[MOD] Fall from Heaven

Civic anger should be about 60% of what is now, half is little bit too low IMO.
War wearines could be set to 20%, that is OK. But I would definitely increase bonus culture, from 10% to 25%, if not to 50%. 10% seems too small bonus, especialy compared to liberty's 100%
That is my 2 cents. And I'm working on sounds, I'll send you first package A-SAP
 
TheJopa said:
Civic anger should be about 60% of what is now, half is little bit too low IMO.
War wearines could be set to 20%, that is OK. But I would definitely increase bonus culture, from 10% to 25%, if not to 50%. 10% seems too small bonus, especialy compared to liberty's 100%
That is my 2 cents. And I'm working on sounds, I'll send you first package A-SAP

Cool, sounds like we are thinking alike. What do the rest of you think?
 
Kael, just wanted to mention a couple things I notice that seem like bugs:

1) I was building the mines of gul-dur, and I switched to the Order (forgot I was building the mines). When I was told I couldn't continue the mines, there was no gold adjustment for it, production was simply lost. I know it's an odd circumstance and more of a human mistake, but is there any way to change this to be like other wonders?

2) I (dwarves, runes of kilmorph), conquered a city with only the order in it (undead, the order). Upon conquest, my axeman moved into the city and the city went into 4 turns of revolt like normal. However, there was a worker in the city that should have been captured, but was not... instead an undead acolyte appeared. So the city was now mine, in revolt for four turns, with my axeman AND an undead worker and acolyte in it. Upon moving another axeman into the city, he had to kill the acolyte, which then captured the worker and everything proceeded as normal.
 
felwar said:
Kael, just wanted to mention a couple things I notice that seem like bugs:

1) I was building the mines of gul-dur, and I switched to the Order (forgot I was building the mines). When I was told I couldn't continue the mines, there was no gold adjustment for it, production was simply lost. I know it's an odd circumstance and more of a human mistake, but is there any way to change this to be like other wonders?

Wonders return money when someone else finishes them first, not when the requirements are lost. If you were building a wonder that required Gold and you lost your Gold supply would also cause you to lose it without any reimbursement.

I actually like the concept, you were a Kilmorph worshiping culture working hard to build a special monument to your god only to have a religious revolution occur halfway through. The fact that the production is wasted seems fitting.

2) I (dwarves, runes of kilmorph), conquered a city with only the order in it (undead, the order). Upon conquest, my axeman moved into the city and the city went into 4 turns of revolt like normal. However, there was a worker in the city that should have been captured, but was not... instead an undead acolyte appeared. So the city was now mine, in revolt for four turns, with my axeman AND an undead worker and acolyte in it. Upon moving another axeman into the city, he had to kill the acolyte, which then captured the worker and everything proceeded as normal.

Yeah, this is because the onReligionSpread python function (which I use to place free acolytes when the order spreads to a city) is called when a lot of things happen that have nothing to do with spreading religion. As you noticed taking over a city is one of them. I fixed this issue (it is the "Crusaders aren't generated when a city is lost to unrest." issue in the 1st post) but I had to fix it at an engine level so I couldn't release it in 0.95. The fix will be in 1.0.
 
Kael said:
Yeah, this is because the onReligionSpread python function (which I use to place free acolytes when the order spreads to a city) is called when a lot of things happen that have nothing to do with spreading religion. As you noticed taking over a city is one of them. I fixed this issue (it is the "Crusaders aren't generated when a city is lost to unrest." issue in the 1st post) but I had to fix it at an engine level so I couldn't release it in 0.95. The fix will be in 1.0.
I thought that it is intended that order spawns crusaders whenever they lose a city. I like that, and it saved me few times. Are you removing that feature completely or what?
 
TheJopa said:
I thought that it is intended that order spawns crusaders whenever they lose a city. I like that, and it saved me few times. Are you removing that feature completely or what?

Yeah, its removed, its supposed to be only when the religion spreads to a city. Having them popup when a city was lost was causing issues, not the least of which was they would be standing in an enemy civs city.
 
Kael said:
Yeah, its removed, its supposed to be only when the religion spreads to a city. Having them popup when a city was lost was causing issues, not the least of which was they would be standing in an enemy civs city.

I kind of like the idea of the order spawning crusaders when a city is taken too. I had no idea this happened. I will have to try the Order in my next game (I usually use Elves or Dwarves).

Maybe you could have them spawn when an enemy burns a city rather than capturing it. It would be kind of like a vengence for destroying the city.
 
Mesix said:
I kind of like the idea of the order spawning crusaders when a city is taken too. I had no idea this happened. I will have to try the Order in my next game (I usually use Elves or Dwarves).

Maybe you could have them spawn when an enemy burns a city rather than capturing it. It would be kind of like a vengence for destroying the city.

I could do that, it would be cool.
 
Is there any way to tweak the defensive order of spellcasting units (i.e. Mages, Conjurers, etc.)? They seem to get picked on alot in defensive battles, even when they are in stacks of fortified units.

I typically move my spellcasters around with stacks of tier 2 or 3 melee units, and fortify the melee units whenever I stop on a hill or in a forest to start pounding on a cities defenses. I do not fortify the spellcasters, as I am using them every turn to toss out fireballs or other spells. More often than not, when the stack is attacked, the attacking unit gets matched up against my spellcasters instead of one of the fortified units. I have seen several situations where my stack of a dozen or so fortified melee units and a single spellcaster is attacked by four or five units, and my entire stack survives, except for the spellcaster, who had to fight against every enemy unit.

I know you had originally intended for some units (Assassins?) to be able to attack spellcasters in a stack of other units, but I though you had removed that code as it wasn't working the way you wanted it to work. Is it possible that you neglected to remove a portion of the code that is causing other units to target spellcasters at a higher priority, or is this just a result of my stacking spellcasters with weaker units?
 
Kerrang said:
Is there any way to tweak the defensive order of spellcasting units (i.e. Mages, Conjurers, etc.)? They seem to get picked on alot in defensive battles, even when they are in stacks of fortified units.

I typically move my spellcasters around with stacks of tier 2 or 3 melee units, and fortify the melee units whenever I stop on a hill or in a forest to start pounding on a cities defenses. I do not fortify the spellcasters, as I am using them every turn to toss out fireballs or other spells. More often than not, when the stack is attacked, the attacking unit gets matched up against my spellcasters instead of one of the fortified units. I have seen several situations where my stack of a dozen or so fortified melee units and a single spellcaster is attacked by four or five units, and my entire stack survives, except for the spellcaster, who had to fight against every enemy unit.

I know you had originally intended for some units (Assassins?) to be able to attack spellcasters in a stack of other units, but I though you had removed that code as it wasn't working the way you wanted it to work. Is it possible that you neglected to remove a portion of the code that is causing other units to target spellcasters at a higher priority, or is this just a result of my stacking spellcasters with weaker units?

The defender with the best chance to win the battle is the one that is matched up. This will be better in 1.0 just because the strength of the spellcasters has been reduced.

The marksman ability has never been written. Someday I will get that working.
 
Kael said:
So you would like Republic to be like it was in vanilla civ?

I think that would be ideal. Gov civics are what people pick depending on their playstyle and the state of their current empire. The "we demand republic" negative negates this though.


As you can see from the attached screenshot meteors are set to not be able to take cities. I would be curious to find out in what situations they do. let me know if you find a pattern.

The first game i noticed this happening a lot I was arcane and all my archmages had spell extension I. Maybe this has something to do with it... I'll mess around more and try to post a save game of it. I am running .95G btw.


They definitly have the "missionary" ai assigned. I have definitly played against both of heroes that you mention. I tend to see this behaior on smaller maps, where the religion spread jumps to all of the civs to quickly. What size map do you play on? (I wish I could adjust religion spread by map size).

I was on a large pangea map. Ive also seen the AI use them before,, just sometimes they seem to ignore the religeon they found. Like i said, perhaps not much that can really be done. This problem isnt game breaking or nothing and definitely isn't an issue in multiplayer.


Definitly, I love to see you applying the very through analysis you use in making your mod to Fall from Heaven. Check your version and make sure you are running 0.95g (the readme will say 0.95g if you have it) to make sure you have all the latest tweaks and let me know specifically what you think reublic should do and I will get it changed.

Thanks!

Glad to assist. I know vanilla civ has problem as is, but i thinks its a good reference point on how to balance a few of the government civics:

  • Republic - Good for smaller or medium sized empires that arent warmongers, especially if the person is focusing on specialists and science.
  • Universal Sufferage - Good for a well developed medium or large empire that wants the commerce bonus from towns but be able to maintain better production than republic.

I believe in FfH that God King and Aristocracy serve the same functions as these two civics do but in a more flavorful and unique way allowing empires of any size that arent super conquerers to focus on commerce or building intense activities. These two seem good.

  • Monarchy - Good for someone that has a large sprawling empire they need to maintain especially if they were previously a warmonger and still go rumbling every now and then.
  • Police State - For an advanced warmonger that has many enemies and is constantly attacking people. The -50% WW with jails and Mt Rushmore makes this gov the only one to get -100% WW making it the ideal warlike civs, especially if everyone has decided to gang up on you and you are at war with everyone.

At the moment with Republic like it is now there are no equivlants of these type of civics in FfH. Changing Republic to how it was in vanilla civ will make Monarchy once again useful. But as you can see there is no civic equivlant to Police State in FfH.

Mesix said:
The fantasy motif of the Fall for Heaven mod seems to follow a theme of war between various fantasy factions, but the civics discourage war to the point of being somewhat unrealistic...

Mesix has a good point. In vanilla civ you can get up to a maxium of -100% war weariness for aggressive style play. And even if your a peaceful civ you can get up to -50% from jails and Mt Rushmore. In FfH an aggressive civ can only get up to a maximum of -50% from nationalism and dungeons which makes them just as lousy as waging war as pacifist/commerce related empires in the vanilla version. In addtion in FfH its possible to get up to +175% WW from liberty and pacifism. I cant imagine who in their right minds would run these two civics. It would be understandable if they did something quite remarkable to make up for it, but they dont. Pacifism is worse than in the vanilla version and liberty isnt that great unless you got a culture victory planned,, and for some reason i got a feeling most Fall for Heaven'ers arent that type :)

Here are some suggestions:
  • War Weariness should be no more than it is in vanilla civ especially since this mod is more focused on war. I have all the WW reducers that I can in this image:
    ww.png

    This picture is typical in late game FfH. This is understandable if Im running peaceful based civics but im not. There needs to be someway for us to at least get back up to what Police State with jail/mt rushmore offers in the vanilla version. A -100% to WW. Right now there is no option for people that want to wage war aggressively in the late game. A good way to fix this would be to offer an additional -25% WW from a civic like military discipline and to increase dungeons up to -50% WW like jails are. This would then bring the game back up to WW levels seen in vanilla civ4 which I think were pretty balanced. And by tacking the additional -25% from civics on to military discipline it gives this civic which was rather weak a nice boost and gives the player tough decisions to make because the other civics in this category are quite good also.
  • I dont think pacifism and liberty need an increase to WW. They already arent the greatest of civics in the world and the WW penalty just rubs salt in the wound. Pacifism already has the increased military cost which alone is a huge disincentive to go to war. This picture is of my capital in pacifism with dungeons (which cancel each other out) which means this is the base WW level with no modifiers in a prolonged war:
    ww1.png

    As you can see WW alone is pretty huge without any additional negatives.
  • In addition here is a pic of my empire in liberty:
    ww2.png

    Lol.... Who in the world would choose this civic? I understand it is not for warmongers. But liberty is already pretty weak,, i mean i dont know how many people go for culture victory in FfH. I think you could remove the penalty from liberty and pacifism altogether and not see any imblances pop up mainly because the alternative civics in these categories are pretty useful and will still be what most people use while the base WW level with no modifiers is quite a deterrent enough.

-naf
 
I hate to jump in with a strategy question, but I could use some help. :)

How have you had success keeping your research at a high rate during a mid-to-late game war? I have money changers, and tax collectors in place, but if I put research higher than 50%, I am losing a bucket of gold per turn.

I don't have any of my civ specifics here at the moment, except I know I am running the Octopus Overlord religion.

I am also perpetually at war, and I have jillions of units, which I am guessing is a major contribution.

In any case, I am sure enjoying myself, low research level and all. :lol:

Please let me know your thoughts when you have a moment, or let me know if you have any questions. Thanks in advance!

Dave
 
ditb said:
I hate to jump in with a strategy question, but I could use some help. :)

How have you had success keeping your research at a high rate during a mid-to-late game war? I have money changers, and tax collectors in place, but if I put research higher than 50%, I am losing a bucket of gold per turn.

I don't have any of my civ specifics here at the moment, except I know I am running the Octopus Overlord religion.

I am also perpetually at war, and I have jillions of units, which I am guessing is a major contribution.

In any case, I am sure enjoying myself, low research level and all. :lol:

Please let me know your thoughts when you have a moment, or let me know if you have any questions. Thanks in advance!

Dave

I would recommend this thread for some goodstrategy insight: http://forums.civfanatics.com/showthread.php?t=164283
 
First off, the obligitory: "Wow, what a great mod. Congratulations, Kael!" :)

Secondly, I'd like to state that I'm one of those "The only Civ IV games I've won, I've won with cultural/diplomatic victories" that naf seems to think are in the minority in this thread (and, actually, I probably agree with him). :p I wouldn't exactly call myself a "peacemonger," but I'm definitely no warmonger.


War Weariness: Since there is a clearly designed axis of good/evil in the religious system of this mod, is there a way to significantly reduce war weariness when you're fighting civs of opposing religions )and maybe increase it for intra-religion fighting)?

Civics: I'd agree that some of the civics could use a little tweaking, but I'm at work, so I don't have them handy... Maybe I'll get a chance to look at them more closely next week when I'm on vacation (yay!). Offhand I remember that Pacifism's GP % was lowered, which I found a bit surprising, as I never really found it unbalanced in vanilla... though you did add several more categories, which could multiply imbalances... anyway, I'm rambling! I'll try looking at them and give my 2 cents, along with everyone else :p

Production: I haven't seen anyone else mention this, but production seems significantly lower in FfH than in vanilla, partially due to pushing forges way down the tech tree. Granted, I've only played a couple, very "unfocused", games so far, so I may just be mistakenly skipping the techs with production boosts... but it was something I'd noticed.

Religion: The couple games I've played were just Noble so far, but both games I got all the religions, without specifically intending too (I was just jumping around the tech tree, going for the next "cool" sounding tech - figuring things out, basically ;) ). I had to send different people different religions to make things interesting :p Aside from me ramping up the difficulty a bit, is there a way to maybe prioritize the religion techs a little more?

AI: Yes, it's been mentioned, already. However, 200 turns into the games, I'm still finding most AI cities are guarded with warriors (with maybe an occasional hunter). I tried popping into the worldbuilder to see what kind of buildings they have in their different cities, but I'm not familiar enough with the new buttons that that was just too much of a chore, and I wanted to get back to playing with my new toys! :p If you're looking for input from more digging into that sort of thing though, I'll dive back in. One (mostly untested) theory is maybe the AI doesn't reconcile the building requirements and the resource requirements at the same time very well? (i.e. they're building barracks, but don't have the copper needed to build axemen... or they have horses, but don't understand that stables are needed, too, etc.)

Baron von werewolf guy: Wow, he's cool, but seems pretty dang powerful. I turned him and a couple medic friends vs raging barbarians into a potent werewolf army in just a handful of turns. Maybe tweak the "create werewolf" power to work more like command (50-75% of the time they turn, instead of every time)?

Barbarian scouts: Ouch! They're evil little worker killers. I love them. I wonder though, does the AI protect their workers as well as I've learned to (the hard way)?

I suppose that's good enough for a first post :p I'm looking forward to playing a little more this week, and even moreso to v1 and Phase 2! Congratulations (and thanks!) again on an innovative and entertaining mod!
 
TheCowSaysMoooo said:
First off, the obligitory: "Wow, what a great mod. Congratulations, Kael!" :)

Secondly, I'd like to state that I'm one of those "The only Civ IV games I've won, I've won with cultural/diplomatic victories" that naf seems to think are in the minority in this thread (and, actually, I probably agree with him). :p I wouldn't exactly call myself a "peacemonger," but I'm definitely no warmonger.

War Weariness: Since there is a clearly designed axis of good/evil in the religious system of this mod, is there a way to significantly reduce war weariness when you're fighting civs of opposing religions )and maybe increase it for intra-religion fighting)?

Probably not a decrease in war weariness but there will be other incentives to kill off opposed religions, but those might not come until "Shadow" when the quest system is introduced.

Civics: I'd agree that some of the civics could use a little tweaking, but I'm at work, so I don't have them handy... Maybe I'll get a chance to look at them more closely next week when I'm on vacation (yay!). Offhand I remember that Pacifism's GP % was lowered, which I found a bit surprising, as I never really found it unbalanced in vanilla... though you did add several more categories, which could multiply imbalances... anyway, I'm rambling! I'll try looking at them and give my 2 cents, along with everyone else :p

Your exactly right. With more things that give great people multipliers I had to be more careful about any individual one.

Production: I haven't seen anyone else mention this, but production seems significantly lower in FfH than in vanilla, partially due to pushing forges way down the tech tree. Granted, I've only played a couple, very "unfocused", games so far, so I may just be mistakenly skipping the techs with production boosts... but it was something I'd noticed.

I increased the costs on almost everything significantly. This was generally done to change the focus from roaming hordes of units to smaller more powerful groups of units.

Religion: The couple games I've played were just Noble so far, but both games I got all the religions, without specifically intending too (I was just jumping around the tech tree, going for the next "cool" sounding tech - figuring things out, basically ;) ). I had to send different people different religions to make things interesting :p Aside from me ramping up the difficulty a bit, is there a way to maybe prioritize the religion techs a little more?

Not in 1.0, but they will be scattered around the tree a bit more in phase 2.

AI: Yes, it's been mentioned, already. However, 200 turns into the games, I'm still finding most AI cities are guarded with warriors (with maybe an occasional hunter). I tried popping into the worldbuilder to see what kind of buildings they have in their different cities, but I'm not familiar enough with the new buttons that that was just too much of a chore, and I wanted to get back to playing with my new toys! :p If you're looking for input from more digging into that sort of thing though, I'll dive back in. One (mostly untested) theory is maybe the AI doesn't reconcile the building requirements and the resource requirements at the same time very well? (i.e. they're building barracks, but don't have the copper needed to build axemen... or they have horses, but don't understand that stables are needed, too, etc.)

You're correct. There are a few Ai adjustments in 1.0 to improve this. Im curious to see how they work out.

Baron von werewolf guy: Wow, he's cool, but seems pretty dang powerful. I turned him and a couple medic friends vs raging barbarians into a potent werewolf army in just a handful of turns. Maybe tweak the "create werewolf" power to work more like command (50-75% of the time they turn, instead of every time)?

Its actually a variable chance. Its 100% minus 3% for every werewolf you already own. So the more you get the worse your chance are.

Barbarian scouts: Ouch! They're evil little worker killers. I love them. I wonder though, does the AI protect their workers as well as I've learned to (the hard way)?

Not as good as a human but it does okay. The AI calcs the maximum move and makes sure workers are outside of that (and runs them to cities if they are threatened). It doesn't send them out with guards.

I suppose that's good enough for a first post :p I'm looking forward to playing a little more this week, and even moreso to v1 and Phase 2! Congratulations (and thanks!) again on an innovative and entertaining mod!

Thanks!
 
Here is the changelog for 1.0 with suggestions from here included:

Change List for 1.00

Fixes:

*1. Errors when selecting a tech on the tech screen.
*2. Errors when attempting to change your state religion on the religious screen.
*3. Sometimes size 0 cities are produced when you are using the Conquest civic.
*4. CTD caused by taking a city with the conquest civic.
*5. CTD caused by the Order spreading to a city and attempting to create a Disciple of the Order (which no longer exists).
*6. CTD caused by building a new building in a city that contains a Temple of the Veil (if the temple is displayed at 90 degrees).
*7. CTD caused by a barbarian unit with the Immortal promotion dying (he has no capital to return to).
*8. Buildings can now give negative commerce values.
*9. Rangers, Druids and Beastmasters can board ships. (reported by Furin, I had to take away their ability to cross peaks to fix this)
*10. Expansive and Philosophical traits now correctly pay upkeeps for their associated civic categories.
*11. Fixed an error with an incorrectly linked Order song. (reported by Kevjm)
*12. Spells are no longer selected automatically after they were cast, it was causing problems in multiplayer games.
*13. Removed any use of the random function, it was causing Out of Sync errors in multiplayer games.


Additions:

*1. Added the Arcane Barge (ship that can fireball and carry 1 land unit)


Balance Changes:

*1. The Drown can travel through Coast tiles.
*2. Fireballs and Meteors can now travel on Land and Sea.
*3. Animals aren't deleted when barbarians appear.
*4. Crusaders aren't generated when a city is lost to unrest.
*5. Spell combat ends instantly.
*6. Humanism civic reduced from High to Medium Upkeep.
*7. Great Lighthouse increased from 200 to 600 cost. (recommended by The Bramble)
*8. Apocalypse increased from 500 to 5000 cost. (recommended by Lunargent)
*9. Ancient Temple no longer gives a negative food amount.
*10. The Drown cost raised from 60 to 90.
*11. All Domain Sea units were made immune to disease. (since right now you can't cast cure disease on them)
*12. Captured Lion, Wolf, Tiger and Panther need a Carnival before they can build pens in a city. (reported by Webrider)
*13. Gate to the Abyss removed.
*14. Conjurers and Mages reduced from 4 to 3 strength.
*15. Archmages and Demon Summoners reduced from 7 to 4 strength.
*16. Only living units will recieve the Immortal promotion from Blood of the Phoenix.
*17. The AI will no longer use Mages and Adepts as collateral damage units.
*18. Galleon cargo increased from 3 to 4. (recommended by Miracle)
*19. Galleon speed decreased from 4 to 3. (recommended by Miracle)
*20. Galleon cost increased from 80 to 110. (recommended by Miracle)
*21. Privateer speed increased from 3 to 4. (recommended by Miracle)
*22. Privateer given a 25% withdrawal rate. (recommended by Miracle)
*23. Queen of the Line cargo decreased from 7 to 6. (recommended by Miracle)
*24. Lumbermill changed from +1 Gold to +2 Gold when beside a river. (recommended by Loki)
*25. The Great Commanders recruit ability now grants 4-6 recruits.
*26. Ravenous Werewolf strength lowered from 5 to 4 and given the Enraged promotion. (recommended by Aljayboy)
*27. Coloseum gets +1 Happy with Tiger Pen, Wolf Cage, Lion Pen or Panther Pen. (recommended by Lunargent)
*28. Fireballs and Meteors are now Amphibious. (recommended by Belizan)
*29. Haste doesn't work on spells. (recommended by Belizan)
*30. Rosier the Fallen made immune to disease.
*31. Great Person Threshold Increase changed from 50 to 100.
*32. Added a chance to frist strike to the Commando promotion. (recommend by Loki)
*33. Replaced Kael Coalbane with Mardero. (Model created by White Rabbit)
*34. Replaced Maros with Sphener. (Model created by White Rabbit)
*35. Yggdrasil now gives +4 Culture instead of +4% culture. (recommended by TheJopa)
*36. Herbalist given a +10% to heal rate for units in that city. (recommended by TheJopa)
*37. Eidolon and Stygian Guard Medic1 promotions switched to March. (recommended by TheJopa)
*38. Arete gives 10% free units by population instead of 20% free military units by population. (recommended by naf4ever)
*39. Military State gives 20% free units by population instead of 20% free military units by population. (recommended by naf4ever)
*40. Republic Civic % Anger reduced from 400 to 100, culture boost increased from 10 to 20%
*41. Military discipline now goves -25% War Weariness. (recommended by naf4ever)
*42. Dungeons War Weariness increased from -25% to -50%. (recommended by naf4ever)
*43. Liberty now gives +2 free specialists.


Cosmetic:

*1. Horseman picture in the build bar is no longer an Immortal. (reported by AljayBoy)
*2. Cleaned up some tech quotes (recommended by erikg88)
*3. New Beast of Agares button icon.
*4. New building model for the Carnival. (created by C.Roland)
*5. New art for the Avatar of Wrath. (created by C.Roland)
*6. New building skin for Tower of Eyes and Archery Range. (created by C.Roland)
*7. Added the list of the allowed and disallowed objects for each religion on the religion pedia entry.
*8. Spell descriptions added for a lot of the promotions. (ability to put descriptions on promotions added by Talchas)
*9. T4 units now have the city name added to their name when built "Paladin of Thariss". (recommended by Chalid)
*10. New models for the Dwarven Soldier, Stygian Guard, Ravenous Werewolf, Blooded Werewolf and Greater Werewolf. (created by Rabbit, White)
*11. Seafaring tech is given as a free tech instead of as part of the Seafaring trait. (allowed me to simplify some code)
*12. FfH specific hints added. (written by Miracle)
 
Sweet. Those will improve things a lot and make the mod even more fun. That bonus for Liberty now makes its justifiable i think for the negative it gives.

BTW why did you replace yourself? #33
 
naf4ever said:
Sweet. Those will improve things a lot and make the mod even more fun. That bonus for Liberty now makes its justifiable i think for the negative it gives.

BTW why did you replace yourself? #33

Oddly enough Kael isnt named after me, Im named after him. When I started posting online and playing on MUD's I used the name of one of the NPC's from my D&D world as my handle. So Kael was his name first and I stole it from him.

Kael will be coming back, he is a Civ hero in phase 2.
 
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