[MOD] Fall from Heaven

Hully said:
Has anyone ever seen Baron Duin being used by the AI?
Yep, me! In one game the AI build Baron Duin and used him to wipe another AI-civ from the planet. When I had to face him I could only defet him by using a lot of t4-units!!
It was quite good fun :goodjob:
 
ma.KaBre excellent, I bet it certainly made you think!!!

I still like the Idea that you get the Baron through killing a wild wolf, gives the AI a chance... also how about if a unit kills the Baron that unit becomes the Baron, so if you kill him you get him...

What do you think about a floating City wonder for seafaring races only, which moves one square in random direction per turn? just a thought.
 
Hully said:
What do you think about a floating City wonder for seafaring races only, which moves one square in random direction per turn? just a thought.

That would be cool, but pretty useless because
a) the ai wouldn't understand it
b) A city in the ocean would have little to no growth/production.

If you fixed those it would be a great wonder, or a quest. Can you find atlantis? Can you conquer it?
 
Kael,
Here are my latest findings dealing with multiplayer (only tested with 2 players):
* Winning a battle with slavery enabled that would result in creating a slave causes a out of sync error 90% of the time.
* Winning a battle with an inquisitor that would convert the defeated unit seems to cause a out of sync error all the time.
* Winning a battle with Baron Duin does not cause any out of sync errors. I would be interested in seeing how the code for Duin differs from the slavery and inquisitor code.
* Summoning Fire elementals and other units only crashes if the other player is in a city screen or a screen outside of the main map.
* Building purge the unfaithful always causes out of sync - I have never seen an out of sync from any of the other wonders.

Hope this helps!
 
Hi Loki1232

Lets deal with point (b) first.

Ok, it's built as a wonder and so would generate culture say 1-2 per turn. To enable growth how about any sea resources that enter it's cultural boarders as the city moves, are captured and placed within the cities cultural influence and move with the city...

Point (a) The AI would just think it was the same as any other city, its cultural boarders would grow and resources would be available. The only thing what units could you build?

If it was possible and could be made to work it just might slow the game? And would probably be far too much work!

As you say cool Idea but probably not workable.
 
Hi there.

I like the Fall form Heaven - Mod and i really like the new resources from the Greenmod 2.10. So i decided to put them in (hard work, especially CIV4PlotLSystem.xml!).

This zip file contains only the changes i made. It should work if you simply copy it into the mod directory.

Maybe you like to use it for your next version.
 
DanoDavid said:
Hi there.

I like the Fall form Heaven - Mod and i really like the new resources from the Greenmod 2.10. So i decided to put them in (hard work, especially CIV4PlotLSystem.xml!).
QUOTE]

WHich resources have you added with this?
Also how do you install this?
 
Few notices after playing dozen games (.95)

I get werewolf everytime i attack with baron Duin everytime my werewolf wins fight it upgrades to higher level (yes every time)
worker on auto newer builds farms or mines just whores windmils and cotages
Game NEWER crahed for me so far in SP as in MP



I read civ changes for version 2? ...Can we hope more race specific units like human /orc /undead spearman etcetc with dif bonuses and stuff :crazyeye: ?
 
LDK said:
Few notices after playing dozen games (.95)

I get werewolf everytime i attack with baron Duin everytime my werewolf wins fight it upgrades to higher level (yes every time)

Baron Duin has a very high percentage of creating werewolves, but it's not 100% - I had some instances where none was created.
Similarly, the first upgrade (Blooded Werewolf) has a very high probability, but not 100%. The next upgrade (Greater Werewolf) has a relatively low percentage, I usually had to win 2-3 fights with a Blooded W. for the upgrade to happen.
Works fine, IMO, though a bit overpowered. I'd recommend lowering the percentage of creating werewolves a bit.
 
i realy liked the 70 mod and i cant wait to play this on man i hate my dail-up
 
I'm really having much fun with Vitalize the Land - what about enhancig the terraforming options?

Here are some ideas:

- workers can turn grass into plains

- settlers (or a special terraformer unit, maybe dwarves) can both flatten and create hills; they are consumed by this action
- additionally, adjacent peaks will be turned to hills, and coast to flat land

- Meshabber of Dis should leave a trail of destruction, automatically turning the tile he's occupying into desert and remove every resource, feature and improvement (hey, this is Armageddon after all :D )
- add another, similar demon which leaves a trail of ice instead (or even ocean?!)

- settlers should be able to immediately create a village or town (consumes the settler)

- Druids can create rivers and floodplains. Maybe force the Terraintype to desert then (and maybe don't change floodplains with Vitalize the Land/Genesis, so that food yield is limited to 3, not to 4 or 5)

- Octupus Overlord state religion allows the construction of a powerful sea demon that can turn adjacent land tiles into ocean

- Two new national wonders which become available with Alchemy and Commune with Nature: They allow the construction of special, very expensive units that serve only one purpose: Plant a new resource! Each resource (copper/iron/mithril for Alchemy, all animal/plant resources including sea food for CwN) corresponds to a unique unit, is required to build this unit, and the unit is consumed upon planting the resource. Suggested costs on normal speed: 2000 for the wonder, 500 for the units.
 
Xuenay said:
I dreamt that the Meshabber of Dis was a D&D character and I was playing him. He had a special unique weapon that only he could use, that granted him 47 attacks per turn and also had a special ability that'd slay 47 nearby opponents at once.

Needless to say, he was pretty overpowered.

I think you've been playing too much. ;)
 
Just an idea, untested...

Mages and conjurers now can move and cast in one turn.
Seems like it is a strong bonus to the human player - I personally have some battles where I moved mages from city defence, cast, and come back under defence. Or casted spells while approaching enemy cities. i.e. little extended cast range.
AI, on other hand, "use" it very bad - there was situations, when AI-controlled mage cast fireball ito my stack, then attack this stack himself (hoping for collateral damage, I suppose - it still have this flag in XML config)...

What if made casting cost one (or all) move points (in the same script as creating 'fireball' unit)? The conjured unit will still have his personal moves to attack enemy.
Probably it will prevent AI from kamikaze mage/conjurers attacks and remove some exploits from human players.

(possible problem will be AI leaving unguarded mages with suddenly removed moves, but I hope he will not...)
 
karmina said:
I'm really having much fun with Vitalize the Land - what about enhancig the terraforming options?

Here are some ideas:

- workers can turn grass into plains

- settlers (or a special terraformer unit, maybe dwarves) can both flatten and create hills; they are consumed by this action
- additionally, adjacent peaks will be turned to hills, and coast to flat land

- Meshabber of Dis should leave a trail of destruction, automatically turning the tile he's occupying into desert and remove every resource, feature and improvement (hey, this is Armageddon after all :D )
- add another, similar demon which leaves a trail of ice instead (or even ocean?!)

- Druids can create rivers and floodplains. Maybe force the Terraintype to desert then (and maybe don't change floodplains with Vitalize the Land/Genesis, so that food yield is limited to 3, not to 4 or 5)

- Octupus Overlord state religion allows the construction of a powerful sea demon that can turn adjacent land tiles into ocean

Some intresting ideas here, I particularly like the ideas about wonders/ special characters being able to (or mandatorly) change terrain, although I think destroying improvements and reducing the land to desert in 1 turn is maybe a little extreme, maybe reducing land by one level each turn (this should include land traveled throu with roads).

I have always thought that workers should be able to plant forests (say it takes 10 - 15 turns and can't be rushed by extra workers) and change plains to grassland (and vica versa) but I wouldn't let them go anything beyond that. Not sure about druids creating rivers either, but it would be cool to be able to create rivers.... maybe you could get an upgrade to create water druids to do this.

As for making hills and using mountains, altering coast lines / ocean, creating flood plains and regenerating impassable ice (those annoying bits that come down from the map borders) I could see these being gifts from the Gods as such. i.e. Drawves get the ability to make hills and utilise mountains, Overlords get the power to alter coast line and the ocean floor.

You could balance this by the Leaf giving the ability to create and utilise the Fruits of Yagdathingy in forests or jungle, and other bonuses could be created for order and veil. Or you could give Veil the ability to destroy land / improvements and resources in other civs empires, say something that creates a volcano or unleashes an earthquake.
 
Fr8Train said:
Kael,
Here are my latest findings dealing with multiplayer (only tested with 2 players):
* Winning a battle with slavery enabled that would result in creating a slave causes a out of sync error 90% of the time.
* Winning a battle with an inquisitor that would convert the defeated unit seems to cause a out of sync error all the time.
* Winning a battle with Baron Duin does not cause any out of sync errors. I would be interested in seeing how the code for Duin differs from the slavery and inquisitor code.
* Summoning Fire elementals and other units only crashes if the other player is in a city screen or a screen outside of the main map.
* Building purge the unfaithful always causes out of sync - I have never seen an out of sync from any of the other wonders.

Hope this helps!


I have noticed these same things in multiplayer. In addition causing disease by attacking with units that have that ability also seems to make the game go out of sync.
 
maybe the veil can create a magic that can change any land type into another but destroyes the magician like a veil land mage

also maybe let each religion ahve their own sort of worker with defencnsive ability.

octopus: drowned worker can work alnd or coastal lands so its a worker/workboat

leaves: elephant worker: works faster needs ivory starts with woodsman 2 so move sin forest and jungles fast

runes: gnome tinkerer or dwarven workers: can work hills like plains increased chance finding minerals while mining hills

order: worker monks: workers that are trained defence artists as well giv them increased farming speed

veil: worker mages: workers that can cast simple defencsive spells maybe a bonus making cities?
 
Last night session made me discover a good feature, don't know if it's intentional or already mentioned. When I capture an enemy town, and there is for example 9 turns of anarchy. Then I send an Inquisitor to that town and suddenly there is only 1 or 2 turns of anarchy.
 
pason said:
Last night session made me discover a good feature, don't know if it's intentional or already mentioned. When I capture an enemy town, and there is for example 9 turns of anarchy. Then I send an Inquisitor to that town and suddenly there is only 1 or 2 turns of anarchy.

Use a disciple/priest instead. Just like a great bard, he ends anarchy immediately and adds twice the culture necessary to expand borders once.
 
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