[MOD] Fall from Heaven

Kael did you look at my UU suggestions 2 pages back? What do you think of them?
 
trapping animals in your land

prob no way to fix it but you can trap animals against your land and the coast so they cant move then when your land envelops them they stay in your land at that point just a simple way to catch animals LOL or maybe a bug
 
ChaoticWanderer said:
trapping animals in your land

prob no way to fix it but you can trap animals against your land and the coast so they cant move then when your land envelops them they stay in your land at that point just a simple way to catch animals LOL or maybe a bug

Thats as intended, animals don't willingly enter "civilized lands" so both of the scenerios you mentioned are fine. I could have the culture expand bump the animal like it does for units but it doesnt seem to be worth a code change and its nice to be able to trap animals (unlike soldiers of other civs who you can jutify being marched to the borders).
 
Xanikk999 said:
Ok let me think about my ideas for units kael.

None of the FfH1 civs survive in FfH2. The civs in 1.0 were actually designed by Haarbal as a seperate addon for FfH. They were so good that I rolled them into FfH1. But the civs I always had planed for FfH are the ones in FfH2. So there are no halflings or srathi in FfH2.

But a good unit is a good unit regardless of it being called called a halfling or another name, so here is my thought on the units you presented:

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.

This combines the assassin's high anti-melee abilities without the assassins weakness against cities (in fact it grants a bonus). Probably too effective a unit. But the dwarves do have assassins and if they go runes and granite halls they will acheive city defense bonus's similiar to this. But I doubt I would build it all into one unit.

Overlords Unique Unit

Dread Sorceror

Base unit is mage

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

The balseraphs actually have a unit like this called the Taskmaster. He captures of slaves even if the slavery civic option isn't selected, allowing the Balseraphs to fill their freak shows with all sorts of victims regardless of their civic options.

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

We do have goblin worg riders in the FfH2. We don't have a unit that gets a bonus move over tundra. We do have some units that gain defensive bonus's from it which seems more fitting with the rough terrain than a move bonus. We will dig further into this in "Ice" when the Illian civ is developed.

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.

The Clan of Embers are the Orc civ in FfH2. As you have suggested their warriors are undercosted without and frill units that allow those players to go with quantity over quality tactics.

Halfling Unique Unit

Halfling scout.

Base Unit is scout.

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

The Balseraph Acrobat is probably the cloest to this. He is a scout, but instead of extra movement he gets a fair withdrawal chance.

In general I need ideas for mechanics on units more than balance stuff, which I have. For example your Dread Sorceror's ability to enslave units is a great one, unfortunatly we had already hit on that as well, but ideas like those are what we need. Keep them coming.

I suspect after the 19th it will be a lot easier to offer ideas when you can see what we have and where we might need more detail.
 
Regarding theme song:

I think I have an idea about what I want to do, but it depends a bit on where you are planning to fit it. For instance, a you just won the game, good work song can be full-length with some parts merely building an atmosphere. A you just opened the game and are getting ready to stomp AIs song, on the other hand, needs to start out strong and have a dominant theme as well as wrap well (restarting from end doesn't feel like a stop).

If you want, I could send you a sample of something else I've written (~5MBs). As I don't have a symphony orchestra at hand, you won't quite get professional quality performance, and I fear the digitized sounds might not blend quite well with the other music.

Regardless, I'm going to try to write something and let you feel free to decide if you want to use it.
 
Kael said:
If you are talking about FfH1, then no. There won't be aby new components added.

If you are talking about FfH2 then we are hoping to incorporate the next version of TheLopez's mercenary mod. I am also considering some interface improvement like the Exotic Foreign advisor and the Special Domestic advisor.

In general for each person that loves a component there is someone else who hates it and FfH is so far off the normal codebase that it often takes quite a bit of work to get modpacks to work (even if they slip nicely into other mods). So we tend to avoid modpacks unless there is a huge advantage to including them.
I can understand the unease about inserting whole modpacks into your system from a implementation standpoint, but I personally believe the Foreign Advisor mod is worth it if only for how nice it is to be able to see everyone's relation to each other at a glance. My own personal opinion, of course.

Kael said:
The balseraphs actually have a unit like this called the Taskmaster. He captures of slaves even if the slavery civic option isn't selected, allowing the Balseraphs to fill their freak shows with all sorts of victims regardless of their civic options.
Hahahahaha, I knew the Balseraphs sounded like the coolest idea for a civilization. That's crazy.

One thing I was hoping you would go into more detail if you have the time is some examples of new civ traits you have added in. I remember you mentioned that there were going to be well over a dozen new ones besides the ones already added in like Seafaring, Arcane, and Magic Resistant.
 
rhuntar said:
Are the religions going to remain the same for next phase?

Hmmmmmm...
 
What's new with Battlefield Illuria: Classic Warlords FFH...scenario for FFH 1.0f

It's now 1.2!

Alot has gone into 1.2 to make this by far the best release.

First off all cities, with a few exceptions, are guarded by 2 str 3 defenders.

Second, all players starting armies and heroes have been significantly reduced in power or eliminated.

Yes there are a lot of wandering nasties, but they are all set to animal excepting a few raiders, and the emperor demon has been removed. (After playtesting Bane, he was just too much.)

The Sirian river trees have been removed.

All cities have been renamed as closely as possible to the original map names.

Sirians have been given the one and only settler in the game, and a three choices resource wise on where to put him.

The Dwarven lake city has been demolished. I realized when I was naming the cities that there was about one too many in the North, so this was the one to go, better strategic separation.

A big thank you to the Fall From Heaven team, and everyone who has left feedback. It has helped immensely in creating what I hope is a pretty polished and well balanced scenario. It started pretty rough, but has cleaned up well. This will probably be my last release for ffh 1.0 series, as 2.0 is on the horizon. Very exciting. I am looking forward to an awesome ffh 2.0 release for this scenario sometime in the coming months, and hope everyone that has chipped in to help a great 1.0 will help the next time around.
 
Hi Kael,

I've about wrapped up my scenario, and I was hoping to petition a few possible add ins for 2.0.....

A generic hero unit for the different races of FFH. Nothing special, not even on the tech tree, just allow it access to all possible promotions. I think this would be a worthwhile addition for not just my scenario, but for all scenarios.

Also, I know you are putting together some sort of quest system. My request is if it would be possible to make a quest site that comes complete with guarding monster, and significant reward. (something like Orthus's Axe)
Maybe some sort of special Improvement feature that could be sprinkled like reagents, only so many a map.

Just a couple thoughts....

Also, in playtesting I've found that immortal units only resurrect once....Is that on purpose? I kind of like it, so it's not really a bug. I'm just not sure that's how you intended.

Thanks
 
A little suggestion : add more cultural buildings. As of now, the only ways to gain culture for your city are the creative trait, the obelisk (with a commerce cost), the wonders (with their prohibitive cost and their limit) and the religions (which come late). It means that you either have to sacrifice some commerce to get some culture, or you have to be creative. That makes the creative trait far more powerful than others.

A civilization not creative gets swallowed so quickly by others cultural borders it's scary. Not to mention they can't use their fat cross.
 
Starship said:
Hi Kael,

I've about wrapped up my scenario, and I was hoping to petition a few possible add ins for 2.0.....

A generic hero unit for the different races of FFH. Nothing special, not even on the tech tree, just allow it access to all possible promotions. I think this would be a worthwhile addition for not just my scenario, but for all scenarios.

You can create a generic Hero by handing out the Hero Promotion. The Grigory have an Adventurer Hero that can be upgraded into nearly any unit you like him to be, do kind of create your own hero.

Also, I know you are putting together some sort of quest system. My request is if it would be possible to make a quest site that comes complete with guarding monster, and significant reward. (something like Orthus's Axe)
Maybe some sort of special Improvement feature that could be sprinkled like reagents, only so many a map.

Just a couple thoughts....

The quest system in not planned for the next releases but we are of course thankfull for good ideas. We plan some monster sites (for fire i think) that allow you to create the according Monster in one of your cities. But ther will be of course much more possibilities one time.

Also, in playtesting I've found that immortal units only resurrect once....Is that on purpose? I kind of like it, so it's not really a bug. I'm just not sure that's how you intended.

Thanks

Year the Immortal promotion allows you to be revived once. So when you build blood of the Phoenix for example all your units have one free death. For the Immortal-Unit it is a bit different. He is given the Immortal Promotion at the beginning of each turn, so he has to be killed twice a turn to die.
 
Kael said:
Hmmmmmm...
Woah, what's the sixth religion?!? Some kind of dragon cult? And are they arranged from the most 'good' to the 'baddest'? You got me quite intrigued.

BTW, 've been wondering where did you get those icons from? They look great and I wanna know whether they're made by someone you know or from some other source.

Cheers
 
Hey, I really think Sevopedia (http://forums.civfanatics.com/showthread.php?t=148253) and my new upgrade to the unitUpgrade mod (http://forums.civfanatics.com/showthread.php?t=170501) would be an excellent addition to this Mod. If you wanted to send me the latest version of Phase 2, I'd be happy to integrate the greatly enhanced Civilopedia into it for you. There's some screenshots of how my UnitUpgrade mod looks with Phase 1 at the end of the Sevopedia thread, if you'd like to check it out. Send me a PM or post in my UnitUpgrade thread if you'd like me to do it for you.
 
Agifem said:
A little suggestion : add more cultural buildings.

I thought the same for a while, but I actually kind of like how it means you will have to actually put some thought into getting the culture. Just like you, I spent quite a while going with Creative trait (Cre/Fin, Titutia), but when I was starting to do a few creative strategies (excuse the pun), a wonder-intensive cultural victory strategy actually, I went with Ind/Fin instead, and found a few okay ways to gain culture:

Prophets. They actually work, if you have polytheism.
Carnival + Animal.

True, if you're doing a Bronze -> Iron -> Mithril warmongering techline, you aren't going to get a lot of culture. Which means you'll have to give up Spiritual, Agressive or Financial to get the culture. I like it, but that's just my opinion.
 
Progor said:
Hey, I really think Sevopedia (http://forums.civfanatics.com/showthread.php?t=148253) and my new upgrade to the unitUpgrade mod (http://forums.civfanatics.com/showthread.php?t=170501) would be an excellent addition to this Mod. If you wanted to send me the latest version of Phase 2, I'd be happy to integrate the greatly enhanced Civilopedia into it for you. There's some screenshots of how my UnitUpgrade mod looks with Phase 1 at the end of the Sevopedia thread, if you'd like to check it out. Send me a PM or post in my UnitUpgrade thread if you'd like me to do it for you.

I like to have the promotions and unit upgrades included. But i fear it will need to be reworked if it should be used for FfH2. One think are the Unique Units. I'd say about 50-70% of our Units are uniqe don't know if that will be handled very well. The promotions might need reworking, too as we use And instead of Or prerequisites. On the other hand.. hm that should make no difference.

About the Sevo Civilization mod i'm not so sure. I think that one is not to everyones liking.
 
Zherak_Khan said:
I thought the same for a while, but I actually kind of like how it means you will have to actually put some thought into getting the culture. Just like you, I spent quite a while going with Creative trait (Cre/Fin, Titutia), but when I was starting to do a few creative strategies (excuse the pun), a wonder-intensive cultural victory strategy actually, I went with Ind/Fin instead, and found a few okay ways to gain culture:

Prophets. They actually work, if you have polytheism.
Carnival + Animal.

True, if you're doing a Bronze -> Iron -> Mithril warmongering techline, you aren't going to get a lot of culture. Which means you'll have to give up Spiritual, Agressive or Financial to get the culture. I like it, but that's just my opinion.

Absolutley correct. You always have the animals to get additional culture, and the obelisk allows a Bard. So this can usually used very well to create a big chunk of culture early on. And don't forget, the other Civs do not have more culture either.
 
PriestOfDiscord said:
I can understand the unease about inserting whole modpacks into your system from a implementation standpoint, but I personally believe the Foreign Advisor mod is worth it if only for how nice it is to be able to see everyone's relation to each other at a glance. My own personal opinion, of course.

Hahahahaha, I knew the Balseraphs sounded like the coolest idea for a civilization. That's crazy.

One thing I was hoping you would go into more detail if you have the time is some examples of new civ traits you have added in. I remember you mentioned that there were going to be well over a dozen new ones besides the ones already added in like Seafaring, Arcane, and Magic Resistant.

We cut a lot of the traist as we found better ways to accomplish the same function. For example there isn't a "seafaring" trait in FfH2, instead the Lanun starts with the Seafaring tech which grants them some special options (bonus food from water, less food from farms, ability to harvest pearls).

Likewise the racial traits were all removed, but obviously the racial civs still exist, we just didnt need to use a trait for it.

The current traits beyond those in vanilla are:

Arcane- Spellcasters level faster

Magic resistent- units start witht he magic resistent promotion (much mroe important in FfH2 than it was in FfH1) and Warding Stones are twice as likely to destroy summoned creatures.

Agnostic (negative trait)- leader cannot adopt a state religion.

Barbarian- leader starts at peace with the barbarians, -10% research.

Hidden (scheduled for shadow)

Raiders (not implemented yet)

Scorched Earth (negative trait)- leader has to raze all captured cities (i might make this just drop the pop to 1)

Summoner- summoned units last for 3 turns instead of 1.
 
Chalid - Thanks for the reply.....The hero promotion is great, but only gives the unit experience. If you have a hill giant hero for example (who can't gain xp) the hero promotion doesn't do very much. Also, even with the hero promotion a unit is still limited on its pre set promotion path.

I am definitely looking forward to that Grigory unit. Maybe I can take that unit and put a couple of different faces on him for the purpose of an open hero for each race...dwarf, elf, human, giant...etc...

Good luck with the quests...I know it's not out in Light, but I'm excited all the same. What I was suggesting was an object of the quest. So you are given a quest...take this city, destroy this unit, destroy this religion....what I meant was that in addition to a random quest that quest sites could be generated.
A quest site in and of itself wouldn't be much use unless it had something like a magic weapon or a monster that would ally with you, and of course would be guarded.

Thanks
 
Chalid said:
I like to have the promotions and unit upgrades included. But i fear it will need to be reworked if it should be used for FfH2. One think are the Unique Units. I'd say about 50-70% of our Units are uniqe don't know if that will be handled very well. The promotions might need reworking, too as we use And instead of Or prerequisites. On the other hand.. hm that should make no difference.

About the Sevo Civilization mod i'm not so sure. I think that one is not to everyones liking.

Yeah, I've put some stuff in my upgrade chart code just to handle this sort of thing. I can exclude specific units or promotions from ever showing up, and it should show all the unique units only if you open the Civilopedia from the main screen. Otherwise it will only show the units available to your civilization if you're playing a game.

I don't mean the massive Sevomod, just the Sevopedia that moves the list over to the left in the Civilopedia and shows the subcategory list. But that part is optional, I'd still be happy to integrate just the upgrade and promotion chart into the mod for you.
 
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