[MOD] Fall from Heaven

You do realize, a new werewolf model has been made, which I believe is fully animated, along with several packs of unit models modified with different weapons which could probably skined to suit many of your units better.
 
i believe Notartz from the ancient mediterranean mod is doing 3d models,if i understand correctly. maybe if someone makes a request for a specific model he might be able (if he has time).
 
catwhowalksbyhi said:
You do realize, a new werewolf model has been made, which I believe is fully animated, along with several packs of unit models modified with different weapons which could probably skined to suit many of your units better.

Yeah, I added white rabbits werewolf model in 1.0.
 
Is there a reason that recon units can't pillage? Not sure about beastmasters, but rangers can't. On that note, I'm having trouble building beastmasters right now--I have a grove and the tech, do I need something else? can't build or upgrade.

If you wanted to add religions in the future, I think some good possibilities would be:
A tech after survival, either a lizard-man like religion, or a savage, shamanistic type religion (or a combination of the two.)
Or a tech after trade, maybe a humanistic type religion, or would that be humanoidistic?

The way religions are founded now works and makes sense and should probably be left alone, but an alternate way might be if they were granted from goody huts. Sort of like 'them' contacting you. Would lead to much earlier religions, and probably more at once.
 
Nikis-Knight said:
Is there a reason that recon units can't pillage? Not sure about beastmasters, but rangers can't. On that note, I'm having trouble building beastmasters right now--I have a grove and the tech, do I need something else? can't build or upgrade.

There is a max of 3 beastmasters for each player. So if you aqlready have 3 you won't be able to build or upgrade to any. Recon units can't pillage just because it didn't seem to match their style. Also a few units in their line had other abilities that combined a little to well with being able to pillage (scouts early move bonus, shadows invisibility).

If you wanted to add religions in the future, I think some good possibilities would be:
A tech after survival, either a lizard-man like religion, or a savage, shamanistic type religion (or a combination of the two.)
Or a tech after trade, maybe a humanistic type religion, or would that be humanoidistic?

The way religions are founded now works and makes sense and should probably be left alone, but an alternate way might be if they were granted from goody huts. Sort of like 'them' contacting you. Would lead to much earlier religions, and probably more at once.

Yeah, once the event/quest system gets in it would be interesting to have religions founded by quests that occur.
 
I do not recommand adding any more religion cause i don't want two religions in my civilization. It be great if we can disable any other type of religion before we start the game.

Aslo, there are some civilizations that do not have custom music, like the Elves (not dark elf or wood elf) have the spanish theme, and pitface music changed also to something else. Please make sure that you fix these please.

Edit: Also the Minotaurs have the America's theme as well, please fix this as well.
 
darkedone02 said:
I do not recommand adding any more religion cause i don't want two religions in my civilization. It be great if we can disable any other type of religion before we start the game.

Aslo, there are some civilizations that do not have custom music, like the Elves (not dark elf or wood elf) have the spanish theme, and pitface music changed also to something else. Please make sure that you fix these please.

Edit: Also the Minotaurs have the America's theme as well, please fix this as well.

All of the civs will have custom theme's in phase 2 but they will remain as they are in 1.0. They origionally all used the vanilla music (the civs that are currently in are all from Haarbal's fantasy pack) but I slipped a few of the tracks from the phase 2 civs in just to test them out.
 
My mistake (again); I had the wrong tech, I guess. Was a bit eager for my ranger to be competitive.
Makes sense about the pillage--bad enough having my archers picked off, if all my towns were being destroyed by shadows--:( Bit I think rangers and lower recon could use some help--maybe a withdraw chance as the defender? Would make for better scouting of enemy lands.
If more religions were added, could you have a limit, so that only the first x religions researched would actually be founded, with x scalable to map size or # players?
 
Thank you very much for the patch, Kael, it works perfectly now. :)

I just finished a short multiplayer game and we didn't have any technical problems. No crashes, no OOS. The only thing I noticed was that my summoned fire elementals didn't seem to be able to move. They could only attack the enemy town next to the field they were summoned on, but not the maceman that was one field further away. I didn't try this very often, though.

Oh, and I have two questions:

1.) Are there any disadvantages related to having multiple religions in one city? I think Octopus Overlords and Fellowship of the Leaves shouldn't work together very well, but it seems that you can profit from all religion's temples at the same time (except Order/Veil) without any problems.

2.) Is it intended that you can change your religion to Runes of Kilmorph, research Dwarven Mining for the +1 commerce bonus from mines, change your religion back and keep the bonus? This doesn't seem quite right to me.
 
DMN said:
Thank you very much for the patch, Kael, it works perfectly now. :)

I just finished a short multiplayer game and we didn't have any technical problems. No crashes, no OOS. The only thing I noticed was that my summoned fire elementals didn't seem to be able to move. They could only attack the enemy town next to the field they were summoned on, but not the maceman that was one field further away. I didn't try this very often, though.

Oh, and I have two questions:

1.) Are there any disadvantages related to having multiple religions in one city? I think Octopus Overlords and Fellowship of the Leaves shouldn't work together very well, but it seems that you can profit from all religion's temples at the same time (except Order/Veil) without any problems.

This is implemented to a small degree, but in general I didn't want to punish players for religion spreads. Instead the speciality buildings (treehome, necropolis, basilica and asylum) impose penalties if they are built in the same city with each other.

2.) Is it intended that you can change your religion to Runes of Kilmorph, research Dwarven Mining for the +1 commerce bonus from mines, change your religion back and keep the bonus? This doesn't seem quite right to me.

Thats intentional. I figured that the bonus came from the intent knowledge you gained from a civ dedicated to worship of the earth goddess, not that it is a mystical beneift. As such it isn't lost if you change your religion later.
 
First of all I want to say that it is a great project.I downloaded the file that I found on the first page.As it is too difficult to read 214 pages :crazyeye: I would like to ask.Is there any other file that I sould find and download?Any fixes or patch or whatever!!!!:confused:
 
lunarion said:
First of all I want to say that it is a great project.I downloaded the file that I found on the first page.As it is too difficult to read 214 pages :crazyeye: I would like to ask.Is there any other file that I sould find and download?Any fixes or patch or whatever!!!!:confused:

Nope, you just need the file in the first post in this thread. That should be 'FallfromHeaven095g.exe'. There is a patch (patch g) which is also linked in the first post, but it is already built into the main file (hence the g in the name).

You should be good to go. Enjoy!
 
ok i started a new game with the g patch but i keep crashing at same spot.

yes i know Undead with elf religion is weird :P
 
Myre said:
ok i started a new game with the g patch but i keep crashing at same spot.

yes i know Undead with elf religion is weird :P

I will check it out, thanks Myre.
 
Myre said:
ok i started a new game with the g patch but i keep crashing at same spot.

yes i know Undead with elf religion is weird :P

I cant even load this save game. It CTD's on load. That typically means there is a difference between the versions you and I are running. I am running Civ 1.52 with FfH 0.95g. Are you sure that is the same versions you are running? Have you made any changes? Do you have any files in your customassets directory?

Can anyone else load Myre's savegame?
 
Kael said:
I cant even load this save game. It CTD's on load. That typically means there is a difference between the versions you and I are running. I am running Civ 1.52 with FfH 0.95g. Are you sure that is the same versions you are running? Have you made any changes? Do you have any files in your customassets directory?

Can anyone else load Myre's savegame?

I just tried it with civ 1.52 and FfH .95 with the g patch. It froze for me on initialization then gave a runtime error....
 
hummm maybe bc i have a no cd patch :(

but other then that im all uptodate
 
Btw, Kael,

didn't you say you want to go for Dragons in Phase 2. Found some nice pics for that. But I think I'll post them anyway one can never know what will come up as rabbit teached me today.

Edit: As soon as FFH 1 comes up I'd like to work on a Wheel of Time Scenario based on your Mod. Is that okay with you? I'd really need a lot of magics and don't know anything else about python than it's a snake(at least the german word).
 
Kael, I'm not sure if you're aware of this but you can research the religion specific techs without having them as your state religion. You can't select it from the main screen but if you go into the scientific advisor screen you can research them. I usually play Overlords and would always research hidden paths for the +1 hammer from lumbermills, but I've never had FoL as my state religion.


Just a heads up.
 
Ploeperpengel said:
Btw, Kael,

didn't you say you want to go for Dragons in Phase 2. Found some nice pics for that. But I think I'll post them anyway one can never know what will come up as rabbit teached me today.

Edit: As soon as FFH 1 comes up I'd like to work on a Wheel of Time Scenario based on your Mod. Is that okay with you? I'd really need a lot of magics and don't know anything else about python than it's a snake(at least the german word).

I would love that. Im am looking forward to playing some fun scenerios and you are more than welcome to use FfH to help make them.
 
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