[MOD] Fall from Heaven

loki1232 said:
What about politic techs? ie: Monarchy.

All civics would be under the economy branch. A few would have a military or magic or religion side requirement though, Such as Guardian of Nature requiring Leaves for example.

I would change what the techs give. No more feudalism for Longbows. ( I know that's from vanilla, but it makes no sense.) Longbows would be a military tech. Feudalism would give some economic benefit.


..
Earlier, there was speculation about what a tech victory akin to the Space Ship would be. I think you could open a massive portal to One of 6 realms, one for each religion, and one in which the gods had no power. The entire planet would be sucked into the portal, remaking it into a paradise for the winning civ.
 
Kael already said he doesn't want that kind of victory condition, lunargent.
and he's totally right.

its much more fun to research armageddon and build that end-game hugely insanely powerful unit and then mop the map up with it, cast insanely powerful spells, and play with fantastic endgame forces like that, rather than.. well..
research something.. win.
 
Lunargent said:
I would change what the techs give. No more feudalism for Longbows. ( I know that's from vanilla, but it makes no sense.) Longbows would be a military tech. Feudalism would give some economic benefit.

It makes sense because it was during Fuedalism that lonbows were mostly used. (i think).
 
Lightzy said:
Kael already said he doesn't want that kind of victory condition, lunargent.
and he's totally right.

its much more fun to research armageddon and build that end-game hugely insanely powerful unit and then mop the map up with it, cast insanely powerful spells, and play with fantastic endgame forces like that, rather than.. well..
research something.. win.

I mostly agree. However, it would be nice if sometimes there was a quest where you had to travel throughout the world and fight many wars to get control of serveral special resources, which would then let you build a game-winning wonder.
 
loki1232 said:
I mostly agree. However, it would be nice if sometimes there was a quest where you had to travel throughout the world and fight many wars to get control of serveral special resources, which would then let you build a game-winning wonder.

Yeah, Im at the same place Loki is. I would like some game ending event that you can disable in the startup options. Mostly for the players that enjoy such things (Im also a give me power and let me crush my enemies kind of guy, but I want other types of players to enjoy the mod too). I think it will be a grand quest that doesn't require military dominance (but may require some military victories) to win. Don't know what that will be yet. I have some ideas around the godslayer and such, but nothing firm.
 
loki1232 said:
It makes sense because it was during Fuedalism that lonbows were mostly used. (i think).

That doesn't make sense at all. Sure, longbows happen to have been invented on the planet earth during a period of time when feudalism was a popular government civic. It's a long long stretch though to say that longbow tech requires feudalism. The two have nothing really to do with each other. All it requires is a better understanding of how to make a bow. ( and maybe access to some Yew trees)

The two techs existed side by side merely as a co-incidence.
 
Kael said:
Yeah, Im at the same place Loki is. I would like some game ending event that you can disable in the startup options. Mostly for the players that enjoy such things (Im also a give me power and let me crush my enemies kind of guy, but I want other types of players to enjoy the mod too). I think it will be a grand quest that doesn't require military dominance (but may require some military victories) to win. Don't know what that will be yet. I have some ideas around the godslayer and such, but nothing firm.


maybe thats my problem since in my last 20 games i ahve never fought a war that hasnt been declared on me LOL im jsut not a burn everything down man LOL but i have elarned to produce more untis to protect and to scout lands with heros and major big guys seems to keep people from attacking you LOL also you can win barbarian cities with roving heros easily which spreads your nation alot.


plus not being a military person i still get large empires with no money problems though weird maybe its the large military that causes money shortages
 
Lunargent said:
( and maybe access to some Yew trees)
.

well how about trees in general not jsut yew these would be sought after and protected resorces by elves but most other races they would be used as a resource. maybe give elves a bonus for unworked tree spaces and dont make them need the resorce for things like long bows
 
ChaoticWanderer said:
maybe thats my problem since in my last 20 games i ahve never fought a war that hasnt been declared on me LOL im jsut not a burn everything down man LOL but i have elarned to produce more untis to protect and to scout lands with heros and major big guys seems to keep people from attacking you LOL also you can win barbarian cities with roving heros easily which spreads your nation alot.


plus not being a military person i still get large empires with no money problems though weird maybe its the large military that causes money shortages

The balance is more cities = more production = more cost. People that run out of cash typically spread to fast and have enourmous production capabilities but the game punishes that strategy if it is overdone. They run out of money, their tech begins to lag and they fall behind. It is the virtual equivilant of Rome becoming dominant, decadant and decaying all within one game mechanic.

So my goal is to give players like you more things to do through the quest system, and maybe even draw you into small conflicts through quests and rival civs with opposed alignments. But I would also like to give you a win condition that you can go for that doesn't involve a standard military domination victory.
 
I have a question Kael. When you put forward this mod to the public, did you think it would get as much publicity and fans as it did?
 
IamSid said:
I have a question Kael. When you put forward this mod to the public, did you think it would get as much publicity and fans as it did?

No way, not even close. I did a goggle search today and was amazed to see the amount of places you can download this mod from, some of the sites have over a 1000 downloads. Crazy.

But the thing that surprised me most was that it got the attention of Firaxis. I've exchanged a few PM's with Soren, one of their developers helped me with an issue I was having. Just an amazing group of people, for everything good you have to say about Civ4, the people behind it are even better.

Though I do have to say the mod wouldn't be nearly what it is without the help of those that contributed. Most notably those on the Mod Team, but even from the tons of others that offered an idea in this thread or just helped out in general on this board. Getting so much help from everyone here has been awesome too.
 
Lunargent said:
Some things, like requiring Drama for competitive games instead of Ironworking were just so that it made sense in my mind. You'd need drama to stage flashy spectacles, right? Or at least a small understanding of it. Trade now comes from cartography instead of horseback riding....guilds now uses trade instead of poisons....you get the idea. In most cases, you can't get to anything much earlier, and in some cases, it takes longer to get to something, things are still close though.

Im a fan of your "made sense" ideas. I already posted about how I switched trade to cartography, now Im switching competitive games to drama instead of iron working too.
 
Kael, quick fix before tomorrow

There seems to be a bug associated with Saverious and the Blessed promotion. If you make Saverous in a city with the Altar, it won't promote him blessed. This is fine, and probably intended, but the bug comes into play afterwards. As a hero, Saverous is supposed to gain experience, but if you make him in a city with the Altar he never generates any experience on his own, until he loses (and survives) an attack in combat.
 
Leitmotif said:
Kael, quick fix before tomorrow

There seems to be a bug associated with Saverious and the Blessed promotion. If you make Saverous in a city with the Altar, it won't promote him blessed. This is fine, and probably intended, but the bug comes into play afterwards. As a hero, Saverous is supposed to gain experience, but if you make him in a city with the Altar he never generates any experience on his own, until he loses (and survives) an attack in combat.

Demons can't be blessed, which is why Saverous isn't getting it. But I will run this test in 1.0 and make sure it isn't still the case.

And 1.0 isn't releasing tomorrow, it's been delayed a week. Sorry.
 
ChaoticWanderer said:
but kael has always been good at making big name mods i still have civ 3 and double your pleasure on my comp LOL

Wrong guy. I think that was Kal-el. This is my first mod.

(But dyp is a great mod!)
 
Glad on the delay. I have alot of saved games i'm still trying to finish.

Something just happened when i was trying to cure a Phalanx of disease though, first time i tried it didn't cure him, second time my game crashed. Running the OO religion, tried the cure with a high priest, and was on a forest hill with no other improvements.

*shrug*
 
Leitmotif said:
Glad on the delay. I have alot of saved games i'm still trying to finish.

Something just happened when i was trying to cure a Phalanx of disease though, first time i tried it didn't cure him, second time my game crashed. Running the OO religion, tried the cure with a high priest, and was on a forest hill with no other improvements.

*shrug*

Yeah, Cure Disease is broke, its listed in the fix list for 1.0 in the first post. It works correctly in 1.0.
 
Okay, I tried to clean up the tech tree as much as possible. Put lines in and move things around so you get some feel for what leads to what. It could definitly be better, but I think its much nicer than it used to be. There is a screenshot in the 5th post in this thread if you want to check it out.
 
Kael said:
Okay, I tried to clean up the tech tree as much as possible. Put lines in and move things around so you get some feel for what leads to what. It could definitly be better, but I think its much nicer than it used to be. There is a screenshot in the 5th post in this thread if you want to check it out.

Very nice job Kael! Definitely like it:goodjob: .
 
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