[MOD] Fall from Heaven

thats what I was thinking, something where you have a normal one that can branch out and be like 5 different things, but maybe three are good for the city, so you have to chose, and each is very different (I believe that somewhere allong the road you called FfH the "Interesting Desicions" mod...)
 
Or think about something like this (just an example)
Boiling Oil requires Walls
Moat requires Walls
Moat-->Tar Moat
Moat-->Crocodile Moat
 
i need help the interface wont show up i just have a tv screen basically but everything esle works i just cant do explore or build cities or stuff
 
Kael said:
The only place I could see using something like this is if I offered a dual path. So a Temple of the Order could be upgraded to a Cathedral of Light or a Bastion of Law. And each building gave seperate benifits. And since each would destory the origional temple, and block new temples from being built you would have to pick which you wanted in the city. Thats the only use I could for building upgrades, and even with that Im generally looking to simplify the build lists, not complicate them.

Maybe I will do something like that with the Palace, to let players customize their capital.

Wow a great idea. I was actually thinking about this. II would prefer though that the original temple stays there, but you can only build one of the upgrades. The flavor of losing a temple is kinda annoying.
 
TheNewSaint said:
Or think about something like this (just an example)
Boiling Oil requires Walls
Moat requires Walls
Moat-->Tar Moat
Moat-->Crocodile Moat

Possible.
It would be nice to have a whole line of defense improvements that a threatened city could build.
I do like the flavor of boiling oil and the two upgraded moats.
Moat could also have a nice anim, with water around the city.
Possibly it would require the city having a source of freash water.
 
Chip56 said:
Idea: what if every armagedon spell would have another one that would be a good combo?
Like Apocalypse and Blood of pheonix.
There could be one named garten of plenty which would give you one of each ressource. Would be the combo of blight.

I'd prefer it if those armaggedon spells also had some usefullness by themselves!
They hit you as much as they hit everyone else and by the time you get to make them you're either the biggest and strongest or the runner-up, so you're hurting yourself most.

don't see the point :)

armaggedon spells should so something like this:

50% of all enemy cities destroyed, all civz declare war on you.
armaggedon spells should kill the other guys so you win faster :)
 
Maybe you could weaken the bonus from assassins against melee units. It is very annoying to lose the werewolves because the assassin has a 100% bonus (In my last game I lost Baron Duin Halfmorn because of these units!!!!).


Also, the priest of the veil gets a 50% bonus against demons!? This doesn't make sense, so 50% against healers or something like that would be better?
 
Lightzy said:
I'd prefer it if those armaggedon spells also had some usefullness by themselves!
They hit you as much as they hit everyone else and by the time you get to make them you're either the biggest and strongest or the runner-up, so you're hurting yourself most.

don't see the point
Thats why I don use blight, armagedon, wrath..
Maybe It could be so:
Blight destroys only enemy ressources, but there is a 25% that your mmages make a huge mistake and destroy your own too.
In case of Armagedon it could be a 75% that they make a big mistake.
That way it would be very usefull if sucessfully used but it carriers a big risk too.
To aquire great power is dangerous :)
 
Black Whole said:
1. Maybe you could weaken the bonus from assassins against melee units. It is very annoying to lose the werewolves because the assassin has a 100% bonus (In my last game I lost Baron Duin Halfmorn because of these units!!!!).


2. Also, the priest of the veil gets a 50% bonus against demons!? This doesn't make sense, so 50% against healers or something like that would be better?

1. Well I was under the impression that soon werewolfs would be counted as animals, so this won't be a problem. Maybe the baron will instead be a new type, to make him hard to kill.

2. Yeah, it should be against healers.
 
Black Whole said:
Maybe you could weaken the bonus from assassins against melee units. It is very annoying to lose the werewolves because the assassin has a 100% bonus (In my last game I lost Baron Duin Halfmorn because of these units!!!!).


Also, the priest of the veil gets a 50% bonus against demons!? This doesn't make sense, so 50% against healers or something like that would be better?

Surely no one would know more about demons than a Veil priest?

And I agree about the assassins, they're really annoying, but I guess that's their point; is there/could there be a limit on assassins? Could they have terrible defensive bonus'? Having an effective army of purely assassins seems unlikely
 
kevjm said:
Surely no one would know more about demons than a Veil priest?

And I agree about the assassins, they're really annoying, but I guess that's their point; is there/could there be a limit on assassins? Could they have terrible defensive bonus'? Having an effective army of purely assassins seems unlikely

Assassins get -50% to their city attack and city defense numbers. They are very effective out picking off melee units in the wilderness but not good for much outside of that.

And you have the same thought I did on why the Veil should get a bonus against demons.
 
Maybe you should rename the assassin to bountyhunter.
If i think of an assasins its more the one who sneaks in a palace and puts poison in food.
 
I find assasins a great balancing force in games where a civ falls behind. A few of them scattered on forest and mountain tiles can pick apart an invading force to make even the most daunting stacks of units managable.

This isn't to say they're some sort of uber-unit, any significant non-melee unit that hits will more than likely destroy them.

That said, I'd like to see some sort of mid level recon unit that is invisible to the enemy, like the late game recon units, but balanced out by being non-combative
 
Also bountshunters could be a very interesting unit.
Maybe increase strength even more and it costs gold everytime they win a battle (dont know if thats possbly or what happens if you cant pay him, else maybe just more upkeep for this unit)
 
Bounty Hunter, eh? Maybe an Anti-Hero unit? Or maybe a Hero that is mainly effective against other heroes?
 
Now that's a SW ripoff.
Curses, I was found out! I must admit, I did have Empire Strikes Back in mind ^^;
Heh, maybe if there's a Tavern (*coughcantinacough*) in a town, the Hero gets a free first strike; to 'fire first' if you will ^^; ... just kidding.
 
Maarak said:
As long as I don't see any heros named Foba Bett, Star Wars influences are fine in my book.

*quickly removes Foba Bett and Habba the Jutt from 1.0* :mischief:
 
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