[MOD] Fall from Heaven

Black Whole said:
:confused: Hello..? Kael...? Can anybody hear me? :confused:

Yeah, I agree with Chalid. Its hard to write a tutorial when the game is still being changed, balanced and added to. But a strategy thread would be greatly appreciated.
 
An FAQ even better! This is one deep game. I still haven't come across everything and understand even less! :p
 
In FFH 1.0 the Freedom of Religion option is still included and I noticed in the screen shots for FFH 2.0 that it is there as well. In vanillia civIV using Freedom is great, especially since the religions really do not do much mechanic wise. However, in FFH religions are useful from start to finish. Who would get rid of the runes when it is making them a lot of money or get rid of the veil when it is increasing their research. So my question is that will there be a strong reason/strategy/incentive to play the game with with no religion?
Also, I saw in one of the posts that a leader trait will be agnostic which stated that you cannot have a state religion. Does that also prevent religions from entering your cities at all because that would be a good way to prevent harm from the Dragon Cult.
 
Burevix said:
In FFH 1.0 the Freedom of Religion option is still included and I noticed in the screen shots for FFH 2.0 that it is there as well. In vanillia civIV using Freedom is great, especially since the religions really do not do much mechanic wise. However, in FFH religions are useful from start to finish. Who would get rid of the runes when it is making them a lot of money or get rid of the veil when it is increasing their research. So my question is that will there be a strong reason/strategy/incentive to play the game with with no religion?
Also, I saw in one of the posts that a leader trait will be agnostic which stated that you cannot have a state religion. Does that also prevent religions from entering your cities at all because that would be a good way to prevent harm from the Dragon Cult.

Freedom of Religion is awesome for Agnostic rulers and okay for others. It allows access to all the religion specific civics, but I don't really want to incent players not to have a religions. Thats one of the best parts of the mod. So it will probably remain a special use civic for Agnostic rulers.

Agnostic leaders should have a reduced chance of having religions spread to their cities (so yes it would help protect from the Cult). That isnt in yet but its in the design.
 
Hey,
Great mod from what I've heard, but unfortunately I can't play it. I load the mod and whatch the loading bar, and when it gets to loading XML (uncached) it comes up with this error that says info class invalid or something like that, I can't remember off of the top of my head. It does this for evry file then gets stuck in this loop with just the religions saying info class incorrect. It also says something about too many siblings. I have the latest patch both for the game and for the mod (1.61 and f).

If anyone can shed any light on this problem i would be very grateful.

Arseface
 
Zherak_Khan said:
Latest update: http://rapidshare.de/files/20380547/Fall_from_Heaven_0.2.mp3.html
It became a bit longer, which might or might not be good. I didn't manage to make it even remotely loopable, but if I make the start fade-in, it should work.

darkedone02: Thanks. The clip you referred to was indeed pretty cool - quite different from most of what I've written, though, and I haven't got a that good organ sound, but I'll definitely think about making some music for the religions. One of the problems is, one religion should have one musical style, so it'll be quite a project.

Kroug: Are you sure you downloaded the full, ~100mB version and not the latest patch? Think some people got XML errors because of that. I think there are two files in the first post - one large core and one small patch. This information might be outdated, though.

Your new longer version songs great, It sound like a great dungeon music from quest 64, speaking of Dungeons. Kael or any other map makers, try making a dungeon map, i don't care if it's a spider cave, ice cave, dwarven mining shaft, or any of them. Please make one so that we can have an underground battle with 5 civilization.
 
arseface said:
Hey,
Great mod from what I've heard, but unfortunately I can't play it. I load the mod and whatch the loading bar, and when it gets to loading XML (uncached) it comes up with this error that says info class invalid or something like that, I can't remember off of the top of my head. It does this for evry file then gets stuck in this loop with just the religions saying info class incorrect. It also says something about too many siblings. I have the latest patch both for the game and for the mod (1.61 and f).

If anyone can shed any light on this problem i would be very grateful.

Arseface

This normally means one of 2 things:

1. You have ocnflicting files in your CustomAssets directory. Rename your CustomAssets directory to CustomAssets.old to resolve this.

- or -

2. You have installed the patch (2 meg) instead of the full mod (120 meg).
 
darkedone02 said:
Your new longer version songs great, It sound like a great dungeon music from quest 64, speaking of Dungeons. Kael or any other map makers, try making a dungeon map, i don't care if it's a spider cave, ice cave, dwarven mining shaft, or any of them. Please make one so that we can have an underground battle with 5 civilization.

Sorta, we plan to have a Hell map that you can enter and exit from through various ways. I considered an nderground map early on but decided that the Hell map would accomplish the same purpose and have more flavor.
 
Two more little things in 1.0f.
Adepts and Horsemen become obsolete after time. It may be intended but adepts are extremely useful even later on and I'm stuck with not enough of them - mages aren't half as useful without haste. Horsemen were important too, since they gave my 3rd tier cavalry units a free promotion (cover I).

Damn, with the design team generating so much buzz around the game I just wish 1.1 was out already... And when it is released it will be probably saturday already here.

Cheers
 
Chammadai said:
Two more little things in 1.0f.
Adepts and Horsemen become obsolete after time. It may be intended but adepts are extremely useful even later on and I'm stuck with not enough of them - mages aren't half as useful without haste. Horsemen were important too, since they gave my 3rd tier cavalry units a free promotion (cover I).

Damn, with the design team generating so much buzz around the game I just wish 1.1 was out already... And when it is released it will be probably saturday already here.

Cheers

Yeah, we are trying to balance between having all the units you need available and obsoleteing them to keep the build list tidy. I think we will keep it as is for FfH1.

Ideally It would be nice to have the popup build list give you only the most advanced nits but allow you to build anything from the city screen. I might look into that for later versions.
 
Just wanted to say that this modpack is cool. Really cool. :goodjob:
Thanks for all the work you guys did. This is really making my day. Even my wife is addicted. :cool:

Waiting for the next version...
Camthalion
 
I had a possible unit suggestion: Adventurers.

It could be a unit that is not a hero like the others, but possibly a minor group with no particular name. The model for them could be a combination of figures much like the hunter or ranger, but instead have 3 figures that are something like an axeman, disciple, and mage.

Give them a relatively low starting strength, but allow them to get any possible promotion. Ie. if they want to increase spellcasting, let them gain arcane promotions... if they want to gain melee strength, let them gain combat promotions... medic promotions for healing, etc. They are only limited by experience.

Obviously they would need to be weaker than a more specialized unit, but they could be a fun and versatile support unit that fits the setting, especially since I get the impression this was originally based on an RPG campaign?
 
camthalion said:
Just wanted to say that this modpack is cool. Really cool. :goodjob:
Thanks for all the work you guys did. This is really making my day. Even my wife is addicted. :cool:

Waiting for the next version...
Camthalion

Bringing families together, an unintended side effect of FfH addiction. :D
 
felwar said:
I had a possible unit suggestion: Adventurers.

It could be a unit that is not a hero like the others, but possibly a minor group with no particular name. The model for them could be a combination of figures much like the hunter or ranger, but instead have 3 figures that are something like an axeman, disciple, and mage.

We actually have an Advernturer in FfH2. The concept is not exactly like the one you are describing but it is nevertheless interesting. The Adventurer is a unit that can be gained by GPP if you are playing the Grigori. It starts with the Hero Promotion and can be upgraded to nearly all other units. So its kind of a built your own Hero.
 
Even though I've been playing this mod for a few weeks now, there is one thing I just realized about my gameplay. I'm using the SOD again.

Now that was a surprise. I have yet to see the AI effectively use catapult/canon in this mod. Unconsciously, I started using the SOD to mop up enemies.

Is this going to be adressed at some point? Will we see the AI use units that produce collateral damage?

In my last 3 games, playing at prince and monarch using versionn 1.0d, I never saw one of these units used by the AI.
 
this is still a problem of the Ai not building enough of the buildings that allow units (and not building them clever enough)

We are already working on this and it will for sure act smarter in the final release of FfH - Light. It will not be adressed in the first beta through. Nevertheless good point with the catapults. I would have nearly missed to give an additional consideration to collateral damage.
 
Kael said:
Sorta, we plan to have a Hell map that you can enter and exit from through various ways. I considered an nderground map early on but decided that the Hell map would accomplish the same purpose and have more flavor.

hmm.. question, have you made any headway with multiple maps yet then? or is this still in the long-range planning stage?
 
BlazeRedSXT said:
hmm.. question, have you made any headway with multiple maps yet then? or is this still in the long-range planning stage?

Thats the technical challenge of "Fire" (the next phase), we haven't worked on that yet. We tried to break FfH2 into multiple phases by the technical challenges they presented. Im secretly hoping that someone else tackles it before we need to, but if they don't we will find out a way to deal with it.
 
Zherak Khan:
What music editor are u using and, by any chance, is it free to download? i need a good station to create some good sounding fantasy pieces i have come up with on my keyboard...
 
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