[MOD] Fall from Heaven

Kael said:
Yeah, if Im not able to release 1.0 by tomorrow I'll release a patch G for 0.95 that includes those fixes.


Yay! Thanks for 0.95g!

A quick sugestion (I'm not sure this is in conflict with your plot line following the Baron), maybe units with animal mastery could capture ravenous werewolves? That would allow other players to have fun with the units too?

Cheers!
 
Lord Olleus said:
this thread has too many posts. Maybe someone could ask thunderfall to create a sub forum for this mod.

There will be a sub forum for FfH phase 2. It is just a private forum right now, just for the design team to work. When the first version ships that forum will be opened to the public. That way you can check out all the design docs and read up on as much backgroup disscussion as you would like. Along with having sererate thread for support issues, feedback, etc.
 
Werewolves and workers.

When you attack workers, you "steal" them. When a werewolf defeats a unit, it spawns a werewolf.

If you attack a worker with a werewolf, you both steal the worker and make a werewolf (and upgrade your werewolf).

I'd think we'd want werewolves to eat workers, not convert them. =)

Haste: Once you reach high enough tech levels, you can no longer build those low-level haste-casting units (adepts?). This sort of sucks, because haste is rather useful to cast on archmagi and other high-end units. Could mages be given Body I as well as their fireball spell?

A question: werewolves on boats. If you have a full boat, and a werewolf attacks a stack from it, what happens to the spawned werewolf? (glug glug glug?) Didn't manage to see a werewolf spawn in this situation, but didn't try that hard.

I'll note that you can't have "caged tigers" with just colloseums. Could the caged animals be allowed with either a colloseum or carnival?

Make both carnivals and colloseums grant +1 happiness from the caged animal, give the caged animal +3 culture (but no raw happiness). This prevents you from using caged animals on your frontier cities as instant culture, but allows animal battles without carnivals. =)
 
Shqype said:
I never was the type to be into Dungeons and Dragons, but fantasy like this always appealed to me, for some reason.

Kael's mod is an excellent example for all modmakers to follow. I know that I often look at Kael's python code to compare it to what I'm writing, because I know that his works well ;)

Fall from Heaven is an inspiration, and a damn good mod. :goodjob:

Hi Shqype. Nice to meet ya.

For my part, I grew tired of D&D long ago. But I have always liked fantasy scenarios. With fantasy scenarios, my inner wargamer doesn't worry about "realism". You can just design a balanced scenario, and let the laws of physics worry about themselves. ;)

But as for D&D, I can see how a CIV mod could really help out a GM. The GM has the burden of creating a "world". Generally these are static. GMs generally do not spend time deciding what happens in areas away from the players' current location.

But if a GM transforms his world into a rough equivalent Civ mod, the world can be dynamic. The CIV game would help the GM create news of the world, special events, and a rough guide for all the regions of the world.

Example: The players gather for a D&D evening and go about their adventures. The characters spend 10 game-days fighting in a dungeon, then they are ruled to need three months rest to recover from some bad wounds. The evening ends, and the GM lets the all-AI game play a half-dozen turns or so enough turns to equal about three and a half months.

For the next session, the GM then has news for the players. Two nearby kingdoms might go to war, and a big stack of the Giant King's army is marching their way. Plus there are rumors of a destroyed city two provinces over, where a dragon runs amok. And a passing trader complains of an embargo imposed by the Dwarven Empire - steel prices are going out of sight already in the Fang Lands.

The GM doesn't have to invent all these events, nor does the GM have to determine what happens to borders and economies when, say, that dragon razed a city. CIV will handle those details.

Well, this has gone on long enough. You could be playing CIV instead of reading these ramblings.
 
CurtisC said:
Do I have your permission to start a strategy discussion?

Feel free, anything you would like.
 
Thanks for the patch, but unfortunately I can't play it in multiplayer. I can create a game or join one over Direct IP Connection just like in normal Civ4, but as soon as the game is started, Civ4 crashes with a windows standard error message (something to the effect of "Civ4.exe caused an error and must be closed").

Normal Civ4 games work fine in multiplayer, and a selfmade minimod which contains mainly some changes to gamespeed and difficulty XMLs works as well. I have completely deleted Fall From Heaven, reinstalled it and applied the 0.95g patch, but it still doesn't work.

The friend with whom I tested this never got a crash, though, even when he was the host. He was just stuck in the loading screen.

If anyone has some idea what the problem may be, I'd be glad for any help. Until then I'll just stick to singleplayer. That's also nice, even though the AI is rather dumb sometimes (they absolutely fail at actively spreading their religion, for example).

[Edit]
I just tried to start one LAN and one Direct IP Connection game without any other human players. They also crashed, so the bug cannot be caused by the interaction with another computer. The exact error message is:
"Sid Meier's Civilization 4 has encountered a problem and needs to close. We are sorry for the inconvenience."
AppName: civilization4.exe AppVer: 1.5.2.1736 ModName: ntdll.dll
ModVer: 5.1.2600.2180 Offset: 00010f29

[Edit2]
It seems to work now, I just deleted both files in my CustomAssets folder which I had already forgotten. Weird that those didn't have any effect on normal civ4 multiplayer or on singleplayer FFH. Well, I'll see whether it's stable now.
 
tombeef said:
sorry to take up space but after using this mod for several weeks I have to say

best...mod...ever

There is always room for posts like that! Thanks, and Im glad your enjoying the mod.
 
DMN said:
Thanks for the patch, but unfortunately I can't play it in multiplayer. I can create a game or join one over Direct IP Connection just like in normal Civ4, but as soon as the game is started, Civ4 crashes with a windows standard error message (something to the effect of "Civ4.exe caused an error and must be closed").

Normal Civ4 games work fine in multiplayer, and a selfmade minimod which contains mainly some changes to gamespeed and difficulty XMLs works as well. I have completely deleted Fall From Heaven, reinstalled it and applied the 0.95g patch, but it still doesn't work.

The friend with whom I tested this never got a crash, though, even when he was the host. He was just stuck in the loading screen.

If anyone has some idea what the problem may be, I'd be glad for any help. Until then I'll just stick to singleplayer. That's also nice, even though the AI is rather dumb sometimes (they absolutely fail at actively spreading their religion, for example).

[Edit]
I just tried to start one LAN and one Direct IP Connection game without any other human players. They also crashed, so the bug cannot be caused by the interaction with another computer. The exact error message is:
"Sid Meier's Civilization 4 has encountered a problem and needs to close. We are sorry for the inconvenience."
AppName: civilization4.exe AppVer: 1.5.2.1736 ModName: ntdll.dll
ModVer: 5.1.2600.2180 Offset: 00010f29

[Edit2]
It seems to work now, I just deleted both files in my CustomAssets folder which I had already forgotten. Weird that those didn't have any effect on normal civ4 multiplayer or on singleplayer FFH. Well, I'll see whether it's stable now.

Cool, let me know. Im really hoping those out of sync errors are gone.
 
Hey, so this has been said many times before... but this is a totally awesome mod.

In any case, on to business. Would you consider [these proposals]:

-Giving the crusader the ability to build forts and give them a bonus defending in forts?

-Creating a Vampire unit, that heals itself by the amount of damage it deals to a unit, and has a chance to turn other units into vampires?

-Giving spellcasters some permenant upgrades, so players have to choose between permenant upgrades and spell points?

-Creating a 'Pike Line' unit against mounted units to go along with the general flavour of Shield Walls and Flurries?
 
Oran-ge said:
Hey, so this has been said many times before... but this is a totally awesome mod.

In any case, on to business. Would you consider [these proposals]:

-Giving the crusader the ability to build forts and give them a bonus defending in forts?

I hadn't considered this. I will think about it.

-Creating a Vampire unit, that heals itself by the amount of damage it deals to a unit, and has a chance to turn other units into vampires?

The Calabim are a civ that will be added in phase 2. They are a vampire aristocracy that rules over a human population that they treat as little more than animals. Well.. in most cultures animals are probably treated better. Vampires will be very special units but they won't be using the werewolf mechanic (convert units they kill). The Calabim consider most mortals undeserving of vampirism and they will only gift it upon friendly units that have proven their quality.

-Giving spellcasters some permenant upgrades, so players have to choose between permenant upgrades and spell points?

Talchas has rewritten the spell system from scratch for phase 2. Spellcasters can level and they will be able to pick the spheres they want to learn (granting more spells) or upgrades that make their spells more effective. I think you will really enjoy it.

-Creating a 'Pike Line' unit against mounted units to go along with the general flavour of Shield Walls and Flurries?

The Sparaitoi are pretty good at this.
 
Thanks for your prompt reply. Some other questions:

-I'm confused, is Phase 2 FFH 1.0? In several posts you seem to use these terms interchangably.

-You said you were going to replace a lot of things in Phase 2 like entire civs and leaderheads, could you keep Phase 1 available for download in case we feel like playing the older version?

Thanks! ^^
 
Oran-ge said:
-I'm confused, is Phase 2 FFH 1.0? In several posts you seem to use these terms interchangably.

quote]

Phase 2 will be the FfH mod made by using the sdk when it eventually is released giving the ability to make totally new units (dragons etc) and other stuff.

FfH 1.0 will be the most complete version of FfH that can be made without the sdk, which shouldn't be too different from the version we all have at the moment.

I think . . .
 
Phase 2 is a totally new build, with new civilizations, spells using the SDK, and techs. It's still being worked on.

Dragons and other new models don't actually need the SDK, but they do need a talented 3d programmer to do it. Last I checked, no one has been able to succesfully import an animated model into CIV yet, but I've not checked in a few weeks. Static models and cleverly re-skinned models have been in for some time. There is hope that the final SDK will have a utility to make importing 3d models easier though.

Phase 1 indeed won't be too much different than what is out now. There are just a few things in it that can't be released right now.
 
Yakk said:
Werewolves and workers.

When you attack workers, you "steal" them. When a werewolf defeats a unit, it spawns a werewolf.

If you attack a worker with a werewolf, you both steal the worker and make a werewolf (and upgrade your werewolf).

I'd think we'd want werewolves to eat workers, not convert them. =)

Haste: Once you reach high enough tech levels, you can no longer build those low-level haste-casting units (adepts?). This sort of sucks, because haste is rather useful to cast on archmagi and other high-end units. Could mages be given Body I as well as their fireball spell?

A question: werewolves on boats. If you have a full boat, and a werewolf attacks a stack from it, what happens to the spawned werewolf? (glug glug glug?) Didn't manage to see a werewolf spawn in this situation, but didn't try that hard.

I'll note that you can't have "caged tigers" with just colloseums. Could the caged animals be allowed with either a colloseum or carnival?

Make both carnivals and colloseums grant +1 happiness from the caged animal, give the caged animal +3 culture (but no raw happiness). This prevents you from using caged animals on your frontier cities as instant culture, but allows animal battles without carnivals. =)

Your right, im going to have to figure out a way to fix this.
 
Ploeperpengel said:
Could you still use some buttons Kael. I just made few:

http://forums.civfanatics.com/showthread.php?t=162814

Please tell me how you like'em I could use some constructive critics since I started making this modding stuff just a week ago.

Btw my Whiteflagproblem is solved. It was the same they had with the EE-Mod

Great work on those, Im defintily going to use them in phase 2, thanks!
 
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