[MOD] Fall from Heaven

seamus75 said:
This sounds most exciting. Sort of like a Busch Gardens for the FfH world. Any plans on granting some kind of bonus or prize for getting a fully stocked carnival (other than the major culture boost)?

Thanks - Seamus

There is a civ planned for phase 2 that gets a carnival for free in each of its cities. They are able to cage humans, elves, orcs and dwarves in their carnivals. They may get access to a special wonder if they fill theirs.
 
By civ expansion I meant Haarbal's fantasy civs, I guess I should have worded it better. Anyway, is there a way to play hotseat in FFH?
 
Kael
I may be coming into this late but WOW! that is some rock solid work.
 
Robo Magic Man said:
By civ expansion I meant Haarbal's fantasy civs, I guess I should have worded it better. Anyway, is there a way to play hotseat in FFH?

Haarbal hasnt made a set of his civs for 0.90. It is only supported on 0.70 and 0.80 I believe.
 
hussar said:
Kael
I may be coming into this late but WOW! that is some rock solid work.

Your just in time, the final version for phase 1 will be shipping soon.
 
Robo magic man ive been playing hotseat ffh since a very early version without any problem both with haarbals civs and without them. i dont know why you have a problem
 
14. Animal Handling promotion renamed to Animal Husbandry, it now requires Combat I and the Animal Husbandry tech.

(not a typo? thats kind of weird. a unit with animal husbandry promotion is kind of a farmer, not a ranger)

19. Market increased from +3 gold from +2
(inadverdent inconsistency there)


1. Instead of building a wonder that creates Meshabber of Dis, the Mithril Golem and Typhois Mary, you now build the units directly.

(This is quite open to interpretation, but I find it a cosmetic downgrade rather than upgrade.. the associated wonders have such cool names, they're the things that bring the world alive.. that little extra pedia entry with some more background.. that... I mean come on, its way cooler to build an 'enslave the earth wonder' than train a golem..
Not to mention mary typhoid :)
Training a unit is nothing in coolness and atmosphere like constructing the project that leads to that units creation..

It just takes out a bit of the atmosphere and coolness.
 
Lightzy said:
1. Instead of building a wonder that creates Meshabber of Dis, the Mithril Golem and Typhois Mary, you now build the units directly.

(This is quite open to interpretation, but I find it a cosmetic downgrade rather than upgrade.. the associated wonders have such cool names, they're the things that bring the world alive.. that little extra pedia entry with some more background.. that... I mean come on, its way cooler to build an 'enslave the earth wonder' than train a golem..
Not to mention mary typhoid :)
Training a unit is nothing in coolness and atmosphere like constructing the project that leads to that units creation..

It just takes out a bit of the atmosphere and coolness.

Well I feel that in a couple of weeks this question will be moot. Hopefully, all of those really cool guys will require you to do quests for them.
 
Lightzy said:
14. Animal Handling promotion renamed to Animal Husbandry, it now requires Combat I and the Animal Husbandry tech.

(not a typo? thats kind of weird. a unit with animal husbandry promotion is kind of a farmer, not a ranger)

19. Market increased from +3 gold from +2
(inadverdent inconsistency there)

14: I agree, the name change is quite confusing.

19. In addition to this the elder council is changed to simply +1 science, so there is a large discrepancy between market and elder council. I still think that all three of those should give +3, -1.
 
Kael said:
There is a civ planned for phase 2 that gets a carnival for free in each of its cities. They are able to cage humans, elves, orcs and dwarves in their carnivals. They may get access to a special wonder if they fill theirs.

Maybe once they fill theirs they will be able to build some elves/dwarves/humans/animals.
 
Loki1232 said:
19. In addition to this the elder council is changed to simply +1 science, so there is a large discrepancy between market and elder council. I still think that all three of those should give +3, -1.

Hm..
I think it should be +3, -1 for obelisk and market and +2 for elder concil.
That way you have a net gain of +2 for each and your city cant implode like hapened woodelf (?).

14: I agree, the name change is quite confusing.

Animal husbandry isnt really the best, thats right.
Maybe animal empathie like d&d or else leave it animal handling.
 
For the animal trapping and carnival idea, since animals will be really hard to find in the late game, you could have an animal trapper building that requires 3 hunting lounges to build (like cathedrals and temples) that supply a random animal unit every 5 or so turns. They could obsolete with armageddon when you don't need them any more. Of course, this might defeat the purpose of actually trapping the animals yourself...maybe make it require one completely filled up carnival to build?
 
Lightzy said:
14. Animal Handling promotion renamed to Animal Husbandry, it now requires Combat I and the Animal Husbandry tech.

(not a typo? thats kind of weird. a unit with animal husbandry promotion is kind of a farmer, not a ranger)

19. Market increased from +3 gold from +2
(inadverdent inconsistency there)


1. Instead of building a wonder that creates Meshabber of Dis, the Mithril Golem and Typhois Mary, you now build the units directly.

(This is quite open to interpretation, but I find it a cosmetic downgrade rather than upgrade.. the associated wonders have such cool names, they're the things that bring the world alive.. that little extra pedia entry with some more background.. that... I mean come on, its way cooler to build an 'enslave the earth wonder' than train a golem..
Not to mention mary typhoid :)
Training a unit is nothing in coolness and atmosphere like constructing the project that leads to that units creation..

It just takes out a bit of the atmosphere and coolness.

There may be a better name for the Animal Husbanry promotion. I had to move it earlier in the game because its usless later in the game, and I couldn't keep it named "Animal Handling" because there is a tech named that that it no longer matches. I would be open to a new name.

I moved the units to be built directly because the AI understands that better. It doesn't understand that if it builds Enslave the Earth it will get a 40 strength Mithril Golem for it, when it builds the unit directly it gets it.
 
Chip56 said:
Hm..
I think it should be +3, -1 for obelisk and market and +2 for elder concil.
That way you have a net gain of +2 for each and your city cant implode like hapened woodelf (?).



Animal husbandry isnt really the best, thats right.
Maybe animal empathie like d&d or else leave it animal handling.

Getting +2 research for the elder council made to big of a difference in playtest. There was no other way to play than to research the tech that allows the council and put one in every city in the early game. (+3, -1 for all of them was my origional plan).
 
Kael said:
Getting +2 research for the elder council made to big of a difference in playtest. There was no other way to play than to research the tech that allows the council and put one in every city in the early game. (+3, -1 for all of them was my origional plan).

Same is true for market, without them it is impossible to maintain a high research rate if you build more then 3 cities.
 
Chip56 said:
Same is true for market, without them it is impossible to maintain a high research rate if you build more then 3 cities.

But since the market now correctly decreases research it is a two-edged sword.

In my experience with the following:

obelisk: +3 culture, -1 gold
market: +3 gold, -1 research
elder council: +1 research

They all become worthwile builds. Not just niceities that you build because you have nothing else to do, but really valuable buildings that you consider making instead of units in the early game (they are intended to be worth less and less as the game goes on).
 
Kael said:
Haarbal hasnt made a set of his civs for 0.90. It is only supported on 0.70 and 0.80 I believe.

Will Haarbal set work in 1.0 or you working around it?

I don't belive he has plans to update his set. Has he belives your doing a work around for it.

c
 
Chasaffton said:
Will Haarbal set work in 1.0 or you working around it?

I don't belive he has plans to update his set. Has he belives your doing a work around for it.

c

They are all in 1.0 and working great. They will come built-in.
 
It would be really cool if you could have different palaces based on the state religion. The current palace is really ugly and stands out among the other, nicely done buildings.

The palaces are on my list for monday evening. I would have liked to change the city walls but havent found a way until now. The thing Kael tried with the Ashen Veil-Aqueduct didn't work, too, as both have own - as it seem hardcoded - scripts to generate their graphics on the map.
 
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