[MOD] Fall from Heaven

Kael said:
The mod already has 50 - 100% more barbarians than vanilla civ. Those playing on raging barbarians are just gluttons for punishment (and the fact that you dug into fixing the tech tree just proves that fact). :)

Of those 16, in 2 the gods dont pay any attention to their worshippers and in 1 the god is dead. So its really only 13 true religions.

I found that if you place warriors on good defensive spots, and they survive, they get good experience early, and it's manageable. They quickly acheive such high levels that the barbs can't really touch them. My Gilden Silveric is level 14 now. I opened up the world editor to see what was going on: there was a solid line of barbarians headed towards my town from halfway across the map. Two AI civs got wiped out in 20 turns and 50 turns:lol: Too bad this game keeps crashing on me, it seems that my computer does't like this mod and lots of war. Maybe I should check to see if the barbarians didn't try to research blight and armageddon. :nuke: ( in year 401 no less)

I've put the tech tree on hold until I see the 1.0 changes in more detail, and maybe see what changes are in works for phase 2. I've looked over the XML files for it, it doesn't look as tough as the graphical representation is to make. I think I've gotten to a form where everything flows logically though. It's true though, I am a glutton for punishment. :D
 
bcr1776 said:
will do

BTW I re-installed v1.52 patch, I can't figure out how to re-install CIV IV. Putting the CD in doesn't offer a re-install. Which of the many esoteric file names on the cd does the re-install?

'Setup.exe' is the one.
 
Now that was wierd. Re-installed CIV IV and v1.52 patch. Probably have a path wrong in the .ini because Load A Mod can only see mods in "My Games" path. Put the FFH folder in there, RUNS FINE!!!!
 
Do you think it might be worth making the "Purge the Unfaithful" wonder repeatable somehow? I'm not sure how religious victory percentages are caluculated, but that wonder comes relateively early in the game, and it seems like the kind of thing you would want to build every now and then between conquoring enemy religious cities, and the natural spread of religion over time. Either that, or some other way to remove an unwanted religion from a city (with negative consequences, of course)
 
I was under the impression that Inquisitors did that, though I haven't tried it myself.
 
Kael said:
I don't know. Something else has to happen before I can release 1.0. It has been sitting finished since last Friday, so I'm just waiting. I hope tomorrow is the day.

hrm is this a small thing that has to happen or a big thing? does the sun have to come up or does hell have to freeze over? so much suspence!
 
It's 10 in morning of 17th, but where's teh damn FfH 1.0 ? :(
 
First of all Kael I want to congratulate you on a superb mod. I've visited this site for a while now and your mod made me come out of lurking. Extremely well done. I was wondering is this based on an existing fantasy world or did you cobble this together from multiple sources? I can sense a Cthulu influence on the OO religion.



I also found a bug I believe. The technology "Warhorses" appears to be untradeable. I was the first to research "Stirrups" in my game and didn't trade it until I also had warhorses. After trading stirrups I couldn't trade warhorses to anyone. Yes they all had "Survival" tech as well. Hope this helps and keep up the great work.
 
Crash757 said:
It's 10 in morning of 17th, but where's teh damn FfH 1.0 ? :(

Same as with 0.90: remember Kael is in the US somewhere, so he's at least 6 hours behind you.... PATIENCE...

Luckily I'm at work anyway and couldn't play before this evening anyway... so easy for me to talk! :lol:
 
Kael said:
Fall from Heaven
Version 1.00 release date is delayed. See the next post for the scheduled changes:

Delayed? so not coming out today? I dont see anything in the next post on scheduled changes.
 
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