[MOD] Fall from Heaven

I was just thinking about the carnival pens. What if the asylum gave +1 research for each pen? Do you really think that the OO wouldn't do experiments on the caged animals?
 
I like the way you think loki.

...but if we were to give the OO an additional benefit to the carnival pens we'd have to balance that out among the other religions.
 
Why? I see no problems with the OO having higher research than others, and we're starting to even things out between the fellowship of leaves and everybody else...
 
Maarak said:
I like the way you think loki.

...but if we were to give the OO an additional benefit to the carnival pens we'd have to balance that out among the other religions.

Well of course. Maybe give the order the ability to build command posts without GC's?
Allow the ashen veil to sacrifice population to hurry demons?
Dwarves have a better chance of finding metals when they build mines?
Elven trade routes can connect through forests?

Just some easy to implement fun ideas.
 
This is just a random thought. but what if there was some sort of construct(golem) hero?

Not just a monster unit like the mithril golem, but a golem that can gain xp and promote? like the warforged from the recent ebberon campaign setting.

could be easily be tied to the golem tech
 
Maarak said:
This is just a random thought. but what if there was some sort of construct(golem) hero?

Not just a monster unit like the mithril golem, but a golem that can gain xp and promote? like the warforged from the recent ebberon campaign setting.

could be easily be tied to the golem tech

There is one I think.
that dwarf hero, forgot his name. durin?
He's a golem :) more or less.
 
I have been singing the praises of this mod to my friends all weekend and still think that CIVIV is incomplete without the fall from heaven but I'm getting some bugs off it. I still haven't been able to finish a game, I keep getting crashes, particularly when disease enters the game. I had a healer move over a diseased unit to heal and there was no task bar for the units. scondly when i clicked around the units enough it stated that there was over 2 billion turn till the unit was healed, finally the game crashed with a
"memory allocation failure - exiting program, reason: bad allocation"
believe me it wont deter me, is there anyone that has read all 156 pages of post that can tell me if this is a recurrent problem or is my piece of gosa machine?
 
Maarak said:
This is just a random thought. but what if there was some sort of construct(golem) hero?

Not just a monster unit like the mithril golem, but a golem that can gain xp and promote? like the warforged from the recent ebberon campaign setting.

could be easily be tied to the golem tech

The problem is that a golem would be too powerful unless we added a Golem slaying promotion as well.

Maybe the golem could be 10 strength, with heroic and it be able to only get the basic combat upgrades, blitz, amphibious, and all of the shock, cover, and formation promotions. Maybe sentry as well.
 
What about some new rare ressources, like some special wood or metal of some kind.
What i was thinking about is, if you're lucky to get hold of one of these ressources, you'll be able to build slightly differnt versions of some of the currnet untis, for example you can build a katapult with 2 movement, with a special wood ressource, or you can build a special golem with strong anti-magic capabilities with a special metal.
This way there would be a higher variation of troops and it would allow a bit more strategys.

Some examples of units i had in mind:

Myros Wood:

Myro Catapult:

Strenght: 2
Movement: 2
Cost: 90

Myro War Chariot:

Strenght: 5
Movement: 4
Cost: 120


Arcanit Ore:

Arcanit Golem:

Strenght: 11
Movement: 1
Cost: 400
+40% against Spellcasters
+40% against Healers
Free Promotions: Magic Resistance
 
Argh, so bizarre. This is the only mod that I can't MP with.

As soon as I press launch game, it comes up with civilization4.e.exe has created an error. >>
 
hussar said:
I have been singing the praises of this mod to my friends all weekend and still think that CIVIV is incomplete without the fall from heaven but I'm getting some bugs off it. I still haven't been able to finish a game, I keep getting crashes, particularly when disease enters the game. I had a healer move over a diseased unit to heal and there was no task bar for the units. scondly when i clicked around the units enough it stated that there was over 2 billion turn till the unit was healed, finally the game crashed with a
"memory allocation failure - exiting program, reason: bad allocation"
believe me it wont deter me, is there anyone that has read all 156 pages of post that can tell me if this is a recurrent problem or is my piece of gosa machine?

There is a bug in cure disease. It is fixed in 1.0.
 
Ranbir said:
Argh, so bizarre. This is the only mod that I can't MP with.

As soon as I press launch game, it comes up with civilization4.e.exe has created an error. >>

That is strange, there shouldn't be anything anti-MP about the mod and I know other have played it MP. I know your files have to match your firends exaxtly to be able to do it, although if they don't you will get an "out of sync" error, it shouldnt be a crash.
 
Mavy said:
What about some new rare ressources, like some special wood or metal of some kind.
What i was thinking about is, if you're lucky to get hold of one of these ressources, you'll be able to build slightly differnt versions of some of the currnet untis, for example you can build a katapult with 2 movement, with a special wood ressource, or you can build a special golem with strong anti-magic capabilities with a special metal.
This way there would be a higher variation of troops and it would allow a bit more strategys.

Some examples of units i had in mind:

Myros Wood:

Myro Catapult:

Strenght: 2
Movement: 2
Cost: 90

Myro War Chariot:

Strenght: 5
Movement: 4
Cost: 120


Arcanit Ore:

Arcanit Golem:

Strenght: 11
Movement: 1
Cost: 400
+40% against Spellcasters
+40% against Healers
Free Promotions: Magic Resistance

Wow man, gorgeous!! :)

Special resources that are very rare and help differentiate civz a little bit and open up interesting strategic choices.. always a good thing.

not overwhelming, not insignificant. just right :)
 
Mavy said:
What about some new rare ressources, like some special wood or metal of some kind.
What i was thinking about is, if you're lucky to get hold of one of these ressources, you'll be able to build slightly differnt versions of some of the currnet untis, for example you can build a katapult with 2 movement, with a special wood ressource, or you can build a special golem with strong anti-magic capabilities with a special metal.
This way there would be a higher variation of troops and it would allow a bit more strategys.

Some examples of units i had in mind:

Myros Wood:

Myro Catapult:

Strenght: 2
Movement: 2
Cost: 90

Myro War Chariot:

Strenght: 5
Movement: 4
Cost: 120


Arcanit Ore:

Arcanit Golem:

Strenght: 11
Movement: 1
Cost: 400
+40% against Spellcasters
+40% against Healers
Free Promotions: Magic Resistance

That's kind of what Kael's equipment idea for phase two will be like except that there will be many possible variations. The way I see it there will be a basic set of resources neede for say chariots: Horse. Then if you have die and cows, they get a leather armor bonus. If you have a metal, the chariots will get better weapons. Maybe if you have reagents, they will get some limited casting abilities.
 
Here's one of those nice things for archers as well. Basic archers require nothing.
With dye and cows their armor is upgraded. With bronze both their armor and weapons are upgraded. Iron is the same, as is mithril. Only one of the metals gives bonuses at once.
Then, maybe if you have reagents, the archers can shoot fire arrows.
Maybe horses give them extra movement, and withdrawal chances.
etc, etc.

Now that I think about it, it might be nice to have an excellent timber resource only found in forests that was given with lumbermill and gave bonuses to many units. Kinda like Mavy's idea, but much, much more common.

Maybe Mavy's type of special resource could be given at the completion of a quest?
 
loki1232 said:
Luckily the Ai never cures disease, so you can keep the game from crashing. ;)

Apparently neither do the playtesters. :D (and Im including myself in that group)
 
Are the different equipment types planned to give different positive AND negative affects? Say, a full suit of iron armour on a horseman will slow him down and reduce withdrawal? Whilst leather armour would give less protection but not affect movement?
 
kevjm said:
Are the different equipment types planned to give different positive AND negative affects? Say, a full suit of iron armour on a horseman will slow him down and reduce withdrawal? Whilst leather armour would give less protection but not affect movement?

Don't know, it hasn't been designed yet. Once I close phase 1.0 I will start writing all of the details for phase 2. Then I will probably distribute those ideas to the design team, incorporate their feedback, and then begin posting design details here.

I don't know if equipment will be just for extremly rare items (Quest rewward Wand of Sorrow), for common items that allow "upgraded" versions of normal units (A Leatherworker in a city allows archers built there to start with Leather vests), or have it be resource based (Archers made with access to Yew get a bow upgrade).

Maybe all three will be used in different situations. I really like Maby's ideas for the resource tweaked units. I really like Zuul's "heavy" and "light" promotions that give bonus's and penalties like you mentioned.

I am just going to have to lay it all out and see what makes the most sense.
 
Finally got around to adding one of Loki's ideas into the mod last night. If you have the Conquest civic you get a bonus 25-75 gold for capturing a city. It's working pretty well and I like the concept of having an eceomy that is funded by consuming your neighbors.

As you can tell, if it is followed aggressivly that growth will eventually be the ruin of the empire. Each new city adds additional maintenance until the money being brought in my conquest isnt enough to feed the empires ned for gold, then collapse. Just like it has occured over and over again in history.
 
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