[MOD] Fall from Heaven

An idea for phase 2.

How about barbarian water units such as: Sea Dragon, Kraken, Sea Serpents Saughin and others, these could roam the oceans looking for ships to sink and improvements to ruin. I would suggest that a couple are coastal water only (Sea Serpents and Saughin) Kraken are deap sea only and Sea Dragons can roam all water.

You could add in something for Naval civs where they can tame these beasts rather than land animals.
 
Yeah, those giants...
there was a case when I faced TWO of them at the same time, early in the game

Kael,
here is a strange bug for you:
In a turn suddenly I was able to see one fire elemental
which was NOT my unit, but of another human player.

It was like this elemental was my unit among many other units on a spot
which were (rightly) not mine. I had the stats of the unit on my interface.
I think I could not move or act with it, though.

When I activated another unit I had, this strange thing ended and
things went back to normal.
 
V. Soma said:
Yeah, those giants...
there was a case when I faced TWO of them at the same time, early in the game

Kael,
here is a strange bug for you:
In a turn suddenly I was able to see one fire elemental
which was NOT my unit, but of another human player.

It was like this elemental was my unit among many other units on a spot
which were (rightly) not mine. I had the stats of the unit on my interface.
I think I could not move or act with it, though.

When I activated another unit I had, this strange thing ended and
things went back to normal.

Perhaps another player moved an elemental into that square and decided not to declare war?
 
I have also noticed that when exploring ancient temples it only takes my workers 1 turn rather than the advertised 3 turns.

Are Oasis supposed to slow down movement? My scount with movement 2 can not move into an oasis and then onto a different square.
 
Kael said:
Anyone else? To the people in this thread that have reported crashes, did you start a new game after patching or did you continue an existing game?

After patching. Since I started playing 0.95 only on Sunday I downloaded both 0.95 and patch1 together and installed them both before playing.
 
why where the workers changed back to workers ????
i like the apprentice :) they saved my butt a few times when i got attacked and had no units close by i would upgrade them to summoners and kick the AI's butt
 
kopaladin said:
Would it work to list it as a starting tech? Seafaring civs would have 3 starting techs then.

No, its a check that runs during the game start, if the player is a seafaring trait it adds the tech. It would probably be smarter to add it as a starting tech, but I only wanted to ahve to set it in one place.
 
Leitmotif said:
Yeah, dosn't work for me. I was using Marina and not getting any special bonuses from work boats. Check her.

Marina seems to be working for me too. How much Food, Hammer and Gold are you getting from a Fishing Boat if you start a new game and make one with the Worldbuilder? How much are you getting from a Farm if you do the same?
 
Kael said:
[...] 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

I will try this evening when I come home, however as I told you one of my crashes was fixed by simply deleting an elven archer unit that was probably going to be attacked on a Forest Hill during the interturn.
 
carebear101 said:
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.

I will check it out, a lot of people have mentioned that the huts randomness seems odd but it actually hasn't changed.

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?

Neither. You know how a great merchant jumps into the air and throws coins when he does his special thing? The great prophet chants and glows? That animations is what the Lion is trying to do, but since it doesn't have an animation assigned for it it just waits.

I need to stick some music in there so it seems to do something or cut the animation entirely.

3) Rarely, when spreading religion, It says "successful" but in fact is not.

Yes, the Order cannot spread to a Veil city, and the Veil cannot spread to an Order city. The message that it was successful is in the engine, but I come behind it and take the religion out in these cases, making the message confusing.

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.

It just depends on the order you learn the techs in. Hidden Paths gives bonus's to Lumbermills and is only available to the Fellowship of Leaves.

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!

A hero gains 1 xp per turn until he gets to 100 xp. They are intended to be overpowering.
 
Lunargent said:
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.

The AI and the barbarian frequency hasn't changed. Animals use a straight percentage based on the difficulty level to determine if they attack or not. They are just as likely to ignore a worker and attack a axeman as they are to do the opposite.
 
erikg88 said:
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.

Good point, I'll change it.

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

One of the things I didn't like about Civ4 was how important your starting location is. Players would start and restart to try to find an optimal location, especially on higher difficulties. Rather than have players do that I gave the starting settler increased sight range and movement so the players can "Pick his capital location" from the small area he begins in. It creates a new strategic decision and thats always a good thing.

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.

Great feedback, I will get these changes made.

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.

You're right, but it is named in homage of something else so Im not likely to change it.

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.

Your right, I corrected it.

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?

Oops. This is because the way I made units able to go over land and sea was by changing the definition of the "Terrain impassable" feature. It literally allows any terrain (land or sea) in 1.0. Then I just block the terrain features they can't cross. I had to take the feature out of 0.95 but the units still have the impassable setting (it just doesnt allow them to cross water). I added a block so that the Drown cant travel across peaks, thanks.
 
V. Soma said:
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:

Yeah, I've seen Orthus wipe out AI civs before. He is one scary guy.
 
cordas said:
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.

I will check out the hut odds.

The barbarian cities spawn seperatly than the barbarian units. I will check out the odds and maybe force a barbarian unit spawn in each city that is created.

I agree on the giants, that would be cool. I will have to see what it will take to be able to do that.
 
Myre said:
why where the workers changed back to workers ????
i like the apprentice :) they saved my butt a few times when i got attacked and had no units close by i would upgrade them to summoners and kick the AI's butt

Because once the AI could upgrade them it never built normal workers again, causing it to "worker starve" itself in the mid to late game.
 
Kael said:
Because once the AI could upgrade them it never built normal workers again, causing it to "worker starve" itself in the mid to late game.

oki ty for the answer i guess ill have to keep the some werewolfs in defence then :)
 
kevjm said:
Perhaps another player moved an elemental into that square and decided not to declare war?

No, no.
There are only 3 players, and I am pretty sure that only one of them can make elemenatls.

But anyway, the problem was that this elemental behaved as if was MY unit...
And when I activized another unit of mine, then the elental "disappeared",
I didn't see it again.
 
Kael said:
I agree on the giants, that would be cool. I will have to see what it will take to be able to do that.
You could probably do it using the python by checking sightlines by hand in onUnitCreated/Built/Moved and then calling plot.setRevealed(or is it setVisible, I forget which is which). The only thing is that it would give sight about all the units on that square, which wouldn't necessarily be what you want.
 
Here's how I would go about tightening up some of the phrasing.

Nice work, certainly an improvement over mine. English is not my first language, so I guess my lack of experience with spoken english(most of mine is from books and games) makes my quotes a bit "artificial" in their phrasing. Your versions seem more true to life.
 
Kael,

I don't want to sound whining, but:

I and friends CANNOT play FFH in multiplayer... we always get OOS... :(

Can you give some help?
 
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