[MOD] Fall from Heaven

This may very well have been mentioned, I can't keep up. These threads need bookmarks!

Anyway, the only new problem with 9.5 is that confessors can't spread religion or build temples. I haven't used another religion yet this patch. And the civs need some civlopedia entries of course, but those can wait.

Thinking about how hard it is to find animals after a few turns, I had an idea (that may well be impossible)--can you have it so late to mid game a new, small continent appears on maps with oceans? sort of like a reverse atlantis. Could be a place for new animals and resources.
 
i have been playing the .95 version for about 6 hrs now and i havent crashed :)
i like the way u set up the tech tree only one thign missing vampires :) u could make them like the werewolfs

something like this
with the necromancy skill
-special unit (1 allowed) Vlad the Impaler (10 str 2 move)(cant think of promotions) special skill:when he kills a unit he has a % chance to make a familiar

-familiars(make them like the ravenous werewolf) special skill: when he kills a unit he becomes a vampire and has a % chance to make a familiar

-vampire(make them like blooded werewolf) special skill: when he kills a unit he becomes a blood hunter and has a % chance to make a familiar

-blood hunters(make them like greater werewolf) special skill: when he kills a unit he has a % chance to make a familiar

i woul;d love to add pic to my ideas but i sux at all that stuff :)
 
Alright, I think I made some real progress on the crashes. I found 2 of them.

The most frequent was because I renamed the Disciple of the Order to an Acolyte. When the religion spreads to a new city, if that civ has a state religion of the Order and they can make Crusaders they get a free Crusader. If they can't make Crusaders they get a free Disciple of the Order. When I renamed the Disciple to an Acolyte I didn't update the code to change this.

So what is happening after you press enter to end your turn is the order is spreading to another town (yours or one of the computers) it is attempting to create a dsciiple of the order, failing and crashing.

The reason we were able to "change stuff" and have oit not happen, or put it off for a few turns is that everytime you do an action that requires a random number you consume a random number. Meaning there was a different random number available to see if the religion spread, most likely it wouldn't be one that would cause the spread and you wouldn't have a crash. But it would come eventually, you were just able to stall it for a few turns.

The other crash was actually introduced in patch2. In some situations the check I put in to destory a 0 sized city would cause a crash. I was jumping through a hoop in both cases to make sure I didn't create a -1 sized city but putting a check in front of the population reduction to only apply it to 2 population or larger cites accomplishes the same effect and seems to be more stable.

I have updated the patch and I will be updating the main game as well.

Thank you so much to everyone who offered feedback and save games. I spent all weekend pouring through them. I know there is nothing more frustrating than playing a game for 200 turns only to lose it because of a technical issue and I apologize to everyone who lost games they were enjoying.
 
Nikis-Knight said:
Anyway, the only new problem with 9.5 is that confessors can't spread religion or build temples.

i have seen this also with the order religion
 
i have an idea for a worker unit that can defend itself and work faster.

Elephant worker. elephants make great workers and would make ivory even more useful then jsut elephant wrarriors
 
a weird bug. a bear showed on a hill for awhile and as i moved finally next to the bear it vanished i think the bear was there because of seeing it with a tower but not sure what happened
 
The link to patch 3 still points to patch 2, which doesn't seem to be on the server anymore. Not a hard problem to solve, but I'm sure someone won't realise to do that. Great mod by the way. :)
 
cuandach said:
The link to patch 3 still points to patch 2, which doesn't seem to be on the server anymore. Not a hard problem to solve, but I'm sure someone won't realise to do that. Great mod by the way. :)

Got it fixed, thanks. Im in the process of switching it now.
 
Looks like patch3 is working fine, for me at least. I have a game saved just before crash (and a peculiar one - started on unpatched mod, then patch1, crash, then transfer via WorldBuilder trick, patch2, ~150 turns, crash) and managed to get past the crash-point. Good luck with nailing more bugs down, Kael, if any :)
 
Holger said:
Looks like patch3 is working fine, for me at least. I have a game saved just before crash (and a peculiar one - started on unpatched mod, then patch1, crash, then transfer via WorldBuilder trick, patch2, ~150 turns, crash) and managed to get past the crash-point. Good luck with nailing more bugs down, Kael, if any :)

Woot! Good news, thanks for the feedback!
 
Nikis-Knight said:
This may very well have been mentioned, I can't keep up. These threads need bookmarks!

Anyway, the only new problem with 9.5 is that confessors can't spread religion or build temples. I haven't used another religion yet this patch. And the civs need some civlopedia entries of course, but those can wait.

Thinking about how hard it is to find animals after a few turns, I had an idea (that may well be impossible)--can you have it so late to mid game a new, small continent appears on maps with oceans? sort of like a reverse atlantis. Could be a place for new animals and resources.

This is planned for phase 2. Only the new area that the players gain access to in the midgame is Hell. It will have new terrain, new monsters, new resources and new rules (you cant build cities in hell, only outposts that have a limited selection of units and buildings they can build).
 
Myre said:
i have been playing the .95 version for about 6 hrs now and i havent crashed :)
i like the way u set up the tech tree only one thign missing vampires :) u could make them like the werewolfs

something like this
with the necromancy skill
-special unit (1 allowed) Vlad the Impaler (10 str 2 move)(cant think of promotions) special skill:when he kills a unit he has a % chance to make a familiar

-familiars(make them like the ravenous werewolf) special skill: when he kills a unit he becomes a vampire and has a % chance to make a familiar

-vampire(make them like blooded werewolf) special skill: when he kills a unit he becomes a blood hunter and has a % chance to make a familiar

-blood hunters(make them like greater werewolf) special skill: when he kills a unit he has a % chance to make a familiar

i woul;d love to add pic to my ideas but i sux at all that stuff :)

The Calabim are one of the civs planned for phase 2 (and based on the amount of pm's I get about vampires I think they are one of the most highly anticipated). They are a vampire aristocracy ruling over a human population. The humans are little more than blood puppets for their lords.

The vampires are planned to have their own mechanic (the werewolf mechanic will be reserved just for werewolves) and the vampires don't willingly share their gift. The vampire mechanic is new, i wouldnt expect to ever see hordes of vampires (maybe some thrulls). The specifics aren't worked out yet, but the Calabim are scheduled to use their cities population as a resource. The vampires feed on their people to gain strength, making them rare and powerful creatures. I wouldn't expect to see many huge population cities from the Calabim even though they will have access to breeding pits and other buildings that will help them grow their human livestock.
 
Kael said:
The Calabim are one of the civs planned for phase 2 (and based on the amount of pm's I get about vampires I think they are one of the most highly anticipated). They are a vampire aristocracy ruling over a human population. The humans are little more than blood puppets for their lords.

The vampires are planned to have their own mechanic (the werewolf mechanic will be reserved just for werewolves) and the vampires don't willingly share their gift. The vampire mechanic is new, i wouldnt expect to ever see hordes of vampires (maybe some thrulls). The specifics aren't worked out yet, but the Calabim are scheduled to use their cities population as a resource. The vampires feed on their people to gain strength, making them rare and powerful creatures. I wouldn't expect to see many huge population cities from the Calabim even though they will have access to breeding pits and other buildings that will help them grow their human livestock.

well this made my day :) when is phase 2 coming out ?
 
Dont know if it was mentioned, but the Seafaring problem a couple people were reporting seems to only exist in the original .95 version. After downloading the patch, seafaring works fine (and is very nice on an Archepelago map).
 
Add a attack bird to upgrade to.

New resources like better steeds, and other mythological creatures. Split up herbs into more types and gems into more sorts. And many more resources.

Better roads to build (like acient roman highway).
 
Myre said:
well this made my day :) when is phase 2 coming out ?

No ETA. I've started the desing docs and Talchas is working on the spell system. Once 1.0 ships I'll give the phase 2 design team access to the docs and we will start to talk about features, balancing, priority and release dates.

I wouldn't expect to see anything in the next month.
 
felwar said:
Dont know if it was mentioned, but the Seafaring problem a couple people were reporting seems to only exist in the original .95 version. After downloading the patch, seafaring works fine (and is very nice on an Archepelago map).

Interesting, my tests I did yesterday with it were all a patched version of the game. Myabe I fixed something somewhere along the line and forgot abotu it.
 
In phase 2 are you going to make a Dragon civ and make dragon riders?
Because that would be a cool idea

P.S. Nice Vampire Idea
 
Hi Kael. You are right, I had the older version 90. Now the civilizations are the correct ones and thx for the "animal handling" explanation. About the Form of titan I've no proven yet i will tell you ;)

I have another doubt : Being Ancient and having ashent veil as a religion I have a city with the order as unique religion so I sent 2 savants to extend my religion (ashent) but when I do it the icon of order becames green and erases my recently proclaimed religion. Is not that i cannot extend it, the red message doesn't appear. It's because religion of order cancels ashent religion or something?
 
Yes Vampires, I also thought about this. It would be cool if nosferatu could be reflected in some way. If day/night could be simulated in some way a vampire could get damage when out of town during daylight, and vice versa when marauding in night it get bloodlust bonus :rolleyes:

Maybe it's possible to change day night when advancing the time in some way.

The liches would really be a cool unit to use here.
 
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