[MOD] Fall from Heaven

Drogear said:
btw how does the AI cope with all the promotions and units? The AI seems to sometimes have problema handling other mods.

It does a pretty good job of it. It will fireball and summon demons against you, it will build a variety of units, upgrade, etc. I tried to leave out any feature that allowed a strategic advantage that the AI wouldn't use reasonably well.

For example I love the idea of unit stacking promotions (if x unit is in the stack everyone in the stack gets x benifit) but the AI just doesn't understand it so I had to leave that feature out.

There are a few things in the mod the AI doesn't use (hawks, bamburs weaponsmith ability) and AI can always be better but I tihnk you will find that it is a challenge to play.
 
Ploeperpengel said:
Please include it in your mod Kael, not only compliment it. I fear there's no place for a cyclops like this in warhammerworld this means I need you to see it in a fitting environment:D

I would love too. Im not at the art step in phase 2 yet. We go through a few steps in producing a product:

1. Brainstorm.
2. Write the design docs.
3. Develop tools needed to create the product.
4. Develop the features agreed upon in step 2 (this is the step we are in right now).
5. Cut all features that aren't working, simplify and streamline the product.
6. Develop art/cosmetic resources.
7. Playtest and balance.
8. Release.

To be honest all things are done in all stages, we are always open to ideas for new features but overall we follow this flow. When we hit the 6th step I will be scouring the unit and graphics forum looking for art that matches and leaning on the artistic members of the team to develop those that are missing (C.Roland has already been hard at work developing a lot of what we need and I have been sneaking in occasional art from you, Rabbit, Sezereth and others as it strikes me).

So I suspect that your cyclops will find a way in, the "Hill Giant" that is currently in may become your cyclops (which has more style).
 
Speaking of tech quotes, shouldn't malevolent designs Monty Phyton qoute sound match textual quote?

Second, I think that -25% War Wearines fits more to military discipline than to military state. It makes sense that, if people are trained for war, they wouldn't mind it so much, while military state is only military service obligation. It would also make military discipline more useful, it is WEAK now, and it isn't worth medium upkeep.

I think that I'll start new FFH game right now ;)
 
Kael said:
I would love too. Im not at the art step in phase 2 yet. We go through a few steps in producing a product:

1. Brainstorm.
2. Write the design docs.
3. Develop tools needed to create the product.
4. Develop the features agreed upon in step 2 (this is the step we are in right now).
5. Cut all features that aren't working, simplify and streamline the product.
6. Develop art/cosmetic resources.
7. Playtest and balance.
8. Release.

To be honest all things are done in all stages, we are always open to ideas for new features but overall we follow this flow. When we hit the 6th step I will be scouring the unit and graphics forum looking for art that matches and leaning on the artistic members of the team to develop those that are missing (C.Roland has already been hard at work developing a lot of what we need and I have been sneaking in occasional art from you, Rabbit, Sezereth and others as it strikes me).

So I suspect that your cyclops will find a way in, the "Hill Giant" that is currently in may become your cyclops (which has more style).

Ah nice, if you still need playtesters as soon you reach step 7 count me in:p
 
Ploeperpengel said:
Ah nice, if you still need playtesters as soon you reach step 7 count me in:p

Will do, but keep in mind, playtesting isn't very fun. Its finding bug after bug after bug. And it typically means you don't even get to finish your games. There is no better way to ruin your enjoyment of a game than to playtest it.
 
Ohh! Kael, that FfH Editor thingy of yours, did you program it yourself? it would make modding soooooo much easyer. Dunno, but this is probably asking for too much, but may i ask where you found it if you didnt program it? its just that ive just spent 2 weeks working on civilizations alone in the XML files and am soooo fed up with it :(. i still havent even done enough to deserve a play test.

also, just a quick question about the "<CommerceModifiers/>" thing, how do you put increased science or production or culture or something in the game as '%', im assuming thats what <CommerceModifiers/> does but cant for the life of me figure out how:(.

'Preciate all your help guys.

(P.S. still think FfH is awsome, love your work team!)
 
Psychic_Llamas said:
Ohh! Kael, that FfH Editor thingy of yours, did you program it yourself? it would make modding soooooo much easyer. Dunno, but this is probably asking for too much, but may i ask where you found it if you didnt program it? its just that ive just spent 2 weeks working on civilizations alone in the XML files and am soooo fed up with it :(. i still havent even done enough to deserve a play test.

also, just a quick question about the "<CommerceModifiers/>" thing, how do you put increased science or production or culture or something in the game as '%', im assuming thats what <CommerceModifiers/> does but cant for the life of me figure out how:(.

'Preciate all your help guys.

(P.S. still think FfH is awsome, love your work team!)

Yeah, I wrote it myself. Phase 2 has way to many things to manage and track to try to do it with notepad. So the first thing I made when starting it was an excel spreadsheet that does the xml work for me.

It currently does Units, Civilizations, Leaders, Bonus, Techs, Buildings, Global defines, Spells and Promotions. I am adding more as I get into those areas to make serious changes. Although it takes a lot of time to build the spreadsheet making modifications is so much faster when its done. Assigning promotions to unitcombats, or switching UU's in and out is very easy to do. I also don't have to worry about any syntax issues because excel writes all the xml, I just put data in fields.

Assuming you mean the CommerceModifiers on buildings it applies a percentage change to the matching commerce (Gold, Research or Culture). The syntax for it should be something like:

Code:
    <CommerceModifiers>
        <iCommerce>0<iCommerce>
        <iCommerce>0<iCommerce>
        <iCommerce>20<iCommerce>
    </CommerceModifiers>

The above would boost culture by 20% (the first value is always gold, the second is always research and the 3rd is always culture).
 
TheJopa said:
Speaking of tech quotes, shouldn't malevolent designs Monty Phyton qoute sound match textual quote?

Second, I think that -25% War Wearines fits more to military discipline than to military state. It makes sense that, if people are trained for war, they wouldn't mind it so much, while military state is only military service obligation. It would also make military discipline more useful, it is WEAK now, and it isn't worth medium upkeep.

I think that I'll start new FFH game right now ;)

I pulled the Monty Python quote in malevolent designs, it was confusing to many people who didnt get the refernce. :(

The -25% war weariness is on military discipline. Did you see it listed on military state somewhere?
 
Kael said:
I pulled the Monty Python quote in malevolent designs, it was confusing to many people who didnt get the refernce. :(

The -25% war weariness is on military discipline. Did you see it listed on military state somewhere?

There are people in this world who didn't get the reference? Inconceivable! :crazyeye:
 
Kelric said:
There are people in this world who didn't get the reference? Inconceivable! :crazyeye:


You keep using that word. I do not think it means, what you think it means.

;)
 
Kael, i've played a few hours of FfH now and, your magnificent mod is to good for me! I mean, its too many buildings and units with different abillities for me to keep track of. I have no sense of what my plan is in the game. The level of perfection is way to high! I dont suppose you can realease a Fall from Heaven for dummies? ;)
 
sweetpete said:
Kael, i've played a few hours of FfH now and, your magnificent mod is to good for me! I mean, its too many buildings and units with different abillities for me to keep track of. I have no sense of what my plan is in the game. The level of perfection is way to high! I dont suppose you can realease a Fall from Heaven for dummies? ;)

CurtiC started a stragety thread that is linked in the first post. Hopefully that will answer a few questions.
 
Kael said:
Yeah, I wrote it myself. Phase 2 has way to many things to manage and track to try to do it with notepad. So the first thing I made when starting it was an excel spreadsheet that does the xml work for me.
Any chance of releasing it to us plebians ever? I know next to nothing about XML, but love trying to figure things out with trial and error.
I think it'd be fun to play around with.
 
Good Sauce said:
Any chance of releasing it to us plebians ever? I know next to nothing about XML, but love trying to figure things out with trial and error.
I think it'd be fun to play around with.

Definitly. One of the reasons Im making it is so that it will be easy for non-mod makers to go change all the stuff in FfH. If they think fire elementals are to strong it should be an easy click click and they can change the strength to whatever they want. If they want vampires to be able to cast fireball, click click and they have it. etc etc.
 
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