[MOD] Fall from Heaven

Xanikk999 said:
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..

If you mean a worker with extra movement, then there isn't one in right now. If you mean a worker with a higher workrate (so he finishes improvements faster) then yes, the Luchuirps Mud Golem is a worker with a 50% better work rate than a typical worker.

And we are always open for new ideas (well... maybe not so much for 1.0, thats pretty much done), so Im very open to hearing about any unit ideas you have.
 
Frozen-Vomit said:
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

Yeah, I dont want to boost them n 1.0 just because there are people building scenerios with them and I hate to switch the abilities around beneth them. But I added the sentry promotion to them in phase 2 as you suggested.
 
smjjames said:
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.

Remeber FfH2 will be an extremly beta version so writing strategy for it probably won't do much good as a lot of tuning and adds will occur afterwards. for running long, stable, balanced games FfH1 will be king for quite a while.
 
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.

Thats a good point. I will look at doing that with FfH2 and see how much size it will save us.
 
Ok let me think about my ideas for units kael.

Keep looking at this post in the future because il post all my ideas on here.
____________________________________________________________
Dwarves Unique Unit:

Dwarven Defender

Base unit is Axeman. (Even though its called defender it can be used for offensive roles)

4 Str/1 Movement 100% VS melee 25% Vs Archer 10% City defense double movement over hills.

I would also make the unit a tad more expensive since its pretty good.
____________________________________________________________
Overlords Unique Unit

Dread Sorceror

Base unit is mage

4 Str/ 1 Movement and replaces Mage . Causes Collaterol Damage. Can enslave units.

__________________________________________________________________
Frost clans Unique Unit

Ice Warg Chariot (Could include Wargs from D&D to pull the chariot but i made up Ice Warg)

Base Unit is chariot.

Str 7/ 2 Movement and double movement through Ice and tundra replaces chariot. +25% Vs Archer

______________________________________________________________

Srathi Unique unit (Cant spell today ;) )

Swamp Raider.

Base Unit is warrior but it will look like a reptilian warrior.

Str 3 and nothing else. Thats all it needs to be very powerful that early on.
And i think that would be pretty cool.

_________________________________________________________________

Halfling Unique Unit

Halfling scout.

Base Unit is scout.

Str 2 +100% vs animals and 3 movement to represent halflings quick reflexes.

___________________________________________________________________
 
Kael said:
Remeber FfH2 will be an extremly beta version so writing strategy for it probably won't do much good as a lot of tuning and adds will occur afterwards. for running long, stable, balanced games FfH1 will be king for quite a while.

true, although the strategy guide could be updated for 1.0 because that guide is mainly before that, so....
 
I've got some questions about phase two:

1) I read the description of 'Chicken Itza'. Very funny!:lol: But then iwas wondering: Will there be chicken golems?:mischief:

2) The descroption of the Amurites says that 'even the warriors amoung their ranks often know a spell or two. Wil this be so?

3) Are there new Armageddon spells in 'Light'?


And a suggestion: Could you make the sound of the Ashen Veil a bit louder? Sometimes I play and don't notice that it has been founded. (Very annoying if I want to found it but someone is faster)
 
yea, I've noticed that the AI tends to found them really fast, although it could have been that I was doing a custom game with a little fewer civs on a map and they were somehow on noble while I was on chieftain.
 
I have a question for ffh2.
will the different races be locked to certain religions? like, "evil" races only able to found ashen veil and overlords and so on. I think it would be a interesting element. You can try to convert a good race to your evil religion and it would take a great effort.
 
Black Whole said:
I've got some questions about phase two:

1) I read the description of 'Chicken Itza'. Very funny!:lol: But then iwas wondering: Will there be chicken golems?:mischief:

No, I tried but the helhounds kept eating them.

2) The descroption of the Amurites says that 'even the warriors amoung their ranks often know a spell or two. Wil this be so?

Yes, not literally the "warrior" unit (that would be to powerful to early) but some of the fighting units can cast spells too.

3) Are there new Armageddon spells in 'Light'?

There are 10 more in the design docs but none are checked in yet. Most of the armageddon spells will be covered in "Fire".

And a suggestion: Could you make the sound of the Ashen Veil a bit louder? Sometimes I play and don't notice that it has been founded. (Very annoying if I want to found it but someone is faster)

Yeap, Ill turn it up a little.
 
Coca_carola said:
I have a question for ffh2.
will the different races be locked to certain religions? like, "evil" races only able to found ashen veil and overlords and so on. I think it would be a interesting element. You can try to convert a good race to your evil religion and it would take a great effort.

Nothing forced, the good can become evil and the evil can become good (the infernals may be an exception to this).

But every leader has an alignment, as does every religion. Leaders are more likely to adopt religions that match their alignment. So the Bannor (for example) will be a lot more likely to adopt the Order if it spreads into their lands than they will the veil, but if they have enough of their cities switch to the veil they will switch too.
 
First of all, I would like to congratulate you for this excellent mod. With the changes announced to take place in phase 2 it will become a whole new game, not only a mod from CIV. I would like to ask a qustions and sharea few ideas to contribute to your work.

I don't know if you already answered these questions, because the thread is huge. There is 15 magic spheres in LIGHT but there is 21 spheres in the schematic in the first page. Comparing with the resource screen posted in the first page I concluded that the Ice, Force, Sun, Shadow, Air. In which expansion they will be included? Could you talk a little about the Armaggedon Counters?

My ideas:

Void Gate: In Dominions II the Rlyeth nation has a strucuture called Void Gate that enables a commander to enter it and try

to call a cthonian beings from Elsewhere. The summoner could be attacked, sucefully summon and bind a being or nothing

happens. You could get extra units or lose tempo or a important mage. I think it would adds even more strategy and flavouyr

to the Octopus Overlords or another faction. The chance of sucefully use the void gate is proportioal to the dimensional

skill of the summoner. A powerful mage has a higher chance of sucess, however if he fails your loss is bigger.

Waygate: In Wheel of Time there is the Ways that could be used to travel long distances in short time, however the ways are tainted and a evil entity devour most of its traveller. The waygate is a nice resource that could be opened by a unit and be used to travel to another opened waygate. There would be a chance, proportional to the Armaggedon Counters, that each unit would be devoured by the screaming evil cloud in the Ways. It would add strategy, I could try to sneak a spy to open a waygate located deep in the enemy territory, and use it to surprise attack the heart of the enemy realm, or lose important units in this maneuver and be counter invaded by the enemy using the opened waygate. Risk is part of strategy.

Psychic Warrior: The trademark of this unit is the Ego Cutter trait, which simbolizes a psychic weapon wich the unit uses. When it fights a unit there is a chance that the unit lose a trait, however it not lose a level. Its aim is counter the mod valorization of high level units.

Taint: It is a trait acquired by units which where touched by dark creatures, like demons, or which visited unholy places, like the hell or any number of dark structures. It works a little like disease, however each time the creature is tainted it gains another level of this trait, there is four levels of taint. In the first level the unit suffers a small penalty, -10% to -15%, nothing really crippling. In the second level the penalty disappears, and the unit can learn taint powers, slightly better versions of some normal combat upgrades. In the third level gains the label demoniac, and gets a extra bonsu proportional to the Armaggedon Counters. In the forth level it gains the trait "lost one", which gives him a big power bonus, and turns independent attacking everything in the neighborhood. Further taint increases the taint level, and the bonus given by the "lost One" trait, and the ability to taint other units. If a realm attack other with tainted unit, because its big bonus, soon he will find himself fighting tainted enemy units, and if the war longs too much both would find themselves fighting an army of super tainting barbarians.

Districts: They are city structures which increases teh output of structures of the same class as it. For example, the scientific district would increase the output of every scientific structure in the city. Their objective is to further promote city specialization.

Great Houses: City structures which increases its effects proportionally to the number of the same Great House build in the same empire. Is a different way to organize your empire then the districts. It rewards you to build the same building in each city. If you lose one city every city loses power, but only a little. When you lose a specialized city the damage is greater, but more limited.

I hope my ideas helped.
 
bebematos said:
First of all, I would like to congratulate you for this excellent mod. With the changes announced to take place in phase 2 it will become a whole new game, not only a mod from CIV. I would like to ask a qustions and sharea few ideas to contribute to your work.

I don't know if you already answered these questions, because the thread is huge. There is 15 magic spheres in LIGHT but there is 21 spheres in the schematic in the first page. Comparing with the resource screen posted in the first page I concluded that the Ice, Force, Sun, Shadow, Air. In which expansion they will be included?

I was wondering how closely people would look at those pics. Ice is scheduled for "Ice". Sun and Shadow are scheduled for "Shadow". There are no spheres planned for "Fire".

Meaning that I am hoping to have the rest all in "Light", but like everything else they are prioritized and added as they are added. I have cut the spell lists back considerably for the first release (there is about 70 spells out of the 130 or so planned). The best way to "cut spells" is to cut spheres (if i leave the sphere without the spell mages upgrade into spheres that dont do anything for them). I havent pressed for all of the spheres so far because I really want to get people feedback on the amount of spells we have. Is it to much, to little, what works and what doesn't. As Im sure you can tell from the spell list we have a fair amount in.

Could you talk a little about the Armaggedon Counters?

Not specifically because we havent designed it yet, thats the focus of "Fire". The short of it is that we want Armageddon to be a much more active part of the game. Some civs want to cause it, some want to prevent it. The counter will increase when certain action are performed and decrease with others. Think of it like global warming except somewhat easier to influence and the level of the counter detemines what can and cant be done. Some buildings, units, spells, wonders, etc will only be available if the required counter level is reached. If the counter is high expect the game to be nastier and more destructive, if it is low things like the apocalypse spell wont be able to be used.

My ideas:

Void Gate: In Dominions II the Rlyeth nation has a strucuture called Void Gate that enables a commander to enter it and try to call a cthonian beings from Elsewhere. The summoner could be attacked, sucefully summon and bind a being or nothing happens. You could get extra units or lose tempo or a important mage. I think it would adds even more strategy and flavouyr to the Octopus Overlords or another faction. The chance of sucefully use the void gate is proportioal to the dimensional skill of the summoner. A powerful mage has a higher chance of sucess, however if he fails your loss is bigger.

Waygate: In Wheel of Time there is the Ways that could be used to travel long distances in short time, however the ways are tainted and a evil entity devour most of its traveller. The waygate is a nice resource that could be opened by a unit and be used to travel to another opened waygate. There would be a chance, proportional to the Armaggedon Counters, that each unit would be devoured by the screaming evil cloud in the Ways. It would add strategy, I could try to sneak a spy to open a waygate located deep in the enemy territory, and use it to surprise attack the heart of the enemy realm, or lose important units in this maneuver and be counter invaded by the enemy using the opened waygate. Risk is part of strategy.

Psychic Warrior: The trademark of this unit is the Ego Cutter trait, which simbolizes a psychic weapon wich the unit uses. When it fights a unit there is a chance that the unit lose a trait, however it not lose a level. Its aim is counter the mod valorization of high level units.

Taint: It is a trait acquired by units which where touched by dark creatures, like demons, or which visited unholy places, like the hell or any number of dark structures. It works a little like disease, however each time the creature is tainted it gains another level of this trait, there is four levels of taint. In the first level the unit suffers a small penalty, -10% to -15%, nothing really crippling. In the second level the penalty disappears, and the unit can learn taint powers, slightly better versions of some normal combat upgrades. In the third level gains the label demoniac, and gets a extra bonsu proportional to the Armaggedon Counters. In the forth level it gains the trait "lost one", which gives him a big power bonus, and turns independent attacking everything in the neighborhood. Further taint increases the taint level, and the bonus given by the "lost One" trait, and the ability to taint other units. If a realm attack other with tainted unit, because its big bonus, soon he will find himself fighting tainted enemy units, and if the war longs too much both would find themselves fighting an army of super tainting barbarians.

Districts: They are city structures which increases teh output of structures of the same class as it. For example, the scientific district would increase the output of every scientific structure in the city. Their objective is to further promote city specialization.

Great Houses: City structures which increases its effects proportionally to the number of the same Great House build in the same empire. Is a different way to organize your empire then the districts. It rewards you to build the same building in each city. If you lose one city every city loses power, but only a little. When you lose a specialized city the damage is greater, but more limited.

I hope my ideas helped.

Im going to have to chew on your ideas a bit. You have certainly captured the dark fantasy aspect fo the mod and I like the ideas. I just have to think about how they relate to what we are already doing. Keep the ideas coming and I will even more interested to hear you ideas when you see everything we've done.

Im really interested int he taint promotion idea that starts bad and gets better. Very interesting.
 
In my Fall From Heaven game, I was the first to found the Fellowship of Leaves. I soon spread it very quickly. When I built the great temple thing with a great prophet that gives +1 for every city with the religion, my money went up to +60 per turn with science on 90%! I think somethink needs to be done about that.
 
I was just having a glance at the ressource sheet you posted at the beginning of the thread and have two questions:

Have you plannend camels? (I really hoped for them as they would open up a new branch of units, plus a requirement for the already used camel archers, and give large desert areas a strategic element.)

Aren't Clam and Pearls the same ressource? As pearls grow in some sorts of clam it doesn't make sense to have both ressources ;) Maybe you can swap pearls with corals if you are seraching for a sea ressource that boost gold output and works as a luxury...
 
Frozen-Vomit said:
Aren't Clam and Pearls the same ressource? As pearls grow in some sorts of clam it doesn't make sense to have both ressources ;) Maybe you can swap pearls with corals if you are seraching for a sea ressource that boost gold output and works as a luxury...

Clam is a standard food resource in FfH2, whereas Pearls are the special resource only available to Seafaering civs. Technically Pearls of course grow inside clam, just imagine some of them are edible, whereas other rare ones cannot be eaten but provide pearls in the FfH world.
 
Frozen-Vomit said:
I was just having a glance at the ressource sheet you posted at the beginning of the thread and have two questions:

Have you plannend camels? (I really hoped for them as they would open up a new branch of units, plus a requirement for the already used camel archers, and give large desert areas a strategic element.)

No plans for camels, we may be seeing a new mounted resource in "Fire" that opens up access to new nits but it will probably be a resource that is only found in Hell.

Aren't Clam and Pearls the same ressource? As pearls grow in some sorts of clam it doesn't make sense to have both ressources ;) Maybe you can swap pearls with corals if you are seraching for a sea ressource that boost gold output and works as a luxury...

Functionaly pearls a are part of the new Seafaring trait. Only Seafaring civs will ever have pearls revealed and be able to gather them. As they are a decent happiness bonus and even better for trade with other civs (who will never be able to gather them on their own) it gives the seaaring folks a decent little bonus.

As for flavor, I like to justify that only the seafaring folks are familiar enough with the sea to have a reasonable ability to mass farm pearls.
 
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