[MOD] Fall from Heaven

ChaoticWanderer said:
bounty hunter gets paid after every victory and if you dont pay him he becomes a barbarian unit

doubt that can be done but would be cool idea

Its easy to do. Its hard to get the AI to understand.
 
i have an idea not sure if it will work. but a great wonder thats avaiable with alchemy called the alchemy pot that allows you to change any metal to another metal like a trade so if you have 5 gold and no iron you can change it it would also be a way to create mythral im sure but maybe make that need two metals
 
ChaoticWanderer said:
bounty hunter gets paid after every victory and if you dont pay him he becomes a barbarian unit

doubt that can be done but would be cool idea


IMO this kind of effect would be much cooler if given to mercenaries. What mercs stick around when they aren't being paid?
Maybe we could get soem foot soldier mercenaries as well?
It would be really cool to have the ability to base armies on gold, but if you ran otu of gold then ha ha your army goes barb.
 
ChaoticWanderer said:
i have an idea not sure if it will work. but a great wonder thats avaiable with alchemy called the alchemy pot that allows you to change any metal to another metal like a trade so if you have 5 gold and no iron you can change it it would also be a way to create mythral im sure but maybe make that need two metals

That would be a nice idea but it might be a little too good.
Also, it would reduce the incentive to fight wars over metals.
 
loki1232 said:
IMO this kind of effect would be much cooler if given to mercenaries. What mercs stick around when they aren't being paid?
Maybe we could get soem foot soldier mercenaries as well?
It would be really cool to have the ability to base armies on gold, but if you ran otu of gold then ha ha your army goes barb.

well a emrcanary gets paid i think every turn more then a normal army and would rebel if you were broke i think a bounty hunter would get paid a bonus for every kill different types but same reasoning
 
loki1232 said:
That would be a nice idea but it might be a little too good.
Also, it would reduce the incentive to fight wars over metals.

true but some metals if you dont have and the enemy does your screwed anyway LOL
and i rarely fight wars much
wouldnt mind seeing more minerals added like silver and platinum
 
oh another thing i think forge shouldn't give bonuses to gold and jems make a secondary exchange called jewler that adds boinuses for gold silver gems and platinum

also though silver is a luxery maybe make a werewolf hunter that needs silver to create and gets bonuses versus werewolfs?
 
ChaoticWanderer said:
oh another thing i think forge should give bonuses to gold and jems make a secondary exchange called jewler that adds boinuses for gold silver gems and platinum

also though silver is a luxery maybe make a werewolf hunter that needs silver to create and gets bonuses versus werewolfs?

maybe a weaponsmith in a city with silver would give all units built in that city the werewolf slaying promotion.
 
Kael, and everyone else involved with this, Great Mod! :worship: I am patiently awaiting your next update.

I hope with all the additions your team is planning, you don't loose the little nuances that make this mod quite enjoyable; like my fire elementals not being able to cross ice or attack cities built on ice (nice touch BTW), and add stuff just to add stuff... Then again, it's your work to do with as you please.

Great job again, thanks for sharing it.
 
loki1232 said:
maybe a weaponsmith in a city with silver would give all units built in that city the werewolf slaying promotion.

that works as well a silversmith makes silver weapons in the city giving all armies formed in this town a werewolf slaying ability

also that should be forge shouldnt
 
Nephilimn said:
Kael, and everyone else involved with this, Great Mod! :worship: I am patiently awaiting your next update.

I hope with all the additions your team is planning, you don't loose the little nuances that make this mod quite enjoyable; like my fire elementals not being able to cross ice or attack cities built on ice (nice touch BTW), and add stuff just to add stuff... Then again, it's your work to do with as you please.

Great job again, thanks for sharing it.

Im really glad you said that. Im always worried about adding things like this and confusing casual players who might not understand why they can't do something. Good to know its worth it.
 
not_quite_nice said:
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

Try Ctrl+I , should be the hotkey for hide/show interface.
 
I was wondering if you considered making things more culturally specific (racially), ie elven archers only for elves, not based on religion, dwarven movement bonuses in hills or mountains. Elven invisibility in woods..stuff like that.
 
I saw that you're going to be incorporating the fantasy civs in the next update, I hope this is the case. if you do though, there's one thing that bugged me aobut it. both of the chaotic leaders have the 'organized' trait...uhm, what?
 
JazzD said:
I was wondering if you considered making things more culturally specific (racially), ie elven archers only for elves, not based on religion, dwarven movement bonuses in hills or mountains. Elven invisibility in woods..stuff like that.

In phase 2 there will be elven and dwarven civs that will have access to more elven and dwarven units than those that are currently in. They will also be able to build the current elven and dwarven untis for a reduced price.
 
Good Sauce said:
I saw that you're going to be incorporating the fantasy civs in the next update, I hope this is the case. if you do though, there's one thing that bugged me aobut it. both of the chaotic leaders have the 'organized' trait...uhm, what?

Neither Mab or Pitface are Organized in 1.0.
 
I've noticed also that the elven archers double forest movement doesnt work when you increase their movement, ie. if you leave it at 1, they move 2 in forests, if you increase it to 2, they move 2 in forests, not sure if its a bug or what...Also a suggestion maybe instead of Elves (and dwarves etc) being able to produce elves at a lower cost...they are the only one who can produce elves, the units are stronger but limited in # while races like humans have the advantage of being able to produve weaker units but cheaper and unlimited. Trying to think about making it more along the lines of most fantasy settings is all
 
Back
Top Bottom