[MOD] Fall from Heaven

cordas said:
Oh and Old Baron Halfmoon doesn't help this when he stops units being killed and creates hordes of werewolves running around *GRIN*, still want to have a game where one of the AI civs get him, or even better the Barbars.... Hmmm.....

great idea for a scenario- you could set up a civ which perhaps could not build any units but started with the baron and a few werewolfs of varying strengths. would be very powerful early in the game so of course would have to be carefully balanced (maybe give each civ a religion and a hero to start with)
 
Kael said:
Previous to 1.0 we couldn't have pedia descriptions for promotions but Talchas found a way to do to it so we can put text entries in the pedia that describe all of this stuff.

How is this done?
 
Zuul said:
How is this done?

It was awesome work, as I said it was Talchas find. He modified schema to allow for a new attribute for promotions (Civilopedia) and then modified the pedia page for promotions to call for the attribute. Im sure if you contacted Talchas he would be glad to share his pedia page and modified schema.

It doesn't require the engine to know about the attribute so it doesn't require the SDK to do it.
 
I've uploaded this as a separate mod in the mod components section. There is a link to it in my sig.
 
Hey Kael, I finally caved in and decided to play with .95 while waiting for 1.0. Loved it so far, seafaring trait was a real nice one to name just one thing.

Anyway, I noticed that we are going to have uniquie buildings in the expansion pack. Got any plans to do the same for your mod?
 
Janusi said:
Hey Kael, I finally caved in and decided to play with .95 while waiting for 1.0. Loved it so far, seafaring trait was a real nice one to name just one thing.

Anyway, I noticed that we are going to have uniquie buildings in the expansion pack. Got any plans to do the same for your mod?

Yeah, all of the civ's have a unique palace and some civs have unique buildings (the Calabim are the only ones that can build Breeding Pits and the Governors Manor for example).
 
Kael said:
It doesn't declare war if you are on the same team. So if you are allies he on't declare war, but if you just have an open borders agreement you are going to find relations getting very difficult in the future. :)

Actually, that's not true. My ally ( had a defensive pact until my fooling around with Dis got someone to declare war on me) in a war declared war on me when one of their units got to close to him. I think it has something to do with the terrain they are in. If Dis is in the allies' terrain, proximity does not cause a war decalaration. But if Dis is in or near enemy territory, any contact will cause a war declaration, even if it's a friendly unit.

My own testing showed that spawning him near an AI unit on the border of a civ that I had an open borders agreement with, but was only cautious with, did not cause a war declaration. But the same circumstances with a closed border AI did cause war.

Next thing I think I'll try is spawning him for an AI team right next to a unit on MY borders and see if it makes me declare war.
 
Lunargent said:
Actually, that's not true. My ally ( had a defensive pact until my fooling around with Dis got someone to declare war on me) in a war declared war on me when one of their units got to close to him. I think it has something to do with the terrain they are in. If Dis is in the allies' terrain, proximity does not cause a war decalaration. But if Dis is in or near enemy territory, any contact will cause a war declaration, even if it's a friendly unit.

My own testing showed that spawning him near an AI unit on the border of a civ that I had an open borders agreement with, but was only cautious with, did not cause a war declaration. But the same circumstances with a closed border AI did cause war.

Next thing I think I'll try is spawning him for an AI team right next to a unit on MY borders and see if it makes me declare war.

Meshabber doesnt cause war if he doesnt damage the unit. And since the damage is based on the units strength and level some units can hang out with Meshabber without their civs declaring war. That may be causing some of the inconsistency you are seeing.
 
That's very odd then, because, IIRC, the unit I tested it on that didn't cause war was a worker, about as weak as you can get. I'll retest it again when my current game develops a bit more.
 
Ok, after a bit of testing:

When I spawned Dis for the AI next to my warrior, it forced me to declare war.
When I spawned Dis next to a neutral civ's warrior, they declared war on me.
I added a paladin to a neutral AI ( no one's anything but neutral yet), then spawned Dis nearby. Got a war declaration. Did the same thing is the middle of nowhere, same result.

Maybe the one time I didn't get a war declaration was an anomaly.
 
Lunargent said:
Ok, after a bit of testing:

When I spawned Dis for the AI next to my warrior, it forced me to declare war.
When I spawned Dis next to a neutral civ's warrior, they declared war on me.
I added a paladin to a neutral AI ( no one's anything but neutral yet), then spawned Dis nearby. Got a war declaration. Did the same thing is the middle of nowhere, same result.

Maybe the one time I didn't get a war declaration was an anomaly.

If Im reading that right it sounds like its working as expected.
 
Ploeperpengel said:
don't know but maybe you still need some spellbuttons for phase two. Found some nice stuff in the web you maybe can utilize;)

Yeah, we have slots for 147 spells in phase 2, not counting the units like Vampires that also have special abilities outside of spells. So yeah, we are going to need plenty of buttons!

If you happen across any short sound effects that you think would match well with a spell being cast those would also be appreciated.
 
Kael said:
Yeah, we have slots for 147 spells in phase 2, not counting the units like Vampires that also have special abilities outside of spells. So yeah, we are going to need plenty of buttons!

If you happen across any short sound effects that you think would match well with a spell being cast those would also be appreciated.

Sounds don't know never messed around with this. The buttons though are already uploaded check my corner;)

btw 147 slots? you make me squeek!:eek:
 
My capital had every building possible. But I was then unable to build Longbowmen, just the 'national unit' upgrades from that. I want to still build longbowmen though. Also, I couldn't build Pikemen.

There is still one way to get around this.
Put all national uprades in the building queue then add longbowman in the queue and delete the national units in the queue again
 
Chip56 said:
There is still one way to get around this.
Put all national uprades in the building queue then add longbowman in the queue and delete the national units in the queue again

Heh, sneaky!
 
Ploeperpengel said:
Sounds don't know never messed around with this. The buttons though are already uploaded check my corner;)

btw 147 slots? you make me squeek!:eek:

I just counted, actually there are only 128 slots (I forgot i just cut 20 slots because I didnt want disciples to have spells). Of the 128, 19 have already been checked in and are working as well as 2 Vampire abilities that are already in.
 
Kael said:
I just counted, actually there are only 128 slots (I forgot i just cut 20 slots because I didnt want disciples to have spells). Of the 128, 19 have already been checked in and are working as well as 2 Vampire abilities that are already in.

And you think this makes much of a difference in not giving me a shock anymore? Do you have any idea how many hours this would take looking at the most weird pics you can or can't imagine the web contains in order to find motives for buttons to fill in this demand? well, probably yes who am I talking to anyway or no I don't know. only thing I know is this would give me serious headaches for a couple of weeks:lol:
 
Ploeperpengel said:
don't know but maybe you still need some spellbuttons for phase two. Found some nice stuff in the web you maybe can utilize;)

Dont know if it makes a difference to ya'll but those are mostly Blizzard icons from Warcraft 3 and World of Warcraft. There's only 3 on the screenie that I don't definitely recognize (mage with a ball of light, lightning storm, and what looks like a mud golem, end of the 3rd row and first two pics on the 4th row)

Just thought I'd drop that in as an fyi.


edit: looking at some of the other icons on there, I just got curious. Is there any plan for dragons in your mod (perhaps in phase 2)?
 
azzacanth said:
Dont know if it makes a difference to ya'll but those are mostly Blizzard icons from Warcraft 3 and World of Warcraft. There's only 3 on the screenie that I don't definitely recognize (mage with a ball of light, lightning storm, and what looks like a mud golem, end of the 3rd row and first two pics on the 4th row)

Just thought I'd drop that in as an fyi.


edit: looking at some of the other icons on there, I just got curious. Is there any plan for dragons in your mod (perhaps in phase 2)?

What's wrong with you man? Didn't claim to be an artist and gave reference from where I got them in my thread. All I do is provide stuff for the modders that there are no pink spots for people like you to complain about:p
 
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