[MOD] Fall from Heaven

Or perhaps he is negotiating contract with Firaxis so that we will have to pay for phase 2 ;)

Backstroy seems excelent, but I don't get some parts (I know that story will be told in scenarios but...)
What is Umberguard?
What happened with Kael Coalbane? Did he escape from that room? (I suppose he did or he wouldn't be hero) I saw somewhere that he is removed from 1,00 (probably because he was spellcaster)
 
TheJopa said:
Or perhaps he is negotiating contract with Firaxis so that we will have to pay for phase 2 ;)

Backstroy seems excelent, but I don't get some parts (I know that story will be told in scenarios but...)
What is Umberguard?

It's a title within the dwarven nation. It basically means the "Favored of Kilmorph". The Umberguard is supposed to be the vessel for Kilmorph's power if she must enter the world. Its typically held by the dwarven king (Maros's father was the king and the Umberguard), but there have been some occasions where the posts have been held by different people. Its even been held by non-dwarves at some points.

What happened with Kael Coalbane? Did he escape from that room? (I suppose he did or he wouldn't be hero) I saw somewhere that he is removed from 1,00 (probably because he was spellcaster)

He was removed because of White Rabbit, who made such a good demon and angel that I had to kick Kael and Maros out to make room for them in 1.0. Kael did survive that summoning chamber, in fact he was the one that messed with the silver used in the summoning circle. Doing that (giving the demon the opportunity to kill Bradeline) was what earned him a favor from the demon and the permanent service of the imp Zazim.
 
What is the deal with the Orthus Axe? Every so often I see a message that says "Orthus Axe changes hands."
 
Mesix said:
What is the deal with the Orthus Axe? Every so often I see a message that says "Orthus Axe changes hands."

Orthus is the Barbarian King. He spawns in year 100 and sets to destroying any civilization that gets in his way. Whoever kills Orthus gains his axe, a very nice weapon that gives the unit a strenth boost and the ability to attack multiple times per turn.

Just as with Orthus, whoever kills the axe holder gains the axe. Each time this is done the message you are seeing pops up. I put it in so players would have an idea where the axe was as some had enjoyed hunting down and claming it.
 
Who created the background story?
Also, how does that diagram with Sun/Body/Spirit/Shadow/etc. coming out of Metamagic relate to the Angels and precepts presented in the history extract?
 
evanb said:
Who created the background story?

Me (and about a million sources I stole ideas from). The backstory is from a D&D game I ran for a long time and has been adapted to be used in a Civ4 mod.

Also, how does that diagram with Sun/Body/Spirit/Shadow/etc. coming out of Metamagic relate to the Angels and precepts presented in the history extract?

The 21 spheres are the forces by which creation was made. In general each god/angel was made dominant over a particular domain (ie: precept) which aligned to the spheres.

Magic is the manipulation of these forces. For a long time it was only the province of the gods to manipulate creation but man discovered the art during the Age of Magic as detailed in the history extract. Because man is tapping directly into these forces Sorcery tends to have much more wild and uncontrollable effects while divine casters, who draw their power through their deity, have more controlled effects (the difference of getting your money from the teller at a bank or breaking into the vault yourself).
 
Ok, that's good to know, but I was refering to something a bit different.

Does that diagram reflect in any way the relationships between the various forces of creation and their corresponing Angel? For example: is Oghma (metamagic) really the 'middle', the 'nexus' of all magic? Or does Agares' (entropy) power derive somehow from Mulcarn's (ice)? That's what I was talking about.

Although, from the story, the latter example I gave is a bit unlikely...:confused:
 
evanb said:
Ok, that's good to know, but I was refering to something a bit different.

Does that diagram reflect in any way the relationships between the various forces of creation and their corresponing Angel? For example: is Oghma (metamagic) really the 'middle', the 'nexus' of all magic? Or does Agares' (entropy) power derive somehow from Mulcarn's (ice)? That's what I was talking about.

Although, from the story, the latter example I gave is a bit unlikely...:confused:

No, the diagram is laid out to display the oppositions. So on the opposite side of metamagic each sphere has the one that opposes it. So Sun is opposed by Shadow, Ice by Nature and Body by Spirit (so Metamagic is the only unopposed sphere).

In general (a lot of laitude here) the layout also corresponds to secondary spell spheres of the priests. So the Sun priests would have primary access to the Sun sphere and secondary access to the Law, Fire, Metamagic and Life spheres. Thats just in general though, a starting point.
 
What is that angel hero like? Order had pretty weak heroes ATM. Valin can't get city raider promotions and is therefore weak and Maros is too defensive, with his defensive and +50% city defence bonus he can't be good city capturer either. That was kinnda lame because it seems logical that order would have strongest heroes.
 
TheJopa said:
What is that angel hero like? Order had pretty weak heroes ATM. Valin can't get city raider promotions and is therefore weak and Maros is too defensive, with his defensive and +50% city defence bonus he can't be good city capturer either. That was kinnda lame because it seems logical that order would have strongest heroes.

He's a beast. The former heroes are all t3 heros. Sphener and Mardero are t4 heroes.
 
Had a quick little idea the other day... a worker-built, improvement-type Wonder. I haven't really put much thought into it, but I thought it would be cool to see a giant Colossus, or the Argonath (I think that's right, the giant statues in Lord of the Rings).

Maybe have them boost that land tile dramatically, or maybe exert a cultural influence of their own, but restrict them severely on the location they could be built... in the example of Argonath, it can only be build on a tile with a river between two peaks.

Not sure how the AI would react to that sort of thing, but it's just an idea ;)
 
TheCowSaysMoooo said:
Had a quick little idea the other day... a worker-built, improvement-type Wonder. I haven't really put much thought into it, but I thought it would be cool to see a giant Colossus, or the Argonath (I think that's right, the giant statues in Lord of the Rings).

Maybe have them boost that land tile dramatically, or maybe exert a cultural influence of their own, but restrict them severely on the location they could be built... in the example of Argonath, it can only be build on a tile with a river between two peaks.

Not sure how the AI would react to that sort of thing, but it's just an idea ;)

The AI would be pretty good at it, it typically just checks the surrounding tiles for improvements they will support, and compares to see which one is the best. So it could tell that there was a rare improvement type available and it would build it if it was batter than the other types.
 
I dont know where I f$$ked up, but every game I start with this mod (which looks awesome btw) is screwed. Some units get -1254154 defense or move, units dissapear when fortified or healing; I play french version of CIV but this could not be the problem as other mods work great.

First time I played the town was sourrounded by dark wilderness, and I could move units into it but coudnt see them anymore, map wasnt revealing as they explored. So I uninstalled then reinstalled and now map revealed. Still I coudnt heal or fortify, on next turn the unit was no more in the game.

Also on start the warrior and the scout cant move, -6 at moves:eek:

Any ideas where I screwed it?


I played on Smart Map, but tried it also on regular and did same. Also I placed the mod in My games/Civ etc./Mods.
 
I've made another map for FFH similar to my last.
havent gotten alot of feedback on the first one so i suppose they're not too popular, but i mostly just make them for myself anyway. coastlines and land masses from real maps are more interesting to me. but i figure there must be at least one other person who will enjoy it. so here. it is
 
Good Sauce said:
I've made another map for FFH similar to my last.
havent gotten alot of feedback on the first one so i suppose they're not too popular, but i mostly just make them for myself anyway. coastlines and land masses from real maps are more interesting to me. but i figure there must be at least one other person who will enjoy it. so here. it is

Actually...I was thinking about making a custom map for FfH, but you beat me to the punch (twice now). I'll give them a spin and provide you with some feedback.
 
Good Sauce said:
I've made another map for FFH similar to my last.
havent gotten alot of feedback on the first one so i suppose they're not too popular, but i mostly just make them for myself anyway. coastlines and land masses from real maps are more interesting to me. but i figure there must be at least one other person who will enjoy it. so here. it is

I added your new map to the first post. I love the idea. Im going to run it against 1.0 tonight and see if it works (I don't see why it wouldn't). If it doesn't, and you're willing, maybe I will include it in the FfH download.
 
Salamandre said:
I dont know where I f$$ked up, but every game I start with this mod (which looks awesome btw) is screwed. Some units get -1254154 defense or move, units dissapear when fortified or healing; I play french version of CIV but this could not be the problem as other mods work great.

First time I played the town was sourrounded by dark wilderness, and I could move units into it but coudnt see them anymore, map wasnt revealing as they explored. So I uninstalled then reinstalled and now map revealed. Still I coudnt heal or fortify, on next turn the unit was no more in the game.

Also on start the warrior and the scout cant move, -6 at moves:eek:

Any ideas where I screwed it?


I played on Smart Map, but tried it also on regular and did same. Also I placed the mod in My games/Civ etc./Mods.

Defintily check to make sure you have 1.52 installed. If you do you may want to try installing the mod in the 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\' location (ie: where ever the game is installed).
 
If you are going to make some scenro maps a alagaesia map from eragon and eldest.....
 
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