[MOD] Fall from Heaven

Kerrang said:
I am having the same problem on my current .90 game, and I am doing a standard sized maze map, with normal game speed, I am also using Harbaal's civs. I founded Runes first, and spread it to a few civs, one of which eventually turned out to be my best friends, the Merfolk. I made sure every Merfolk city had Runes, in order to keep on friendly terms, and they adopted it as their state religion early in the game.

I also founded Leaves and Order, but avoided Veil and OO. Someone founded OO, and began to spread it around later in the game, within 50 turns or so of the founding of OO, eveyone except my civ and the Merfolk had converted to OO. It was about this time that I was shopping around for a civ to conquer (I had already taken out the Dark Elves), and settled on the Dark Dwarves (as we had the worst relations). Before I could declare on them the Dark Dwarves surprised me by declaring on me. They had the second lowest score, and I had the highest. I thought this would be a good time to leverage my friendly relations with the Merfolk, as they shared a land border with the DD, and I only had borders over the sea.

Just about this time, the Merfolk canceled their Defensive Pact with me, and I noticed that they had converted to OO as well. I thought that this was bery odd, as they had been the first civ I had spread Runes too, and they had been a Runes civ for hundreds of years. I thought I might want to patch things up a bit before asking them to decalre war on a civ that shared state religions with them, so I bribed them to convert back to Runes, which they happily obliged as I was offering them a juicy tech. A few turns later they were back on OO, and I could not convince them to change back to Runes (I wasn't willing to offer any bribes as I had been hosed on that before).

So it is just me with the Runes, and all 7 other civs with OO (soon to be 6, the DD have only 2 cities left). It would appear that some tweaking needs to be done to keep the later religions from becoming so dominant with the AI.

Im hoping *fingers crossed* to be able to add an alignment attribute to each of the leaders in phase 2. A leaders alignment would give it a relationship bonus or penalty to other civs and cause it to favor certain religions. I am hoping this will help make the religious wars a little more distinct.
 
Kael said:
Dwarves aren't melee and elves aren't archers, so those bonus's don't work against them. Making the 3 strength Dwarven Soldier more effective than the 4 strength Axeman against an opponent with the Shock promotion (and much better if they have Shock II).

The Elf Slaying and Dwarf Slaying promotions are weak, but become more powerful as new units are added to the game. When the new Civ's are introduced in phse 2 they will bring new units with them. For the elves they will get reguarly costed versions of the elven units (right now elves and dwarves are overcosted because you are buying them at "human" prices) and there will be more elven units to pick from. Making the slaying traits much more valuable.

I am only adding 1 t4 religious unit to the game in 1.0, and its for the Veil.

So for phase 1 elves and dwarves will remain minor players able to help out for specific functions in the early game, and the heroes help later, but thats about it. There will be more done with them in phase 2.

Again, you surpass expectation. Here i was thinking - take a break, go easy, give yourself an easy out.. BUT NO..Kael pushes through, demands higher standards, full units, with full abilities, unique one wholey from another. Civs with wholey race-inclined unitry. Ah...yes, fantasy at its greatest.

I thank you sir.
-El Scotto
 
Kael said:
I am only adding 1 t4 religious unit to the game in 1.0, and its for the Veil.

I wonder if this unit has a "fear" promtion :)
 
I read your beast story but I didnt see any comments of Kael if there will be fear promotion in 1.0 and if how it will look like.
 
Chip56 said:
I read your beast story but I didnt see any comments of Kael if there will be fear promotion in 1.0 and if how it will look like.


There are alot of ideas up in the air about it right now, some suggested a % chance to force units in a specific area to flee (move one space away) (hence the beast story) another suggsted it occurs after an attack (or during).

Basically Kael hasnt put down into hard "I'm doing this" terms on how/if it will work.

-El Scotto
 
Was just a joke...
I know and I read your before i posted my question Kael.
Consider my second post as a very badly disguised order for Kael to post more infos :)


Just kidding.
I wouldnt order you around Kael
 
Chip56 said:
I know and I read your before i posted my question Kael.
Consider my second post as a very badly disguised order for Kael to post more infos :)


Just kidding.
I wouldnt order you around Kael

When Loki comes around he can tell you more, he's more learned in this department than I.

-El Scotto
 
Chip56 said:
I know and I read your before i posted my question Kael.
Consider my second post as a very badly disguised order for Kael to post more infos :)


Just kidding.
I wouldnt order you around Kael

Heh. There is no fear in 1.0 (but I still love the idea). The t4 veil unit is the Beast of Agares. It is a national demon unit (3 max) with a high strength and bonus against paladins and high priests. It requires the sacrifice of 4 population in the city that builds it. Yummy.
 
Kael said:
Heh. There is no fear in 1.0 (but I still love the idea). The t4 veil unit is the Beast of Agares. It is a national demon unit (3 max) with a high strength and bonus against paladins and high priests. It requires the sacrifice of 4 population in the city that builds it. Yummy.

I think i will like it and thx for the info
 
Just my first post (after several years lurking) to report what I think is a bug: One of my Phalanx was atacked by a Shield Wall. In the same turn, I atack to an enemy unit with one of mine and even if the movement is label red, you can do it.
Sorry if this bug has already been posted.

Nice mod, Kael
 
Two issues:

1) I've also had many cases of barbarian cities generating with no units to guard them.

2) not sure if this is a problem with my machine or FfH .90, but I was playing a huge map, normal game speed, seven civs and got a game crash that I've been able to replicate again and again. India builds apocolypse, it has a defensive pact with three other civs so when apocolypse forces me to declare war on India the other three go to war as well. Not a bug, but not fun. So with most of my units gone, cities at half their population, and the entire world at war with each other due to way too many defensive pacts I regroup what little defensive troops I have left and push them to my borders. Then I hit enter to end the turn. The game crashes.

I've reloaded the game many a time and the game always crashes on the end of that turn.
 
I can second that the game crashes on HUGE maps when some Armageddon type spell is cast. Unplayable even after loaded save games. Been playing Large maps to find out if its still there, but havent got far in enough yet.
 
Does Haarbal's fantasy civs work yet with .90? Just wondering because when I first upgraded to .90 they didn't. I am hoping they do now. If not how long before Phase 1. I miss my elves.:)
 
Cherwyn said:
Does Haarbal's fantasy civs work yet with .90? Just wondering because when I first upgraded to .90 they didn't. I am hoping they do now. If not how long before Phase 1. I miss my elves.:)

They work "Kinda" You get an error when loading - Jingoism has been takin out but it will still load after hitting ok....it never has become an issue for me when running around with elves, undead, octopi, and other wonderous civs.

Just ignroe the error until it gets fixed.

-El Scotto
 
Cherwyn said:
Does Haarbal's fantasy civs work yet with .90? Just wondering because when I first upgraded to .90 they didn't. I am hoping they do now. If not how long before Phase 1. I miss my elves.:)

Phase 1 releases on Feb 10th (next Friday). It has Haarbal's civs built in.
 
Daijin said:
I can second that the game crashes on HUGE maps when some Armageddon type spell is cast. Unplayable even after loaded save games. Been playing Large maps to find out if its still there, but havent got far in enough yet.

This is true for me for vanilla civ IV.......darn you kids and your fancy super-computers playing on huge worlds....out wippersnappers! Go play civ II and come back with your fancy talk! Leave us geezers to our "Small" worlds :(
-El Scotto
 
Kael said:
Phase 1 releases on Feb 10th (next Friday). It has Haarbal's civs built in.

My b-day is the 12th.....is this your present for me Kael? Its exactly what i wanted!
-El Scotto

EDIT: So where do you stand now? Ya got tons to do im sure, but what's Finished - the civs? THe units? THe magics? The endless mindnumbing answering of posts?
 
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