[MOD] Fall from Heaven

Chip56 said:
Kael what what you think about giving other relegions than fellowship a way for quick production (plant wood, cut it down, repeat) without sacrificing it (dwarfes).
I think it would be good if could put dwarfes and set order them to mine minerals (could send about 5 production to nearest city).
Veil units could raise temporary zombies to increase production.
Have to think about something for Overlords and Order.

I think the ability to plant forests should be removed (until druids atleast, because everyone can build druids :)). Maybe Elves could get a greater chance of having a forest grow instead...
 
I'm not sure if this is a bug or deliberate, my Royal Guard units all deserted me when i changed agriculture to foreign trade, without touching hereditary rule. Do they just leave if a revolution takes place?
 
The Bramble said:
I recognized the title music from HoMM4, but it sounded like a different version of it. Was it a direct rip from the game, or do you actually know who performs that music and where I can find it?

Also, I see people talking about a history write-up of the gameworld, but I'm dumb and can't find it anywhere. I'd really like to have some background information for my next game, can you point me in the right direction?

edit: Also, I notice that my horsemen who I select the +40% v. melee troops promotion for, don't seem to have this bonus applied when fighting Hunters. Is this Working As Intended or a bug?

The history extract in on the 2nd post in this thread.

The title music is actually from a Half-life II fantasy mod called Eclipse. I have heard a few people say that it is from HOMM4 but I don't believe that is the case. It may be derived from one of the pieces, or just similiar. You will have to do some google searching for eclipse, but I think it kept its soundtrack as a seperate download if you want to check it out.

I checked out the HOMM4 soundtrack when I was looking for audio for the game but I couldn't use any of it, because I played HOMM4 so much that as soon as I hear any of the music I just want to go play HOMM4 again.
 
burningbeard said:
I'm not sure if this is a bug or deliberate, my Royal Guard units all deserted me when i changed agriculture to foreign trade, without touching hereditary rule. Do they just leave if a revolution takes place?

I will check it out, thanks for the heads up.
 
loki1232 said:
The way i see it, the secondary resources would be used to make "equipment". Without the leather vests you could still make your archers, but they would have less strength. Later, when you got access to the resources, you could upgrade the archers.

Thats a good compromise and would probably work out well.
 
loki1232 said:
Also, in proper English the correct wording of your sentence is [In the civilopedia the icon for 'conjure fire elemental' is the same as 'conjure earth elemental']
Not to sound condescending, but its as not like.

I know that i my English isn't very good. I'm stll learning it so it doesn't matter if someone corrects me.:goodjob:
 
Originally Posted by burningbeard
I'm not sure if this is a bug or deliberate, my Royal Guard units all deserted me when i changed agriculture to foreign trade, without touching hereditary rule. Do they just leave if a revolution takes place?

I will check it out, thanks for the heads up.

During Anarchy your civics are switched back to the "Anarchy" civics predefined in the XML (CIV4Leaderhead.xml i think). This means you have been out of hereditary rule for one turn.
 
Chalid said:
During Anarchy your civics are switched back to the "Anarchy" civics predefined in the XML (CIV4Leaderhead.xml i think). This means you have been out of hereditary rule for one turn.

Well shoot. Gonna have to figure out a way to fix this. Gonna have to add a check that keeps them from abandoning you if you are in anarchy.
 
Lunargent said:
I know you've stated that you don't want things to get obsoleted, but one thing does need to be obsolete, the warrior. Oddly enough, even though there's usefull stuff like paladins and camel archers and war elephants and --everything else-- in the city's menangerie, warriors still often come up late game as the recommended unit!

Similar deal with the Hidden Court. It's incorrectly set as an economy building, so it usually comes up as the recommended building late game. You only need one or two hidden courts, since the unit it produces is a national unit. Having more than one is like having more than one than one Scotland yard in Vanilla. It might be better to limit the number of instances of buildings that can make the national units, just to clean up the "what would you like to build in this city" screen a tad. I wouldn't go as far as to make them national wonders though, since it's very nice to have 3-4 large animal stables, for example.

Is it possible to have national buildings?
So you could have between 2-5 large animal stables depending on map size?
So you dont have in the small new citys always buildings recommended that take 100+ turns to build and wont be needed because you already have 3units of that typ.
And I think this would also add some flavour. The famous knights of Antinum and Rome, the feared Elephants of ...
 
Chip56 said:
Is it possible to have national buildings?
So you could have between 2-5 large animal stables depending on map size?
So you dont have in the small new citys always buildings recommended that take 100+ turns to build and wont be needed because you already have 3units of that typ.
And I think this would also add some flavour. The famous knights of Antinum and Rome, the feared Elephants of ...

Yeah, I just hate to limit player options. I deleted a few buildings in 0.90 to try to clean this up a bit. The end goal is to not have any t4 buildings. Instead a t3 unit will need to be a certain level to be able to upgrade to a t4 unit, and you can never build one from scratch. But we will see how that goes.
 
Kael said:
Well shoot. Gonna have to figure out a way to fix this. Gonna have to add a check that keeps them from abandoning you if you are in anarchy.

You could change the anarchy goverment civic to Hereditary Rule without making it the starting civic...
 
Ok kids, what did you think when you plastered this thread with, like, 2771 messages! How am I supposed to read all that?

Seriously, has anyone written up a preliminary strat guide for this thing? It's great, but sooo confusing!

Please, be so kind and PM me a link, if you have one, I cannot possibly follow each message of this thread.

Thanks and regards.
 
Hi, to all!

I would like to make a quick survey here.

When playing FfH as multiplayer, I and my friends experience the
Out of Synchrone problem :(

Is this a general problem with FfH? Can it be cured?

I would be grateful for some solution...
 
V. Soma said:
Hi, to all!

I would like to make a quick survey here.

When playing FfH as multiplayer, I and my friends experience the
Out of Synchrone problem :(

Is this a general problem with FfH? Can it be cured?

I would be grateful for some solution...

Hasn't happened to me...
 
Farae said:
Yes, I tried a Hot Seat, but it always just exits out...

By default no mods work in hotseat. I understand there is some fix available in the utilities forum (or somewhere) that allows you to play mods in hotseat.
 
The conjurer may seem like the 'lowest' magical type but he is my favorite. The ability to give A STACK +1 moves is a great 'buff'
First question: has anyone seen the AI use the buff?

Second question:Is it possible to make a one turn only buff for say, +10% attack or +10% defense?

Thanks in advance for your response!
 
O.O. Howard said:
The conjurer may seem like the 'lowest' magical type but he is my favorite. The ability to give A STACK +1 moves is a great 'buff'
First question: has anyone seen the AI use the buff?

Second question:Is it possible to make a one turn only buff for say, +10% attack or +10% defense?

Thanks in advance for your response!

Yes, the computer casts it every turn. The comptuer isn't very efficient about it though (it doesn't try to make sure its in the biggest stack when it casts, move and then cast, or anything like that). Instead at the begining of every turn all of the AI adepts cast Haste.

Haste also give a 50% chance to first strike on those that have it.

And as to your 2nd question, yes its very possible. In fact the Bless spell is similiar (grants +15% strength and another +15% vs demons) but it lasts until the next time the unit is in combat instead of for a turn.
 
Friend, ty for response. now as you may remember i am an old historical wargame player. i am thinking that a unit that gives a one turn boost to speed or a different unit that gives a one turn boost to combat would be PERFECT for making different " Field General" units for historical scenarios or even a mod for vanilla civ. i dont think anyone else has done this, and it would add alot to the game. I might suggest this in the american civil war mod, or try(i hate computers but maybe i will take the plunge) to mod it myself.

kael, you are doing more than making a fantasy mod, you are showing the possibilities to all of us!
 
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