[MOD] Fall from Heaven

Bloodington said:
This may have been addressed and I didn't see it, if that's the case my apologies. Has anyone else had a city fall to zero population due to counquering it?

Is this intentional? if so how do you remedy it?

Its fixed with the patch (the patch fixes 3 items that are listed in the 1st post).

It is intentional that if you are using the conquest civic you get extra money for capturing cities but they are reduced an extra population. What wasn't intentional was that if that "extra" population loss took them to 0 the code wouldn't destory the city. I added a check so that if the city went to 0 the code destoried it.
 
Yeah Lunargent, and perhaps if you READ what i posted, you would know too. Posted it three times now, and here it is once more.

First of all, the tooltip for the seafaring trait says nothing about any other bonuses than the naval movement one. Secondly, the supposed new bonuses associated with work boats and whaling boats that seafaring civs are suppoed to get DO NOT WORK. Lastly, if all the seafaring trait is is naval movement, it's by far the worst and underbalanced trait implemented.
 
just wanted to say great mod and im dling the 9.5 (i got 9.0 from a friend)
 
Leitmotif said:
Yeah Lunargent, and perhaps if you READ what i posted, you would know too. Posted it three times now, and here it is once more.

First of all, the tooltip for the seafaring trait says nothing about any other bonuses than the naval movement one. Secondly, the supposed new bonuses associated with work boats and whaling boats that seafaring civs are suppoed to get DO NOT WORK. Lastly, if all the seafaring trait is is naval movement, it's by far the worst and underbalanced trait implemented.

I just checked it out and it appears to be performing as I expected (not that that might still not be underpowered).

If you have the seafaring trait your ships start with Navigation I (+1 movement) and your fishing boats and whaling boats get +2 food, +1 Hammer and +1 Gold greater than normal.

This doesn't show up in the tool tips because I accomplish it by gifting Seafaring civs with the Searfaring tech for free (no one else can gain the tech). Check out the pedia entry on the Seafaring tech for the notes.

To test and make sure this is working I checked one of my fishing boats from my seafaring trait (I used All-Devourer). He was getting 7 food, 1 Hammer and 3 Gold from a fishing boats improvement on a coast tile. A non-seafaring civ would only be getting 5 food and 1 Gold from the same tile and improvement.

To check the farms I used the worldbuilder to drop a farm next to my seafaring civs capital. On plains I got 1 Food, 1 Hammer and 1 Gold. I used worldbuidler to drop a farm on a plains by a non-seafaring civ and noticed that I got 2 Food, 1 Hammer and 1 Gold.

So it appears to be working in all cases. I think it is underpowered (the movement and fishing boats/whaling boats isnt enough) but it is working. Im thinking about giving every seafaring trait city built with water access a free lighthouse and keeping the farm -1 Food. That way they get plenty of bonus food from the water, but they have a harder time growing big cities inland.
 
Kael said:
Okay, I figured out something interesting about this. I have a crash that I can reproduce. Always crashes at a particular turn. It exhibits all of the symptoms of index corruption. The game keeps lists of all the units, all the cities, etc, I think those lists are becoming corrupt.

Its all game engine stuff, I may be doing something wrong with how I add or remove objects.

So to test this I saved my game through the worldbuilder. This writes the game out as a scenerio, all units, cities, relations, etc are preserved. But the game is going to reload as if it was a new game. All of the objects and actions stay the same, but all of the indexes and internals are rebuilt.

It worked. No more crash.

Could some of you with crashes test this same thing. Just reload your game thats crashing, preferabbly right before the crash. Then go into the worldbuilder and you will see a save option in the worldbuilder menu. Then exit to the main menu, start a new game (it doesn't matter what the new game is), then once your in that game jump into the worldbuidler and reload your worldbuilder save.

Let me know what you find out.

Thanks,
Kael

Still crashed when I tried this.

STEPS:
*Loaded Lunargent game
*Open worldbuilder
*save game
*close civ4
*start new civ4 game
*open worldbuilder
*load worldbuilder save of lunargent game
*pick woodelf (original civ)
*crash to desktop immediately
 
Kael, found an issue with upgrading The Drown. When they're promoted to Stygian Guard they retain the weakness to fire magic promotion.
 
Kael said:
This doesn't show up in the tool tips because I accomplish it by gifting Seafaring civs with the Searfaring tech for free (no one else can gain the tech). Check out the pedia entry on the Seafaring tech for the notes.

Would it work to list it as a starting tech? Seafaring civs would have 3 starting techs then.
 
Bloodington said:
Kael, found an issue with upgrading The Drown. When they're promoted to Stygian Guard they retain the weakness to fire magic promotion.

I don't think that's a bug. When you upgrade units they keep their old promotions. If it was part of the abilities like axeman +% vs melee then it would disappear. Maybe it should be treated like an ability instead.

I like the old promotions carrying over. If I start a warrior and get the 2 mobilities, later I can upgrade to a flurry and have 4 movement with blitz... mmm extra attacks.
 
Yeah, dosn't work for me. I was using Marina and not getting any special bonuses from work boats. Check her.
 
havent installed the patch that fixes the conquest go to "0" bug yet but without having the conquest trait and with the option "no city razing" on there are lots of "o" cities the AI has and i had some too when conquering babarian cities with 1 pop.
 
Saving my game to worldbuilder and starting a new game from that did "fix" the bug. Also, I started my game after installing the patch.
 
I think it would be neat if the saboteur would get +1xp for destroying production and +2xp for stealing plans up to a max of 50xp. Might help the unit actually defend itself it attacked and reward it for a job well done.
 
Hi thanks for the great mod.

I played since 0.9 and no bugs and all.

But I tried 0.95 with patch-a, it crashed all the time. I cant reproduce the crash.

I notice there is a new patch: patch-b. Do I need that?

Some comments (hopefully is useful!):
1) I noticed at the beginning of game, getting to a hut will always (75% of the time results in technology gain), is that intended? I would like to reduce the likelihood of that.
2) When produce a lion cage (and other animal performer) the computer sort of lag for a while, is that intended, or is caused by some the complicated coding?
3) Rarely, when spreading religion, It says "successful" but in fact is not.
4) I found that iron working is way down the tech tree. Iron working enables lumbermill. However, the tech to enable +1 to lumbermill appear far infront iron working.
5) Does hero gains XP automatically? I notice when end of turn is press, their XP increases by 1. (if this is case, I think hero is overpowering!)

Again, thanks for this great game mod!
 
Did you perhaps change the barbarian code with the new patch? I'm seeing hill giants and bears within 6 turns of start, which are devastating to my poor scouts. Also, they are much more aggresive and numerous, almost to the point of being raging. And, oddly enough, they are ignoring my fighter units posted outside the edge of my borders for protection, and going around to go straight for my workers, which they shouldn't even be able to see, being more than vision range away. I've seen them go straight for workers that should be safe at more than 5 spaces away, avoiding fortified warriors placed right in front of them. Ive never seen this behavior before- barbarians avoiding fights with units in front of them to go for soft targets they can't see.
 
Before I get to the meat of my post, let me congratulate you, Kael. This is a towering achievement of a mod - I think you've created the Counterstrike of Civilization. Amazing stuff. Anyhoo, I fired up a test game, and here's what I've noticed.

Dragon's Horde should be changed to Dragon's Hoard.

Why does the starting settler have such incredible visibility and movement?

My domestic advisor shows no information - perhaps this is because I have a preexisting mod for that advisor?

The tech quotes could use some work, I think. Down the line, the concepts behind the quotes are great - it's the diction that could use some work. Here's how I would go about tightening up some of the phrasing.

Writing - "I am greater than any magician, my pen more powerful than any wand. For inside it lies the laughter of every child, the tears of every man, the hearts of every woman, and the hopes and fears of every being." - Elven Bard

Polytheism - "The monotheistic God is distant, inscrutable, ineffable. Our great pantheons, however, show us ourselves in the images of gods. Our tragedies, our dramas, our joys, played out in the greatest of scales by the greatest of beings."

Philosophy - "My study of philosophy has often been deemed frivolous. 'Philosophy!' they'll snort. 'Each answer yields only more questions!' And yet a single answer and a dozen questions is better than none of either.

Sailing - "The ocean - she's a dangerous wench. She'll give you everything you need... your freedom, your food, your livelihood. But catch her on a bad day, and she'll snatch it all back" - Some sailor

Hunting - "Man is the most impressive of predators, for Nature saw fit to give him no advantages. He had to fashion his own fangs, carve his own claws. And now even the greatest of the beasts fear him."

Militia - "I'll not lie - my hands are more accustomed to the hoe, rather than the sword. But when I am called, I pick it up, all the same." - Gerold Marne, farmer [Ed's Note - Jiz seemed like a very unfortunate surname]

There's a slight typo in Warfare's tech quote.

Octopus Overlords sounds a bit cheesy to my ears. Maybe you could name the religion "Disciples of the Kraken", or "Disciples of the Deep", or something.

For the smokehouse (what a wicked concept!) it mentions you get +1 Health from Cow, Pigs, Sheep. And then in the tool-tip it mentions you also get health for Deer.

I created an Adept in a city with a Training Yard. I promoted him with the Haste upgrade, and ended the turn. The next turn, the very same adept was asking for a promotion. I hovered over it, and it had no mention of the Haste upgrade I gave it last turn - it's as if I had never upgraded it to begin with. This happens each turn - the promotion just won't stick.... OH! That's a spell effect, isn't it. Well, I feel more than a little embarassed.:blush: Good feature.

Should reagents provide food? Maybe if they provided commerce and a science bonus when you put a plantation on them.

Why can The Drowned move over mountains?

Anyway, I'm all Civved out for the night, I'll add more thoughts when I get back into the game.
 
Kael said:
Im wondering if the crashes are coming from applying the patch in the middle of existing games. Has anyone had a Crash to Desktop in either of the following situations:

1. 0.95 unpatched?

2. 0.95 with the patch, but a new game started after the patch was applied?


I'm playing a game started with 0.95 unpatched and continued after patching - no problems, no crashes.

This was the patch that fixed the tech and religion issues, though - just noticed the new patch with 0 pop city issue, which I haven't DLed yet. If it really is a patch problem, maybe it's to do with the last issue.
 
I read that 3d max plugins for civ4 has been released. Now, is there some models done for FfH already ? I'm just anxious to see 'em :)
 
Hi folks!

We began a multiplayer of .95 with 3 human players and 3 AI.

The game was set to pangea but it turned out that there are 2 continents.
(Well, it is strange but anyway)

We play this as to test OOS... so far there is none (at turn 400) :)
But my suspect is that it is because we have had not met AI civ.

And we won't!

When I sent out my caravel to explore, I found the other land - filled with barbs!
Where is the AI? :confused:
And then I found Orthus, the Barbarian KIng crawling around the coast,
with 11 (eleven) promotions!!! :king:

My guess is that he simply erased the AI civs as he got stronger and stronger... :eek:
 
I have noticed a little bug for you Kael, and some other things that might need looking at.

I have been able to explore (get the bonus cash from) ancient temples before I have writing. (Only found this out after I had explored 2, when I discovered writing).

On my previous game (patch1) I noticed that sometimes the barbarians where building cities that had no defenders, I found 2 cities size 2 with no defence, this was late game on a terra world where the barbarians had a fairly large empire on the second continent if that helps.

Also I am on my 3rd game and I must admit I am finding the goody huts to be rather unrandom, what ever I get 1st I tend to get for the next half a dozen huts.

Will the animal handlers be getting upgrades? Could I also suggest that they get Subdue Animal for free.

As has been noted by someone else Bears and Hill Giants are apearing very early in the game and make exploring fraught with danger, (I am also not sure about this but they do seem to be attacking my warriors and scouts more than they do the AI's, I could just be being overly sensitive about that thou).

I also think it would be very handy if you could make a reverse visibility type ability for Giants (and other huge creatures) where they could be seen from an extra square away.
 
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