more exclusive as well (for founding purposes) and the seperate tech tree idea can do that. I would still fully expect my "order" city to have the problem of being infected by the "ashenvale" if my rival had the opportunity to do so.

-El Scotto
 
Hm, a few things:

1) whenever I found the order (I like that religion, I part-rush to it) in about 6 turns most civs are already order civs. I hardly even need the disciples.

2) I still terrain based attack bonuses (attacking into certain kind of terrain) are something that would add hugely to civ4 as a whole and this mod in particular.

3) do religion founders get any kind of bonus other than the prophet temple and the great person? what a bummer, I nabbed order, then after a couple of turns half the civs were order civs, and someone made my hero before me :(
 
Lunargent said:
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.


Couldnt this be done by using a similar method that is used for mages now? A unit could be created that "summoned" an invisible unit, much like the fireball (no graphics that i can see). However, the unit summoned would be immoble (0 movement if possible), and would not disappear after a turn. The downside to having one unit be able to make an infanite amount of others, is that each "trap" would be considered a military unit and therefore hurt your economy and quickly raise the cost of your standing army if you decided to make a lot of them. Either that, or the unit creating the trap is disbanded/dies in the process. Regardless, One would have to note and discover HOW to eliminate a unit after it wins. (A sprung trap) OR, better yet, make the trap incredibly weak, the trap will NEVER win a combat, but instead damages the other unit heavily before it dies - via many first strikes perhaps.
 
I agree with QuasiEvilScott.

A more "limited" tech tree with paths blocked off by your choices generate more interesting games.

It would also be very interesting if certain tile improvements were linked to the various religions rather than specific technologies.

Dwarves give mines, elves give treehomes and eco friendly farms.
 
Lightzy said:
Hm, a few things:

1) whenever I found the order (I like that religion, I part-rush to it) in about 6 turns most civs are already order civs. I hardly even need the disciples.

I've noticed the Order spreads fast as well. In my game it's about turn 220 and 60% of the world is under the Order and I've never sent a Disciple.
 
dear Kael

I won't start saying how great this modis, becouse it would take a whole page.
But still there are some minor things that could be improved.

1.) many civics do a lot of the same and don't give bonuses big enough,
not to mention the feedbacks involved in almost every civic.
I think there should be less civics avalible, each giving unique strong bonuses, each being good for a specific situation and involving combinations(like mercantilisn and representation) wouldnt be a bad idea. I also think compassion doesent fit in and should be removed and maby replaced with a mor fantasy civic like "Mage circle" or something
and here is the idea
The necromancers
allows to "draft" three best undead units each turn and say.. +2 happyness from necropolis.
The summoners
summoners get twincast and summoned creatures last for 2 turns
OR every 5 turns a random creature is summoned in the capital(if that is possible to mod)
the invokers
mages get twincast and and fireballs and meteors get 20% strenght(or something like that)
The enchanters
all units get a enchanted wepons bonus and blessed when constructed
The druids
workers can plant forests and forests give +2 food +1 hammer +2 gold

this is just an idea and I guess it could use some balancing but in general I think it would be a nicce addition.

2.) tech tree can become rather confusing in mid game. At one point there are simply too manny options avalible. I think the tech tree should be "thiner" but "longer". It can easely happen that I invent some classy mage techs before I even get to Iron working(I played it on noble just for information).

3.) I belive there is not enough rewarding units through the game.
just take a look at the regular civilization game: first good unit is an axeman with 5 strenght and last is modern armor with 40(if I recall corectly)
in FfH axeman gets 4 and last best unit is a meshber of Dis(I don't know if i spelled it corectly) with 22 and even that is a unique unit. To sum it up, I belive it would be better to make a bigger strenght diference among early-game units and late-game units.

Well This is my first post and I am not a forum typa guy
but this mod is sooooo great(inspite of the little problems mentioned)
that i just had to put my opinion forth

I would like to thank you Kael and all the others working on this mod
for all the hours of fun i had with this mod.
 
Kael said:
Whats the reference from?

looks like some have already set you straight on the Python reference, I won't rub it in.

Kael said:
Loki and some of the other folks here have done a done of work on the naval design. Im not so interested in ship names or stats, but of interesting game concepts. Its easy to make 5 different ships of different speed, strength and cargo capacity. Whats hard is differentiating the ships from each other to make them interesting.

For example, how cool would it be to create pirate units that earn gold by destorying other ships. When they win a battle a small amount of gold is taken from the losing ships civ and placed in the pirates hold. When the pirate ship gets back to one of the owning civs cities the pirates cargo is emptied and the civ gains that much gold.

Ideas like that are what Im looking for. Fun stuff to play with that the AI would be able to play correctly.

Understandable, I think Lokis idea to have receiving gold from naval kills as a piracy civic is a good thought. Another possibility would be a unit upgrade for the Privateers that would give them the ability. Along those lines, I would also like to see a 'Boarding' upgrade for Pirate vessels that would allow you to capture defeated enemy ships.

Perhaps both upgrades could be restricted to civs that use the piracy civic. Alternately, piracy could be introduced as a tech like Dwarven Studies, and the Pirate Civ would start out with the tech, but without a tech that would provide them with a starting religion. That tech could also add one or two higher level naval units as well.

EDIT: another thought on Naval unit upgrades (though not necessarily Pirate only), 'Chain Shot'. This upgrade would reducee the defending units movement rate by one for each succesful attack (or simply reduce it to one on any successful attack). Chain Shot was historically used in naval guns to shred the sails of an enemy vessel and prevent them from fleeing (it was also devasting when used against the ships crew).
 
Secular said:
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.

Actually a little past the 1500's. Yeah you're right about this change.
 
Kerrang said:
l
1. Understandable, I think Lokis idea to have receiving gold from naval kills as a piracy civic is a good thought. Another possibility would be a unit upgrade for the Privateers that would give them the ability. Along those lines, I would also like to see a 'Boarding' upgrade for Pirate vessels that would allow you to capture defeated enemy ships.

2. Perhaps both upgrades could be restricted to civs that use the piracy civic. Alternately, piracy could be introduced as a tech like Dwarven Studies, and the Pirate Civ would start out with the tech, but without a tech that would provide them with a starting religion. That tech could also add one or two higher level naval units as well.

3. EDIT: another thought on Naval unit upgrades (though not necessarily Pirate only), 'Chain Shot'. This upgrade would reducee the defending units movement rate by one for each succesful attack (or simply reduce it to one on any successful attack). Chain Shot was historically used in naval guns to shred the sails of an enemy vessel and prevent them from fleeing (it was also devasting when used against the ships crew).

1. For the boarding party, what if you had it be a spell: 1 move, high attack, command. Summon when next to the enemy ship, and half the time it will be yours.

2. The piracy tech should allow all of the pirate abilities (civic, units, buldings) and the pirates should start out with it. Others should be able to get it, but in the late game only.

3. Another spell possibly? Kinda like a naval root spell?
 
Kavok said:
I agree with QuasiEvilScott.

A more "limited" tech tree with paths blocked off by your choices generate more interesting games.

It would also be very interesting if certain tile improvements were linked to the various religions rather than specific technologies.

Dwarves give mines, elves give treehomes and eco friendly farms.

I also agree, but i don't think it should be tooo fixed and forced.
In fact, when everything is too forced it actually all becomes the same. This was my biggest problem in the warhammer mod actually. The civs had very different units comestically, but in the game they were all actually the same. I think that Scotto's idea is actually very good (i love the bit about reagents) and we should try to do soething like that.
 
Secular said:
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.

Any recommendation on a new name for a phalynx?
 
Lunar Fang said:
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

Even an empty city produces culture. I think the base is currently 2 per turn. Temples are intended to be strong in "capital" cities but less valuable in "frontier" cities. Unlike an obelisk which is equally valuable in both locations.
 
Lunargent said:
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.

Halved the penalty other civs on Foreign Trade.

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.

Increased the range of hawks by 1.

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.

Thanks for the suggestions, keep them coming!
 
DCMage said:
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.

I couldn't duplicate your Command Post issue.

I will rewrite the Hanging gardens predia entry, i removed the aqueduct requirement but didn't update the entry.

And I added a ton of pedia entries in 0.90, but I know Im not done yet.
 
QuasiEvilScott said:
Ok, so this mod is awesome, as we all agree thus far.

I have a hope/wish of you Kael if you might be willing to go this route.

I would love it if there was more mutually exclusivity in the choices one makes throughout a game of FFH. Specifically, if one goes the dwarven path...then they should have a harder time going the elven path. Similarly, if one is going to be all about ashen vale, then the order (buildings and units) should be unavailable to build.

I have it in mind that you could create several different tech tree paths, each representing a philosohpy, religion, or strength weakness. For example, when playing i decided to go "guardian of nature" and all foresty. THe problem i discoverd was that my apprentices still liked to build farms, remove forest, and generally turn my property into your typical mideval country side, flush with workshops, windmills and extensive roads. Now if this is how your gonna do it, cool, im just happy someone has done this much thus far. BUt i think it would be incredibly neat if those civilizations (perhaps 3-5) who are inherantly foresty, or anyone who chooses fellowship of the leaves as a state religion, would get bonues directly from the forest, and perhaps looses bonuses from farms. IT would be nice if a true "guardian of the forest" had his/her lands saturated in jungle and forest, barly any roads, and a bunch of units that moved quickly through forest without the need of said roads. Conversely, your typical morals would be all about the farms, plains, grasslands and generally human domains. THe frostlings (if your using these civs in the end) undead, and other "dark species" should/could make use of Tundra (it looks like wasteland to me, perhaps even change the title from tundra TO wastelands as its a more generic approach and offers greater flexablity in desigining your world). THe undead could even have a unit that MADE tundra out of plains or grasslands. That would be awesome, the undead horde slowly spreading the taint of their prefered land over the world. Dwarven and mountanious species could have something similar for Hills, or if possible, access to use and travel through Mountainpeak regions.

I want more of this as well. In phase 2 elven civs will have a special apprentice that is able to build improvements without tearing down the forest or jungle and unable to remove forests or jungles.

The whole of this idea is my wish to see each civ involved have the potential to be COMPLETELY different in look, feel, and method at the end of the game. If one had 5 civs, perhaps the Dark elves, the Undead, the Dwarfs, the Centaur and Humans, one would see different units, different terrain, different civics and wholey different technologies in EACH of the civilizations.

Example: (of five mentioned races above)
-Centaur and Humans would possess mostly Farmlands (plains and grassland and flood plain), with some hills and have normal looking civ IV improvements and Units (crossbowmen, knightlike units, etc). However, the centaur, becuase of their race, would have replacements for the mounted units taht would be generally superior. Both would most likely follow the normal tech tree provided in FFH.

-The Dark Elves would have lands in the woods, and most of their territory would be covered by forest or jungle. Because they had access to and chose to continue the "Dark magic" tech tree (one i envision as being only accessable because of a starting technology and is seperate from the other main tree) they have access to darker themes, like perhaps undead units, werewolves, abominations, and other sinister sounding stuff.

-The Undead would have most likely also followed teh "dark magic" tech tree, as they prolly aslo had some starting technology allowing them to continue it, unlike the elves, however, this civ thrives in tundra(wasteland) and seeks to spread it however they can. I envision many units that wuold function much like an apprentice AND a combat unit. And perhaps units that would create undead units upon defeating another (like a necromancer or something).

- The frostlings may also wish to spread tundra and arctic lands, as it is their domain in which to play, however, unlike our undead friends, they've not chosen (if this is approrpaite thematically) the "dark magic" tech tree but instead the "chaotic" tech tree. Their abilities would be completely different from the undead and others, as their technology pursuits arnt even accessible by the former civs.

- The Dwarves would most likly seek to hole up inside their mountain/hill bunkers. (I'm not sure youd want to allow dwarves to make hills...they seem more defensive and not expansive to me) But they would make use of hills and be able to support large populations. Perhaps the Dwarves could have access to the "chaotic" tech tree as well, or if not that, then perhaps the "Order" tree, or whatever system of themes you desire.

Fundamentally, every civ should have access to the main tree - however, i suggest splitting up the units and buildings and wonders, etc, that you have already created into mutually exclusive paths. This would limit each civilization and force choices. The most boring thing, for me, about vanilla civ, is that when the tech threshhold reaches swordsmen, everyone who has iron uses them. WHen it reaches rifleman, EVERYONE uses them. Even tanks, planes, and modern weaponry, EVERYONE Uses them if they have the resource. In this, the possession of a resource is a boon and a defficiency, NOT a unqiue style amung a civ. I would love to see the Elves(or fellowship of leaves) and Undead(or ashen vale) fighting over the same resource of Reagents, NOT becuase they both want to make mages and get happy faces, but becuase one wants to build buildings that require it and protect their forests, and the other becuase its a crusial ingrediant to dark rituals that allow the summoning of deamonic things.

Your use of religions deserves commindation, but i would suggest making those a little more exclusive as well (for founding purposes) and the seperate tech tree idea can do that. I would still fully expect my "order" city to have the problem of being infected by the "ashenvale" if my rival had the opportunity to do so.

-El Scotto

We are marching toward this point. It takes a lot of time to enact these changes on a wide scale but this is what I want as well. I would rather have 2 units with a unique use and feel than 10 units that look different but all play the same.

The biggest civ distinguishing factor planend for phase 2 are magic nodes. You have to make a choice when you improve a magic node to switch it to the type of mana you want. So if you make a magic node into a death magic node you will have access to death spells and units, etc etc.

Different civs will have different traits which will lend themselves to a certain magic type. But there won't be a frim set for the units. This isn't going to be heroes of might and magic or the MoM where the civ determiend the abilities. Instead it will be more like Magic the Gathering where you can team up elves and death magic, or dark elves and healing magic if you want. Play them in their traditional roles, or don't, it is up to you.

That said Im hoping to include an "alignment" for the civs that will help their relations with traditional allies and the ai opponents will be incented to prefer certain magic/tech/unit paths unless random AI is on.

Like Loki, I really like the reagents idea.
 
Kael said:
Even an empty city produces culture. I think the base is currently 2 per turn. Temples are intended to be strong in "capital" cities but less valuable in "frontier" cities. Unlike an obelisk which is equally valuable in both locations.

I believe that on any difficulty level past settler the base culture is reduced, and for most diff. levels it is 0.
 
Lightzy said:
Hm, a few things:

1) whenever I found the order (I like that religion, I part-rush to it) in about 6 turns most civs are already order civs. I hardly even need the disciples.

2) I still terrain based attack bonuses (attacking into certain kind of terrain) are something that would add hugely to civ4 as a whole and this mod in particular.

Im looking into the code for this now, but it won't be in phase 1.

3) do religion founders get any kind of bonus other than the prophet temple and the great person? what a bummer, I nabbed order, then after a couple of turns half the civs were order civs, and someone made my hero before me :(

You have to have the order holy city to build Glory Everlasting too. Not that a particuarly mean player couldn't take the holy city from his brother in faith. ;)
 
Do i "smell" another magic player in Kael?

Also, i agree with your really long post there totally.
In civ III you could make it so that only some parts of the tech tree are displayed for some civs, maybe you could do that here. what i mean is that you could have one line on top of the tech tree that was about your magic node, but the techs there varied nased on your current magic sphere. You would only get the bonuses from your current sphere (duh) and when you switched spheres you would start have to research the most recent one again.
The rest of the tech tree would be the same.
 
Kael said:
Even an empty city produces culture. I think the base is currently 2 per turn. Temples are intended to be strong in "capital" cities but less valuable in "frontier" cities. Unlike an obelisk which is equally valuable in both locations.

Only if you play civ with creative trait
 
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