[MOD] Fall from Heaven

I play FFH on gamespy...no issues. Dont know what to say, other than both have to have the same version. if hes on ffh 100d and you are on 100e it will not work. Hope this helps.
 
Chammadai said:
Kael, The issues I have mentioned did not change in 1.0f. And one thing hasn't changed, you still tend not to reply to my messages, even when I adress you directly ;)

So, once again.

1) The dwarven heroes don't get Guerilla II (and can't take it while advancing) while elven heroes get Woodsman II. Should it be that way?

The starting promotions are as they are intended, but dwarves are supposed to be able to earn guerilla II on levelup. I'll ficx that in the next version.

2) Floodplains upgraded by Genesis are upgraded to plains but the +3 food bonus still applies, making them 4 food, 1 hammer, 1 gold tiles. Isn't that too powerful for an unimproved tile?

Nope, its fine for a wonder. We may change it in FfH2 but we will probably leave it as is for FfH1.

3) I've tinkered the leader traits for version 1.0 so they are generally more varied. I playtested them and they work fine. Here's the file. Think they could be includedin the next 1.0 patch?

I wont swap a file in. But if you could let me know what changes you think should be made I will take a look at them. I do think that the leaders could be varied more than they are so Im interested to see the specifics of what you would like to change.
 
Some issues with fireballs ect.

Are they suposed to enslave units? Doesn't make much sense as the victims will be burned ;)

Can you make it that spells are destroyed after they bombard the city defenses to avoid fireballs scouting the area after they have been hurled at the walls...
 
Frozen-Vomit said:
Some issues with fireballs ect.

Are they suposed to enslave units? Doesn't make much sense as the victims will be burned ;)

Can you make it that spells are destroyed after they bombard the city defenses to avoid fireballs scouting the area after they have been hurled at the walls...

Hmm.. interesting. I'll keep the fireballs from enslaving units. I'll see if I can find a way to dest the fireballs after they bombard.
 
Hello. Battlefield Illuria 1.1 is now released! Lots of changes, more fun, and much better balanced. See scenarios section. Thanks to Kael for the Orthus and settler script. Both will make Battlefield Illuria much better.
 
some stuff:
Heroes : Can't they be just be like immortals, a hero start without the XP bump but when it dies it comes back to life in the capital, may be minus one level.

Cities defences: I don't know what to expect from version 2, in v.1.0 the city defence feel almost too high for me & fireballs decrease only 1% even the arcmages fireballs (may be they could be more powerfull then regular).

Thop
 
anyone else had the problem with the avatar of wrath not appearing? sorry, I have currently no time to reproduce it...:blush:
 
Kael said:
I wont swap a file in. But if you could let me know what changes you think should be made I will take a look at them. I do think that the leaders could be varied more than they are so Im interested to see the specifics of what you would like to change.


As some may be aware I helped Harbaal prepare the previous leader traits in such a way that they would be most varied. When you introduced the three new ones it seems that some leaders just got one of their traits swapped and now some are missing, while the new ones occur only several times. I tried to balance them a bit by re-adjusting all traits so they would all appear in mor or less the same frequency and suit the basic character ideas.

Allright, here goes then (there is quite a lot of it):

Overlords:
All-Devourer - Org/Sea
Xabu - Sea/Spi

Human:
Anon - Arc/Phi
Ke-nan - Exp/Phi

Dark Elves:
Arachna - Arc/Cre
Meandor - Agg/Phi (as he is now)

Orcs:
Azktor - Agg/Exp (as he is now)
Skulkan - Agg/Spi

Dark Dwarves:
Bartal - Agg/Mag
Shankor - Arc/Ind

Wood Elves:
Ehlenna - Cre/Exp
Jakryn - Cre/Spi (as she is now)

Elves:
Julia - Cre/Org (as she is now)
Serena - Agg/Cre

Dwarves:
Fangir - Fin/Org (as he is now)
Ironfist - Ind/Org (as he is now)

Goblins:
Gortrul - Exp/Ind
Rupsta - Exp/Fin

Ancients:
Grishkarn - Phi/Mag
Pelixa - Arc/Mag (I love that one, her being a fairy and all ;))

Minotaurs:
Grongar - Org/Mag (as he is now)
Vulgon - Agg/Org

Frostlings:
Kargoth - Agg/Ind
Leandon - Phi/Spi (as he is now)

Chaos:
Mab - Agg/Fin
Leandon - Mag/Spi

Merfolks:
Marina - Phi/Sea (as she is now)
Pearlfin - Cre/Sea (as she is now)

Halflings:
Marinus - Fin/Phi
Titutia - Cre/Fin (as she is now)

Undead:
Nekron - Agg/Arc
Nieludh - Arc/Spi

Tigrans:
Sable - Fin/Ind
Yaka - Spi/Ind

Centaurs:
Silverback - Ind/Mag
Stompfoor - Phi/Org

Ssrathi:
Tragar - Exp/Sea
Xandorn - Exp/Org

Quite a lot of changes as you can see. All I've done is to switch the correct references in leaderheadinfos.xml file.

BTW, is giving the amphibious promotion to melee units is all that Seafaring trait does? If so, it's pretty... weak. No cheaper building and only melee units benefit from the upgrade (to which you may not even have access some of the time because of lack of relevant resources :/).

Cheers
 
I appreciate you putting this together. In general I didn't try to even out the Arcane, Magic Resistent and Seafaring traits because wanted them special qualities of those leaders. And I expected they would be less popular traits than the vanilla civ ones (all three traits have been completly remade in phase 2 because I wasnt happy with them), so I didn't want to take up many leader slots with them.

Also In general I dont want to make a ton of changes at this stage of the mod. I am more apt to make small specific changes. If the trait combinations are just being moved from one leader to another I tend to leave them as they are.

Lets see what we've got:

Overlords:[tab]Current -> Proposed
All-Devourer - [tab]Ind/Sea -> Org/Sea (rejected, I dont see the Overlords as organized)
Xabu -[tab]Fin/Sea -> Sea/Spi (rejected, Fin is a rarer trait then Spi)

Merfolks:
Marina - Phi/Sea (as she is now)
Pearlfin - Cre/Sea (as she is now)

Wood Elves:
Ehlenna - [tab]Cre/Phi -> Cre/Exp (accepted, rather than switch this and Serena I will just switch Ehlenna to Agg/Cre)
Jakryn - Cre/Spi (as she is now)

Elves:
Julia - Cre/Org (as she is now)
Serena - [tab]Cre/Exp -> Agg/Cre (rejected, switched on Ehlenna instead)

Human:
Anon - [tab]Exp/Phi -> Arc/Phi (rejected, why move Anon's traits to Ke-nan?)
Ke-nan -[tab]Arc/Org -> Exp/Phi (rejected, we dont want 2 Exp/Phi leades, and I wouldnt want more Phi leaders as its already the most popular trait)

Dark Elves:
Arachna - [tab]Agg/Arc -> Arc/Cre (rejected, i dont picture dark elves as very creative people)
Meandor - Agg/Phi (as he is now)

Orcs:
Azktor - Agg/Exp (as he is now)
Skulkan - [tab]Exp/Spi -> Agg/Spi (accepted)

Dark Dwarves:
Bartal -Agg/Mag (as he is now)
Shankor - [tab]Ind/Phi -> Arc/Ind (rejected, I dont want any more Arc leaders)

Dwarves:
Fangir - Fin/Org (as he is now)
Ironfist - Ind/Org (as he is now)

Goblins:
Gortrul - [tab]Agg/Fin -> Exp/Ind (rejected, we already have a Exp/Ind leader)
Rupsta - [tab]Fin/Ind -> Exp/Fin (accepted)

Ancients:
Grishkarn - [tab]Org/Phi -> Phi/Mag (rejected, I dont want any more Mag leaders)
Pelixa - [tab]Cre/Spi -> Arc/Mag (rejected, I dont want any more Mag leaders)

Minotaurs:
Grongar - Org/Mag (as he is now)
Vulgon - [tab]Exp/Ind -> Agg/Org (rejected, this would take us to 10 Agg leaders)

Frostlings:
Kargoth - [tab]Agg/Exp -> Agg/Ind (accepted)
Leandon - Phi/Spi (as he is now)

Chaos:
Mab - [tab]Exp/Ind -> Agg/Fin (rejected, we already have a Agg/Fin Leader)
Leandon - [tab]Phi/Spi -> Mag/Spi (rejected, I dont want any more Mag leaders)

Halflings:
Marinus - [tab]Cre/Ind -> Fin/Phi (rejected, I like having the halfings as creative)
Titutia - Cre/Fin (as she is now)

Undead:
Nekron - [tab]Arc/Phi -> Agg/Arc (rejected, we already have a Agg/Arc leader)
Nieludh - [tab]Org/Spi -> Arc/Spi (rejected, I dont want any more arcane leaders)

Tigrans:
Sable - [tab]Fin/Spi -> Fin/Ind (rejected, this would take us to 10 Ind leaders)
Yaka - [tab]Phi/Spi -> Ind/Spi (accepted)

Centaurs:
Silverback - [tab]Exp/Mag -> Ind/Mag (rejected, I dont see the centaurs as industrious people)
Stompfoot - [tab]Cre/Org -> Phi/Org (switched to Ind/Spi for Xanikk999)

Ssrathi:
Tragar - [tab]Exp/Phi -> Exp/Sea (rejected: I dont want any more seafaring leaders)
Xandorn - [tab]Agg/Phi -> Exp/Org (accepted)

[tab]Current:[tab]Proposed:[tab]Merged
Agg:[tab]8[tab]9[tab]9
Arc:[tab]3[tab]6[tab]3
Cre:[tab]9[tab]7[tab]8
Exp:[tab]9[tab]7[tab]9
Fin:[tab]6[tab]6[tab]6
Ind:[tab]7[tab]7[tab]9
Org:[tab]8[tab]8[tab]8
Mag:[tab]3[tab]6[tab]3
Phi:[tab]11[tab]8[tab]8
Sea:[tab]4[tab]5[tab]4
Spi:[tab]8[tab]7[tab]9

BTW, is giving the amphibious promotion to melee units is all that Seafaring trait does? If so, it's pretty... weak. No cheaper building and only melee units benefit from the upgrade (to which you may not even have access some of the time because of lack of relevant resources :/).

The biggest advantage of seafaring is the bonus from all of the sea improvements. Civilizations with it are best off to found coastal cities which can grow huge but have a harder time with inland cities. Seafaring is the most "map intensive" of the traits.

What does everyone else think about this trait changes?
 
Hey, so I noticed that the mod consists of about 75 megs of music. Although the music selection is quite awesome, it seems to make the mod really big to download, and from what's being posted about Phase 2 here it would seem that it'll reach into 300 meg range.

Most of the time I play FFH without the music. So I was wondering, would it be possible for you to realease a 'lite' version of Phase 2, without music? That way it could be a faster download for people who's willing to forgo music and just play for the game mechanics.
 
Oran-ge said:
Hey, so I noticed that the mod consists of about 75 megs of music. Although the music selection is quite awesome, it seems to make the mod really big to download, and from what's being posted about Phase 2 here it would seem that it'll reach into 300 meg range.

Most of the time I play FFH without the music. So I was wondering, would it be possible for you to realease a 'lite' version of Phase 2, without music? That way it could be a faster download for people who's willing to forgo music and just play for the game mechanics.

Probably not, just because I would need to maintain multiple versions of the mod to do that. I wish the music could just be added or removed, but it requires XML changes too. I would love to just be able to assign each era a directory and the game just automatically plays anything in that directory for that era. Then it would be pretty easy to do (and for player to add and change soundtracks as they prefer). Maybe someone will make a mod that does that.
 
Kael:

While simply removing all the sound files might make things buggy, it should work to just replace all the sound files with 1kb quiet versions. That shouldn't be a lot of work either.
 
kewlness :)

also, I don't entirely get the specifics of each trait so I have a hard time picking the traits at the start of the game :P

and we will need a new strategy guide for FfH soon because the one on the Strategies and Tips forum is for a little before 1.0 and the second version is coming out in a few weeks.
 
I have another small suggestion: Could you give the Mithril Golem and the Meshabber of Dis the sentry I promotion? They have really big models, so it makes sense that they see further (you already did this for hill giants :) )

I really can't wait for phase 2... Hopefully it doesn't take away to much of the time i need to study :)

edit: always typos
 
Kael said:
I appreciate you putting this together. In general I didn't try to even out the Arcane, Magic Resistent and Seafaring traits because wanted them special qualities of those leaders. And I expected they would be less popular traits than the vanilla civ ones (all three traits have been completly remade in phase 2 because I wasnt happy with them), so I didn't want to take up many leader slots with them.

Also In general I dont want to make a ton of changes at this stage of the mod. I am more apt to make small specific changes. If the trait combinations are just being moved from one leader to another I tend to leave them as they are.

You're right, of course, you should concentrate on version 1.1 more. I won't insist on including my traits for it's not that important, I just wanted to make gameplay a bit more interesting for the next two weeks. Really can't wait for 1.1 and to see how it developed and it's a shame that it won't be released this week... This week is a free one for me and the next several will be probably pretty intense. Well, I hope I'll find time for FFH :)

Cheers
 
Zherak_Khan said:
Kael:

While simply removing all the sound files might make things buggy, it should work to just replace all the sound files with 1kb quiet versions. That shouldn't be a lot of work either.

I think that's an awesome idea and it made me wonder is that really possible. I switch the music off most of the times and would gladly drop it for easier access to FFH.
 
Thank you so much chammadai for the trait shuffling and you to kael.

Im glad theres now a Spi/Ind leader. Now i can play like gandhi except without the fast worker. :sad:
 
Kael i would like to ask if you are already done planning the unique units for phase 2.

Because i would like to weigh in my suggestions. :)

And i was wondering if you were going to make the equivelent of a fast worker in vanilla civ4? Doesnt matter really just wondering..
 
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