[MOD] Fall from Heaven

Is 1.00 still being released today? I hope so :) Otherwise I'll keep practicing my modding by tweaking 0.90 more adding more necro stuff and changes to dwarves.
 
Bloodington said:
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.

You are right, there were a bunch of techs that were untradeable, Im not sure how they got like that. I fixed them and made the ones that should be tradeable (like warhorses) tradeable.

Its based on the world my D&D game takes place in. Octopus Overlords is actually one of the elements that isn't from my D&D world. Its an homage to my favorite website. (well.... after Civfanatics of course... Dont hate me Thunderfall!)
 
Morbius Wraith said:
Is 1.00 still being released today? I hope so :) Otherwise I'll keep practicing my modding by tweaking 0.90 more adding more necro stuff and changes to dwarves.

I hope so too, I took the date off of the first post because Im not sure.
 
hi there Kael, if u need some reskins, ask me, but u propably shouldnt post the request here, because i think it will get lost in the unbelievable amount of posts u get here ;)
 
Good luck in getting it out today; and now stop reading this forum and get to modding! ;P
 
Bringa said:
Good luck in getting it out today; and now stop reading this forum and get to modding! ;P

Don't listen to him Kael, don't mod, don't read the forums just get version 1.0 up *NOW* :king:

I am here checking every 15-30min for the new version, can't wait to get my grubby mitts on it, thou I really should go sleep now cos I don't think I will tonight.
 
Has the bug where the barbarians will stop spwaning after a while been fixed? (is also fixed by reloading the game). I remember a couple of people reported this bug (think I was one of them) but I can't remember if it's been fixed.
 
kevjm said:
Has the bug where the barbarians will stop spwaning after a while been fixed? (is also fixed by reloading the game). I remember a couple of people reported this bug (think I was one of them) but I can't remember if it's been fixed.

I haven't done anything to address that issue but I have changed the code that spawns barbarian units in 1.0 so it will be a new function. I don't know if it will still exhibit the issue or not. I haven't seen it, and it hasn't been reported by the playtesters with 1.0.
 
Ok, no modding then--I just read up a little bit and found out we're waiting for a mysterious event to take place. What is that event, Kael? The release of the SDK? The return of Jesus Christ And His Squadron Of Bicycling Monkeys? Saturday?

Seriously, I think Firaxis hooked Kael up with the SDK before anyone else because they're all playing Fall of Heaven, and now he has to wait for the SDK to be officially out before he can release ;P
 
Bringa said:
Good luck in getting it out today; and now stop reading this forum and get to modding! ;P

Unfortunatly the piece thats holding up the release isn't anything from me. 1.0 has been sitting complete since last Friday (not that I havent taken the extra time to do some cleanup).
 
Well whilst I am waiting ever so patiently *HONEST* to get my hands on version 1.0. I have decided I would like to talk a little about something that I would like to see in later versions. (I know this has been talked about before, I have talked about it and read posts from numerous other people on this and similar ideas, there is also some new ideas in here (or at least new to me)).

Religion - This has been the defining point of Civ4 to me, OK it is a bit generic in vanilla Civ4, but I fully understand and agree with that given the way the real world works.

I would love to see Religion take on a bigger role in FfH, I think it would be quite cool to make them all start at around the same tech level in the game, so that different religions would have the same amount of time to spread and take hold.

I would like it if each religion had a couple of reformations, i.e. The Christian faith was originally just Chrisitianity, it then split into Catholic and Orthodox, there was then the Methodist Reformation, the Lutherians, the Church of England, the Mormons e.t.c. With this we could have the Way of the Leaf, splitting to The Tree of Life, Natures Gardener e.t.c. Leaf could remain as it is, Tree of life would be a wilderness themed religion wherecould make you destroy farms and create Jungles, forests, swamps, flood plains and be able to gain bonus' from them. The Gardeners could have a managed and controlled approach with a different set of upgrades gaining their production from tree farming rather than mining.

In order to make the reformations work i would make it when an empire creates a new religion that there is a 75% chance that each city will automatically adopt the new religion thus making it very likely the empire will adopt the new religion as the state religion. It would also make sense if there was a 50% chance that any religious buildings would change to the new religion and a 25% that they would be destroyed (25% they stay as they are) with religious wonders I would make it there is an +1% chance per turn that they will be destroyed and a +0.1% per turn that if they are not destroyed that they become the new religions wonder.

To add to this religious chaos I would create a new "preacher" type unit that is dirt cheap to produce say 20 prod, strength 2, movement 2, with the automatic promotion of using enemy roads, and a new skill of being able to ignore ALL borders which has a very low chance of spreading the faith (say 10%, you could alter this depending on the existing religions in the city). I would also make it that this unit could be attacked without starting a war, but that would generate negative relations with the mother nation.

I would also create a new Inqisition tech open to all religions that creates an inqisitor building which gives -1 health (all those burnings and torture are bad for the health) but stabalises the faith of the city, I would say gives a state religion city has a 90% chance of avoiding any new religions taking root (if the city adopts the new faith it then gets this saving chance).

If you could then add in the ability to launch religious crusades (wonder) targeted at a specific religion or empire. Where once the wonder is built you gain an army of whats in the city +1 milita unit (-1 city size). This army should then be able to cross any borders and drain units / citizens from any cities it passes say 10% chance per unit it occupies the same square as becomes part of the crusade, and 1 citizen turns milita (-1 city size) for every city you wander into the borders of. I would also make the army cost the owner 1gold per turn per unit in the crusade.

The Crusade should also have a life span of 20 turns, any upgrades in hostile land that the crusade passes over should automatically be destroyed without giving any cash back, also when capturing cities no gold should be gained, I would also reduce the city size by half and make 50% of its population barbarian, 1% new state and 49% old state. No gold would be gained by city conquest either. Once the crusade is over any non milita units should belong to crusade owner, but any milita units should become barbarians (mixed stacks fight combats). I would have milita as effectively axemen with the the same promotions and upgrades, upgrading milita should stop them from becoming barbarians at the end of the crusade.

I hope that you like some of these ideas, or get some new ones of your own from reading these.
 
Aw, I've been wanting the new release since I got 0.9. I was just gonna post here that a new version was gonne be released today, but now I see it's delayed. :( Any estimate on when 1.0 will be released? :crazyeye:
 
I really like the religious crusades idea. When we put the diplomacy voting back in we will have to include that as an option.

I think in general I would rather have different religions rather than brnaching religions. Though I won't rule out using your branching religion idea for one of them. It would be cool to tie some of the quests in Phase 2 to specific religious events that, if accomplished, could significantly change the religion (either causing a split into 2, or just changing the first in a significant way).
 
Bringa said:
Ok, no modding then--I just read up a little bit and found out we're waiting for a mysterious event to take place. What is that event, Kael? The release of the SDK? The return of Jesus Christ And His Squadron Of Bicycling Monkeys? Saturday?

Seriously, I think Firaxis hooked Kael up with the SDK before anyone else because they're all playing Fall of Heaven, and now he has to wait for the SDK to be officially out before he can release ;P

Im taking a look at what it would take to pull out all of the changes I can't release today. Then maybe I could release a 0.95 today and get some feedback from all of you while we are waiting for the the event that will let me ship 1.0.

I will know shortly if I am going to do it or not. It looks like I will have to pull:

[tab]1. The Drown, can travel through Coast tiles.
[tab]2. Fireballs and Meteors can now travel on Land and Sea.
[tab]3. Animals aren't deleted when barbarians appear.
[tab]4. Crusaders aren't generated when a city is lost to unrest.
[tab]5. Spell combat ends instantly.
[tab]6. The Arcane Barge (Since fireballs won't be able to travel over water)
[tab]7. The fact that buildings can't give negative commerce values.

Let me pull the features and test and see if its worthwile.
 
Will the Pyramids allow use of religious labour civics for the civ that builds it? I think you should change it to something else either way (not labour or goverment)...
 
Kael said:
I will know shortly if I am going to do it or not. It looks like I will have to pull:

*****1. The Drown, can travel through Coast tiles.
*****2. Fireballs and Meteors can now travel on Land and Sea.
*****3. Animals aren't deleted when barbarians appear.
*****4. Crusaders aren't generated when a city is lost to unrest.
*****5. Spell combat ends instantly.
*****6. The Arcane Barge (Since fireballs won't be able to travel over water)
*****7. The fact that buildings can't give negative commerce values.

Let me pull the features and test and see if its worthwile.

WOW, I thought 1.0 was just supposed to be a tidying up excercise!!! Theya re some fairly major and cool changes :)

I look forward to seeing version 0.95 if you can get it up mate :goodjob:

As for my ideas about religion and crusades I am having more thoughts about them and will post when I can get them into a coherent set of suggestions *EDIT to late its already started* , any comments that anyone else wants to make will only make whatever comes out from it all the better.

I really like the idea of explosive reformation / new religions, the idea of having an empire flip and then start trying to aggressively convert its neighbours would alter the game greatly and give the later religions real bite.

Could it be possible to have a building that gives missionaries extra powers when it comes to spreading your faith, maybe the ability to move and be hidden like spies (vunerable to inquisitors and higher level priests) or a large chance of conversion or possibly the ability to start cults.

Cults could be a hidden religion (from the empire) that increase the chances of a faith being established in a rival city, again inquisitors would be good for rooting these out. Add a health penalty for an inquisitor being stationed in a city would be a very nice nasty touch :eek:. You could possibly give other benefits from cults as well, such as an increased speed of culture creep or a lowering of the cities defense value against attack from the cults fellow belivers.
 
Okay I removed the features I listed above and backreved 1.0 to 0.95. I tested on Civ4 patch 1.52 and it seems to be working. Im going to post it.

I will need some feedback from folks that get it installed and are playing, just to make sure. I hate making changes like this right before releasing, so please let me know if it works for you.
 
Thanks for the taste of things to come, I think I speak for all your fans when I say we'd love to play 1.0 as soon as possible.

Congrats on having some sort of sensitive infomation from firaxis that has allowed you to better craft this mod. Not many modders can claim that. And those that do *coughcounterstrikecough* tend to be rather elite.
 
For some reason I can't start the game with the "no cheating" option ??? it worked fine with the older version, just downloaded the new one. Besides that GREAT mod :goodjob:
 
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