[MOD] Fall from Heaven

TheJopa said:
I read spotlight on vampires- GREAT!!! But how will you choose which unit to "Feed" with? Weakest, random, or via interface? Same goes for "Create flesh golem"?

Right now its the weakest lowest level unit in the stack. We are working on a way to target it (and to get the ai to pick the right unit) by the release on the 19th. The Flesh Golem spell isnt checked in yet, we are working on getting that in for the 19th too.
 
Targa said:
Just a couple of quick comments:

There's a typo in one of the Tips that you see when you're loading/generating a new scenario: "Nations with Ashen Veil and Octopus Overlords state regions..."
(regions should be religions)

-Targa

Thanks, I got it fixed. It will be in the next version.
 
Neo Guderian - I am very intrigued by your idea, and I do think it would make an excellent mod for civ as a whole. However, I think that you are envisioning the wrong FFH system for the engine. Seige engineers should be like mages and conjurers. I don't think they should be a promotion. Imagine that you have a first level seige engineer str 2 who can build/summon a battering ram, the next level SE could constuct/summon ballista or onager, the final level SE could construct a Trebuchet. Of course the higher levels could produce the lower levels as well.
 
Starship said:
Hi Kael,

I was wondering if you could help me disable the Orthus script for my scenario. Orthus actually makes two appearances in this mod as I actually have him placed from the start. I'm not sure of how the turn 100 script is interacting. If it is replacing the one that is preplaced, or if it is generating a second one. He's pretty squirrely.

Thanks

Starship

K, I added a check so that Orthus won't spawn if he has already been created by other means. It will be in the f patch.
 
When updating to version 1e...is there a way to tell if the update is in effect?...the main screen still shows version 1.00....does this mean i've somehow NOT installed the updated version correctly??

..if not...then just how do you update??

thanks for the help...have been playing this mod exclusively since i found it
 
Blathergut said:
When updating to version 1e...is there a way to tell if the update is in effect?...the main screen still shows version 1.00....does this mean i've somehow NOT installed the updated version correctly??

..if not...then just how do you update??

thanks for the help...have been playing this mod exclusively since i found it

I dont change the main screen (i probably should). The best way to tell is to look at the '/Mods/Fall from Heaven 100/Readme.rtf'. the second line of that file will list the patched version.
 
How can i set the barbarian in normal mode?
With this mod the flux of barbarian in noble mode is very frustrating...
If with the editor is possible i can set.
Thank u.
 
evanb said:
@Kael
Could you include the following mods in FfH? They really make things easier. If not in 1.0, then maybe in phase II?

Exotic foreign advisor

Special domestic advisor

P.S. Oh, and the link to the FfH download on the first page says its version 100d, but lower on the page there's the 'e' patch. Is it a typo?

I have been hesitant to add any external mods because they tend to make it difficult to isolate issues and cause integration problems. We also tend to find as many players who love a mod as hate it. But I checked out these two and I like them as they are just informational, and the information they provide is pretty nice.

So they won't be in the first version of phase 2, but I will take a closer look at them later on and see if they can be integrated later on.
 
Neo Guderian said:
Love the mod. As far as im concerned, it has taken nilla civ's place. Thus thats why im posting this here rather than somewhere else. This mod IS civ from now on =)

Realistically (yes I know its pointless trying to back up a concept for a fantasy mod with realism, but stick with me here) When armies went to besiege a fortified location (city, fortress, etc) those armies built their seige weapons on site. Siege weapons were not built in a city somewhere (until the advent of cannon, which required established metalworking facilities). Catapults, onagers, trebuchets, siege towers, sap points, ladders and many others were constructed at the site of the siege.

While this concept might also work as a fully independent mod for regular civ, I think FfH's awesome promotions system would make it work flawlessly.

Certain units can be given Siege Engineer promotions to allow them to 'build' a siege weapon (like how fireballs are 'summoned'). Said siege weapons can do their dirty business. This might actually make the siege weapon suicide attack system bearable. Furthermore, war machines of various types might be constructed, such as ballista, scorpions and such as anti infantry weapons.

There it is. Review and amend at leisure.

Thanks for posting this idea, I always love to hear ideas for new mechanics. Im not sure if we will go with this or not, its interesting and bouncing around in my head right now as I consider it. I dont know if we will use it or not but I wanted to let you know that your post wasnt missed.
 
I have the folloing problem: Next turn i complete purge the unfaithful but it semms to refuse removing the order and fellowship of the leaves from my cities. Just runes gets busted.

Are you sure diseased is working right in this version? I have lots of diseased units but they all seem to enjoy a long and healthy life ;) (some of them are stacked in the most left city of the continent.

edit: typos hurray
 
uthertepes said:
How can i set the barbarian in normal mode?
With this mod the flux of barbarian in noble mode is very frustrating...
If with the editor is possible i can set.
Thank u.

If you go to the "Handicap" sheet in the editor you can modify all of the barbarian values. The one you probably want to play with is "iUnknownedTilesPerBarbarianUnit". The higher you set that value the less barbarians you will have. Make sure to change it for whatever difficulties you want modified and then press the "Export Handicap Information" button to write your changes to the Mod.
 
Frozen-Vomit said:
I have the folloing problem: Next turn i complete purge the unfaithful but it semms to refuse removing the order and fellowship of the leaves from my cities. Just runes gets busted.

Are you sure diseased is working right in this version? I have lots of diseased units but they all seem to enjoy a long and healthy life ;) (some of them are stacked in the most left city of the continent.

edit: typos hurray

I will check it out, thanks!

Disease won't kill units in friendly territory, it reduces the heal rate but their are a lot of things that feed into that number, depenidng on the final result the unit will gain or lose health each turn. In freindly territory dieseased units will suffer a slower heal rate and lower strength but outside of that they can live a long life.
 
Kael said:
If you go to the "Handicap" sheet in the editor you can modify all of the barbarian values. The one you probably want to play with is "iUnknownedTilesPerBarbarianUnit". The higher you set that value the less barbarians you will have. Make sure to change it for whatever difficulties you want modified and then press the "Export Handicap Information" button to write your changes to the Mod.

how can i enter in the editor? from the game or with another program?

Thanx..:)
 
Was there ever a apocalypse spell that made all civs have war with each other, or was that just a suggestion here in the threath (or am i completle wrong and dreaming this up?) I think a late game wonder that sets always war and makes all ai's figth each other for ever would be really cool. (Hate Eternal?? - really can't remember. :) )

I built wrath unleashed in my last game and it almost had no effect. The new barbarians caputered a few cities - but then the ai just took them back... The fun was over really soon :mischief: Maybey you can set the wrath barbs to always raze cities - so wrath is more painfull...
 
uthertepes said:
how can i enter in the editor? from the game or with another program?

Thanx..:)

You need excel to use the editor. It is an excel spreadsheet in the 'Mods/Fall from Heaven 100/' directory.
 
Frozen-Vomit said:
Was there ever a apocalypse spell that made all civs have war with each other, or was that just a suggestion here in the threath (or am i completle wrong and dreaming this up?) I think a late game wonder that sets always war and makes all ai's figth each other for ever would be really cool. (Hate Eternal?? - really can't remember. :) )

I built wrath unleashed in my last game and it almost had no effect. The new barbarians caputered a few cities - but then the ai just took them back... The fun was over really soon :mischief: Maybey you can set the wrath barbs to always raze cities - so wrath is more painfull...

I dont like having barbarians always raze, but Ill put a tunable in the editor for what percentage of the games units convert when Wrath appears. That should allow players to make him more dangerous if they want. I wonder what 100% would be like to recover from? :crazyeye:

The war wonder you proably mean is Apocalypse. It causes all civs to declare war on the civ that build it (not all at war with each other). I like the idea of an armageddon spell that declares war between all civs but it wipes out all of the diplomacy that has been built up to that point. In phase 2 especially (because of the alignments and additional attitude modifiers) you are much more likely to see polarization of the civs into seperate factions. I hate to spoil that with a global spell that destorys those relations.
 
I haven't read the full thread :crazyeye: so I don't know if this has been suggested yet, but wouldn't it be need if merfolk and other octopus followers could found cities in the sea?

On Apolyton someone has allowed this for the C4:AC mod. Haven't tested it, but I thought I'd mention it here.

http://apolyton.net/forums/showthread.php?threadid=151556
 
M@ni@c said:
I haven't read the full thread :crazyeye: so I don't know if this has been suggested yet, but wouldn't it be need if merfolk and other octopus followers could found cities in the sea?

On Apolyton someone has allowed this for the C4:AC mod. Haven't tested it, but I thought I'd mention it here.

http://apolyton.net/forums/showthread.php?threadid=151556

Yeah we considered it but there are a bunch of AI and balance considerations. I do agree that it doesn't make much sense to have Merfolk and Overlords civs without any special water abilities but in phase 1 the civs are just flavor, they don't serve a functional purpose.

There aren't any Merfolk or Overlords civs in phase 2. In the end my thought was that we could do a bunch of work to allow civs to war, resource harvest, build and pillage on water tiles. We could spend time teaching the AI how to use and counter those functions and in the end we would come up with the fact that water isn't much different than land.

I like the fact that the water represents a truely different medium with different rules and rather than making it available for the the things that land does Id rather keep it as a different strategic element.

Speaking from a purely game design perspective, if I did want to include a civ that had a "home terrain" that limited the mobility of other civs I would probably go for some extended ice or lava tiles and a civ it supported before I made a water civ. I know from a flavor perspective water makes more sense but I don't want to change the seas current purpose.
 
Kael said:
Right now its the weakest lowest level unit in the stack. We are working on a way to target it (and to get the ai to pick the right unit) by the release on the 19th. The Flesh Golem spell isnt checked in yet, we are working on getting that in for the 19th too.
19th may AAAARGHH, what a bad schedule!!!
You'll force me to chose wether i want to try phase2 of Fall From Haeven or Heroes of Might and Magic 5 first!
That is, if both your team and Ubi can keep on the release dates of course :rolleyes:

Anyway, phase 2 looks like it will be awefull.

Sorry for being a bit [offtopic]
 
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