[MOD] Fall from Heaven

im not sure what happened but i jsut created summoning and the game jsut crashed to desk top will try to go back to the last autosave and see if it happens again
ok tried it again and it crashed same location seems to be while trying to autosave not sure what happened.
could it be ebcause i added the race add-on?
 
Bringa said:
And as Abdul Alhazred noted, that would not be a good thing.

Nice reference. :)
 
ChaoticWanderer said:
im not sure what happened but i jsut created summoning and the game jsut crashed to desk top will try to go back to the last autosave and see if it happens again
ok tried it again and it crashed same location seems to be while trying to autosave not sure what happened.
could it be ebcause i added the race add-on?

I haven't seen any errors autosaving. One of the programmers at Firaxis was good enough to rewrite a section of the code I use for summoning and it works MUCH better now. It has fixed all the issues I was having with spells lasting forever, summoned units not going anway, and mages sometimes being unable to cast. It may help with this crash, but I cant know for sure.
 
Some guy already posted this, (but can't find the damn thing to quote) but I'd just like to confirm that the late game AI does stop making apprentices. One of the AI players built the Blight wonder and almost 50 turns later none of the AI players have fixed any of thier lands.
 
Yeah Firaxis!!! That is sweet. now I can conquer the kingdom of leaves without any delays or AI cheating! (Sorry Woodelf)
 
loki1232 said:
I actually really like the idea of limiting some buildings. For example, for the boats i think that all capital chips must be produced by a "shipyard" and you would have a limit of shipyards that you can have.

I also think that a limit on buildings (unless its a limit of 1) wouldnt be a real limit to players.
I wonder how many players really build for example demonsummoners in more then 3 different citys?
But since you want to put the t4 buildings out of the game it proberbly wont matter in latter versions.
 
Secular said:
Some guy already posted this, (but can't find the damn thing to quote) but I'd just like to confirm that the late game AI does stop making apprentices. One of the AI players built the Blight wonder and almost 50 turns later none of the AI players have fixed any of thier lands.

I personally think that many of the armegeddon spells should also trigger lots of Armies spawning and wars starting.

After all, it is the apocalypse.
 
I think the Avatar of Wrath may be too weak. A turn after being spawned, he seemed to be destroyed or potentially disbanded. In comparison to the technology available at the time, he barely seems to stand a chance against a competent commander, I fear. And I had so been hoping to see havoc wrought.

Also, I'm curious, is there any possibility of a potential Apocalypse wonder causing either:
a) Some of the sea to dry up (and produce desert, perhaps?) which may be devestating for port towns and destructive for boats, of course
b) The land to flood?

Finally, I seem to be having trouble with Cure Disease. I use it on an empty tile and I seem to get an unselectable unit created. None of the stack of units are cured of disease and the option to give them any orders but move (or to use the quick-keys) doesn't work. Additionally, the tabs with the units in the stack has disappeared. If I move all the units off the tile, I have an invisible unit remaining that, if I select, crashes the game. Finally, if I save the game in the process of this, it becomes corrupted and it won't load. I'm sorry if I've done something wrong or if I've not explained clearly enough. I'd be happy to do whatever I can to be more helpful.
 
Samael said:
I think the Avatar of Wrath may be too weak. A turn after being spawned, he seemed to be destroyed or potentially disbanded. In comparison to the technology available at the time, he barely seems to stand a chance against a competent commander, I fear. And I had so been hoping to see havoc wrought.

Also, I'm curious, is there any possibility of a potential Apocalypse wonder causing either:
a) Some of the sea to dry up (and produce desert, perhaps?) which may be devestating for port towns and destructive for boats, of course
b) The land to flood?

Finally, I seem to be having trouble with Cure Disease. I use it on an empty tile and I seem to get an unselectable unit created. None of the stack of units are cured of disease and the option to give them any orders but move (or to use the quick-keys) doesn't work. Additionally, the tabs with the units in the stack has disappeared. If I move all the units off the tile, I have an invisible unit remaining that, if I select, crashes the game. Finally, if I save the game in the process of this, it becomes corrupted and it won't load. I'm sorry if I've done something wrong or if I've not explained clearly enough. I'd be happy to do whatever I can to be more helpful.

Cure Disease is broke. It is listed in the current issues in the 1st post in this thread. It is fixed in 1.0. I was trying to add a special effect to it and the effect didn't get working in time for .90 so I pulled it. Well, I thought I pulled it. The effect half stayed in and broke cure disease. In 1.0 Cure Disease, and the effect are both working.

And yes, there are armageddon spells planned that will dry up the world, flood the world and start a new ice age. Whats the good of magical power if you can't destroy the world with it?
 
Samael said:
I think the Avatar of Wrath may be too weak. A turn after being spawned, he seemed to be destroyed or potentially disbanded. In comparison to the technology available at the time, he barely seems to stand a chance against a competent commander, I fear. And I had so been hoping to see havoc wrought.

Okay dokey. The Avatar of Wrath raised from 30 to 34 strength and he now gets 30% of the worlds units instead of 20%.
 
I agree about avatar of wrath. Also, can he cross water? If i were you i would allow him to walk anywhere on the map, water or land.

He, he, he. I can't wait for my armegeddon spells to be useable.

Ready to have your land being merged with hell? Can you deal with the demons emerging?
 
If you are going to make Armagaddeon wonders destroy the world, why not make a side by side tech equal in cost called Ressurection? And then allow wonders that do mostly good things and heal the world (but don't reverse all damage or even most of it, that wouldn't be as fun :) ).
 
loki1232 said:
I agree about avatar of wrath. Also, can he cross water? If i were you i would allow him to walk anywhere on the map, water or land.

He, he, he. I can't wait for my armegeddon spells to be useable.

Ready to have your land being merged with hell? Can you deal with the demons emerging?

Thats a good idea, I'll make the Avatar a multi-domain unit.

And I forsee a lot more barbarian victories when Loki's Armageddon spells go in.
 
Farae said:
If you are going to make Armagaddeon wonders destroy the world, why not make a side by side tech equal in cost called Ressurection? And then allow wonders that do mostly good things and heal the world (but don't reverse all damage or even most of it, that wouldn't be as fun :) ).

What fun is that?

The Aramgeddon spells are "opposed". So the one what dries upt he seas will counter the one that floods the lands, etc. There is also one planned that destroy's any other Armageddon spells in existance. So there are defintily ways (or planned way) to fight most of them.
 
Cure Disease is broke. It is listed in the current issues in the 1st post in this thread. It is fixed in 1.0. I was trying to add a special effect to it and the effect didn't get working in time for .90 so I pulled it. Well, I thought I pulled it. The effect half stayed in and broke cure disease. In 1.0 Cure Disease, and the effect are both working.

Very sorry, I must've missed that.

And yes, there are armageddon spells planned that will dry up the world, flood the world and start a new ice age. Whats the good of magical power if you can't destroy the world with it?

*rubs hands and grins manically* I like it already ^_^
Is there at all a possibility of some form of mass epidemic?
'Barbarian' units could spawn at random locations and represent plague/disease-bearers. Upon attacking, they would pass on the plague. Now, this is, thus far, normal for units that give disease.
However (and I don't know if this is possible), if the infected unit is in a city, this could somehow be conveyed to the populace and produce unhealthiness and unhappiness. Not only this, but, by trade routes, it could perhaps spread akin to religion? The plague may potentially cause revolts and unrest and units trained in the city might show the symptoms too?
If not as an apocalyptic spell, it may begin as a random event early in the game with a vaccination being available (as either manufactured as a building or grown as a plant, as a resource) with Medicine, maybe?
I have no idea if this is at all possible (or if its been suggested before) but I feel it might be interesting, perhaps?
 
something like that causes all towns to lose at least half their population

I believe Apocalypse may do that itself...
I think maybe the spread of the plague may give it a bit more variety though I'm not sure of its effects.
 
Samael said:
I believe Apocalypse may do that itself...
I think maybe the spread of the plague may give it a bit more variety though I'm not sure of its effects.

I agree, adding a disease effect to Apocalypse might spice things up a bit. :)
 
Samael said:
Out of curiosity, may I ask how it could be potentially implemented?

There are a million ways to do it, here is one example:

A disease promotion placed on random units, the code would cycle through every unit and giv it a certain chance to apply the promotion. Then you would add a check in the onMove event to see if the unit moved into a city. If he did the code creates a building in the city that gives whatever health and happiness penalty you want. If the building already exists you could have it drop a different even nastier building, if that one exists.. etc etc. The buildings would be cleaned up if the untis leave the city (if they havent infected all of the other units int he city by then).

You could tie the passing of the disease to the onMove event too, so all it would take is for a unit to walk through a tile to give other units in the tile a chance of catching the disease.
 
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