[MOD] Fall from Heaven

PriestOfDiscord said:
I was actually planning on asking you sometime next week if you wanted someone to go through and log typos and things that could be better explained in the Sid's Tips/Civilopedia. I won't be able to do it today because I'm going to be doing Easter stuff with family, but if you are still interested next week I'd be more than happy to help with that.

Yeap, I'd love anything you have. I'll wrap it up and include it in the next patch. Thanks!
 
I have v.1.00! And I also have Oblivion!!! This is going to be a LONG night... Happy Easter y'all !!!

Kael, I would like "historical", backstory description of buildings, units and civics, like you did with Elder Council, for example. But that isn't high priority, but should be in final patch. Also backstory description would be cool (First Rebellion, for example)
List of things each religion can/can't build is in... Good.
 
kael... can u add a "religion" bar to the game (ie. like the science, culture, etc. bars) so u can control how much religion speads AND what religion spreads the most... just more ideas...
 
darkonion said:
kael... can u add a "religion" bar to the game (ie. like the science, culture, etc. bars) so u can control how much religion speads AND what religion spreads the most... just more ideas...

That will be settable in the editor in phase 2 but not as an ingame setting.
 
Kael said:
That will be settable in the editor in phase 2 but not as an ingame setting.

but an in-game version would add soooo much control over ur empire... and it would also allow whoever founds a religion control over whether or not it spreads... it would add that level of realism to the game... at least, thats how i feel...
 
darkonion said:
but an in-game version would add soooo much control over ur empire... and it would also allow whoever founds a religion control over whether or not it spreads... it would add that level of realism to the game... at least, thats how i feel...

Founding a religion does boost the spread and the players do have a lot of control over spread via disciples and inquisitors, which would become useless if the players could easily toggle the spread values.
 
Kael said:
Founding a religion does boost the spread and the players do have a lot of control over spread via disciples and inquisitors, which would become useless if the players could easily toggle the spread values.

it would just have to be EXTREMELY limited control... but whatever u say... ur the modder...
 
Kael said:
Yeap, I'd love anything you have. I'll wrap it up and include it in the next patch. Thanks!
No problem. Here are a few things I caught in my last game that I remember. I'll be sure to keep a log of everything I find from now on for you.

-Sid's Tips entry for Elder Council mentions it provides -1 culture. This isn't true.
-It is unclear what a Sentry Tower specifically does in the civilopedia entry for it, and if there is a certain way to use it.
-Library's Sid Tips entry is a holdover from vanilla.
-The Reagents civilopedia description entry is bugged in the same way the Seafaring trait is.
-It mentions in the Reagents pedia entry that they become enabled with Writing. It doesn't mention this in the Sid's tips or pedia entry for Writing though.
-Purge the Unfaithful doesn't mention that it won't remove non-state religion holy cities. I assume Inquisitors won't remove them either, though I haven't used one myself yet. You might want to mention that.
-It is unclear when looking at both Sid's tips and the Pedia when choosing a tech to research if some of the bonuses mentioned are unit abilities you can get from leveling up that become unlocked (like Militia giving city defense+) or a civ-wide ability (Optics giving every unit and even civ borders a +1 sight range across water)
 
PriestOfDiscord said:
No problem. Here are a few things I caught in my last game that I remember. I'll be sure to keep a log of everything I find from now on for you.

-Sid's Tips entry for Elder Council mentions it provides -1 culture. This isn't true.
-It is unclear what a Sentry Tower specifically does in the civilopedia entry for it, and if there is a certain way to use it.
-Library's Sid Tips entry is a holdover from vanilla.
-The Reagents civilopedia description entry is bugged in the same way the Seafaring trait is.
-It mentions in the Reagents pedia entry that they become enabled with Writing. It doesn't mention this in the Sid's tips or pedia entry for Writing though.
-Purge the Unfaithful doesn't mention that it won't remove non-state religion holy cities. I assume Inquisitors won't remove them either, though I haven't used one myself yet. You might want to mention that.
-It is unclear when looking at both Sid's tips and the Pedia when choosing a tech to research if some of the bonuses mentioned are unit abilities that are unlocked (like Militia giving city defense+) or a civ-wide ability (Optics giving every unit and even civ borders a +1 sight range across water)

in addition to this the pyramids' sid tip is still the vanilla version from the main civ4 game...
 
Kael said:
I don't want to release quite yet because I want 1.0 to have its day. I'll release a public feature list for phase 2 soon. The 7th post in this thread has the public information on phase 2 in it.



No, I tried to do all of the documentation in the mod. I figured it made more sense there than in other places.

Speaking of which I need some help from everyone. Im going to be putting a patch out at the end fo the day. I need to know about specific things you would like to be better documented in the mod?

The information in the 7th post in this thread is fine so far. But for dreaming some more details would be nice. I am looking foreward to hear more.

I would like to have a better documentation to the following points:

1) The role of spellcasters, how their promotions and levels work and the whole magic system.
2) The role of hero units. How does their hero ability work exactly, how many experince points they get per turn? Do they all get the same amount of experince per turn? What kind of special abilities does hero units have compared with normal units? Any plans to give them more abilities like carrying more items or special hero promotions.
 
Real quick, is there any fast way to turn off messhaber's fire aura in 95 without turning down the rest of my graphics? I haven't finished my game there yet, but I turned the graphics back up somehow (I guess my brother did?) and now that I built him, its impossible to do anything on the same screen. doh! I'm enjoying the other graphics though (although I can hardly wait to get into 100 where there is no battle with meteor!) so I don't want to have to dump them all just to get rid of him..
 
Patch C has been uploaded and is linked in the first post.
 
azzacanth said:
Real quick, is there any fast way to turn off messhaber's fire aura in 95 without turning down the rest of my graphics? I haven't finished my game there yet, but I turned the graphics back up somehow (I guess my brother did?) and now that I built him, its impossible to do anything on the same screen. doh! I'm enjoying the other graphics though (although I can hardly wait to get into 100 where there is no battle with meteor!) so I don't want to have to dump them all just to get rid of him..

No easy way to turn it off but in the '\Mods\Fall from Heaven 100\Assets\xml\misc\CIV4AttachableInfos.xml' file if you reduce the fScale on the following 2 items you will shrink his aura.

Code:
		<AttachableInfo>
			<Type>ATTACHABLE_HIGHLIGHT_MESHABBE</Type>
			<Description>Highlight effect for Meshabber</Description>
			<fScale>49.99</fScale>
			<Path>Art/Effects/fx_demon_highlight.nif</Path>
		</AttachableInfo>
		<AttachableInfo>
			<Type>ATTACHABLE_HIGHLIGHT_MESHABB</Type>
			<Description>Highlight effect for Meshabber</Description>
			<fScale>99.99</fScale>
			<Path>Art/Effects/fx_demon_highlight.nif</Path>
		</AttachableInfo>
 
Just a cosmetic thing: when transporting units in ships, the units being transported are being shown rather than the actual ship
 
I have 2 things.

1. Will Calabim units be able to turn into bats and become air units? If not that would be a cool idea.

2. What's the ETA on phase 2?
 
kevjm said:
Just a cosmetic thing: when transporting units in ships, the units being transported are being shown rather than the actual ship

Actually is more than just cosmetic, when I tried to attack a Galleon carrying a Longbowman my Privateer fought against the Longbowman instead of the Galleon.

Edit: Version 1.0b
 
Have anyone been able to start a hot seat game with this mod. I tryed but it crashes during game initialisation, wether i try to start a new game or i start one as single player, save it as a scenario with world edit and star it as a hotseat scenario.

This mod really looks promising, but not being able to play it as hotseat game is a big issue for me as i mostly play hot seat.
 
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