[MOD] Fall from Heaven

i dont know what the problem with raging barbarians is wave and wave of weak barbarians means promotion after promotion for my defensive units id rather use a few really high leval defensive units than lots of low leval ones and anyway this is dark fantasy tons of barbar's are essential (hehe i even got a rugby mention in that has to be a first on ffh forum)
 
Kael said:
This problem is kinda kicking my butt. I found out that not matter what civic option you set as no upkeep you always get the first civic (Government) for free. I will keep playing with it, the logic on upkeep costs is a bit convulted.

Even more strange - while I played philosophical leader, I'd pay for both education and government.... In fact, I'd pay for all civics :(
 
Lunargent said:
I think resource distribution in general needs work, though that's an issue for Firaxis. Resources should clump in similar types like in real life.


With 'luxury' resources(as opposed to food) I generally find they do clump although once in a while one will show up far separated from the others. I haven't noticed any particular problems with realism there, myself. Really wheat doesnt all grow in one place, nor did it in ancient times, wheat or related grains grow all over the place, different game animals / potentially domestic animals, same thing. Some things are limited by range (usually the more limited the more expensive and "luxury") but the sort of things man considers food staples, not so much. (although, I would think one region of the world would tend to have wheat in it, and another rice, for example. But region there means an area much larger than most civs would have to themselves.)

As far as game play realistically spread food staples may be less interesting rather than more. :)


Kael said:
I haven't noticed any resource problem lately, they seem to be pretty well distributed. What does everyone else think?

I have yet to see reagents on the map I am playing. As far as I can tell neither I nor my opponents have any. (There's another island which is mostly unsettled and unexplored so I don't know if there is any over there.) Seeing as they are a significant unit requirement that is kind of painful. If there isn't a world wonder that will provide reagents (can't say as I have checked) then perhaps there should be one? (along the lines of the mines which provide iron, and the dragon horde which provides gems) I don't know what or how much you as a modder can do to effect resource spread, though.

Thats strange, my rangers go onto peaks just fine. Is anyone else havng this problem?

I only had(he died now hehe) the one ranger, and he was an upgrade from a hunter. I wonder if that has something to do with it. If I remember I'll try making one from scratch and see if he has the same problem.

Speaking of the ancient temple is it normal for there only to be one on the whole map? (might possibly be one over on the island I mentioned a minute ago)


It would be in 1.0. What flags would you most like to see changed?

I've only observed a handful of nations so I can't speak for most of them. But if you can change the civ color (as opposed to the flag) I would just switch the orcs and the Sshrathi (they bother me the most) and the centaur (who presently has a yellow culture border) could really use to be blue. Also the ancients I noticed in my last game would do well with a cream or peach color.

If you can only change the flags (which seems silly to me but I dont know) I'm not sure what to do about it.
 
Kael said:
Yeah FfH already has double the normal barbarian activity, I couldn't imagine playing with raging barbarians.

I haven't noticed any resource problem lately, they seem to be pretty well distributed. What does everyone else think?

Raging barbars can be very rewarding but it tends to be at a high price, if you hate loosing high level units then DO NOT PLAY raging even if you do get lots of high level units. Also be aware that other civs also get lots of high level units.

As for resources I have noticed that there is often 1 or 2 resources missing from the map (checking with world builder) this isn't a problem if they are one of the happiness or health ones but when they are unit tied they can be a real problem. Recently have played about 3 games with no horses... Also have seen maps without any copper which is a real pain for any civ that doesn't go for Overlords.

However I am sure I saw this playing vanilla civ4 so not sure if its strictly a ffh problem. Is it possible to put a check in the world creation bit that makes sure X amount of each resource is available in the world?
 
azzacanth said:
With 'luxury' resources(as opposed to food) I generally find they do clump although once in a while one will show up far separated from the others. I haven't noticed any particular problems with realism there, myself. Really wheat doesnt all grow in one place, nor did it in ancient times, wheat or related grains grow all over the place, different game animals / potentially domestic animals, same thing. Some things are limited by range (usually the more limited the more expensive and "luxury") but the sort of things man considers food staples, not so much. (although, I would think one region of the world would tend to have wheat in it, and another rice, for example. But region there means an area much larger than most civs would have to themselves.)

As far as game play realistically spread food staples may be less interesting rather than more. :)

I think it would add something if say rice only appeared on one continent, while corn only on another, and that each civ had a good chance of having excesses of something to trade to the other. The luxuries do tend to clump, but I think other things should as well. Then you could have farming regions and mining regions. The problem with only having one of all resources instead of multiples of one and scarcities of others is that no one bothers to trade or there's nothing really worth trading for.

And yes, Reagents are very rare as well, though they've improved alot since earlier versions. I usually plan my wars around the availability of reagents and incense (if going Order). If a neighbor civ has one or both of those resources they always end up dead. If I have some at home, I tend to play peacefully until borders start getting tight later on. The primary job of my scout is to find reagents.

I'd plan my development around mithril if I could. Late game wars are often over this substance, it's really crippling late game to not have any. Sometimes I can't get it, and end up going for a culture victory. One recent game saw me with no mithril, copper, iron, incense or reagents. I went cultual for the win.
 
Kael said:
Yeah FfH already has double the normal barbarian activity, I couldn't imagine playing with raging barbarians.

I haven't noticed any resource problem lately, they seem to be pretty well distributed. What does everyone else think?


The last few games I've played have seriously been lacking in Copper and Reagents (although others I've played have had abundant amounts of both).

It does suck to spend a significant amount of time playing only to find out that you'll never create any mages or archmages because there's no reagents on the map. Copper seems to be more of a problem on the Highlands map.

As for Barbarians, I've had a couple games where they were over the top. In one game (played on Highlands with no copper), I had between 6 and 12 Barbarian attacks on my cities, every turn for about 150 years.
 
I had an idea...how about adding ancient artifacts to be found while working the terrain. It could units a boost or to the economy. Kind of like what happened in Romance of the 3 kingdoms, but I am sure you guys can come up with someone better than that. There are so many objects through history that could be found, I think that would add a cool twist.
 
I am wondering was it on purpose that diseased corpses have <bMilitaryHappiness> set to 0, which means they dont act as a military unit when determing happiness?

I also noticed that <bMilitarySupport> was also 0. Doesnt that mean i can build an unlimited number of them at no upkeep cost? Is that also on purpose?
 
naf4ever said:
I am wondering was it on purpose that diseased corpses have <bMilitaryHappiness> set to 0, which means they dont act as a military unit when determing happiness?

I also noticed that <bMilitarySupport> was also 0. Doesnt that mean i can build an unlimited number of them at no upkeep cost? Is that also on purpose?

Yeah, I think that is going to be the model for Undead in Phase 2. that used to be my "Undead" unit back before I combined them with demons since I didnt have enough of either to justify 2 different groups. (And the giants and birds continue to brag about their 1 unit groups).
 
Thanks for the explanation of the commander unit! This was really bugging me :mischief: .

I have an idea for a (barbarian) unit. A giant wandering wyrm or maggot who eats improvements or even woods and leaves behind a trace of fallout (from the monster poo). Sanitation lets you scrub fallout but there is none in the mod :p
 
This is a good mod.

You might want to cut out some of the non-fantasy stuff so that players don't have to choose from building things that coincide with the MOD and normal Civ. It would also be nice to have some sort of a beginner guide to get people started on down the right path.
 
In phaseII, there will be an entirely new tech tree, and many regular units and buildings will have replacements. So you won't be confused by having some things from vanilla mixed in as much. PhaseII is a bit away though.

A beginner guide is a good idea. I might write one up once 1.0 is finallized and out. I don't play vanilla anymore, and have ( I think) a good handle on the changes.
 
Have you thought about giving Rosier the Fallen immunity to disease? He seems to get sick a little too often when rumbling with other units of his religeon,, especially diseased corpses. This seems odd,, especially since the ritualist of the Viel cant cure disease :(
 
BTW is this a bug or am i missing something? Heres an attachment of my save game. I have all the tech required to build a forest, but none of my workers are able to.

Are only Felloship of the leaves workers able to do this? I swear one game i could replant forests, but then after i reloaded it i couldnt...
 
naf4ever said:
BTW is this a bug or am i missing something? Heres an attachment of my save game. I have all the tech required to build a forest, but none of my workers are able to.

Are only Felloship of the leaves workers able to do this? I swear one game i could replant forests, but then after i reloaded it i couldnt...

The only units that could plant a forest in my games were druids (fast) and elven archers (slower).
 
Hi, greetings from Germany;)
play the first time this mod this morning, now at about 150nc. However, games look quite the same like standard. Can anybody tell me, if this is normal or maybe I did make an error when starting the game? :sad: Thanks and regards Hermann
 
brautstudio said:
Hi, greetings from Germany;)
play the first time this mod this morning, now at about 150nc. However, games look quite the same like standard. Can anybody tell me, if this is normal or maybe I did make an error when starting the game? :sad: Thanks and regards Hermann

It sounds like there may have been a mistake loading the mod. The differences are usually pretty apparent. If you want to make sure go into the pedia (F12) and look and see if you see new units, promotions, leaders, etc.

After you have installed the mod you load it by going into the advanced options from the main menu, selecting load a mod and Fall from Heaven should be one of the mods you have listed. Select it and the game should restart, you will see a new title screen and you will be all set to start a game.

If you don't see it listed then it wasn't installed in the right location. The mod defaults to installing in the correct location for the english version of the game but you may need to change it if you have a german install.
 
@Kael

Thanks :goodjob: - right German is the language I`m playing - can I change that to English very simple or did I have to install the whole game again?
 
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