[MOD] Fall from Heaven

Can someone out there explain to me how adepts, conjurers, mages, and archmages promote? Do they have to engage in direct combat to get experience points?
 
Corlindale said:
Casters gain their xp automatically over time - like heroes, but at a slower rate.

That rate is modified by a few factors:

1. The "Arcane" trait increases the speed their casters gain XP.
2. Archmages earn xp faster than mages which earn them faster than adepts.
3. Veil casters can choose to accept the "Unholy taint" which weakens them but increases the speed they gain xp.
4. There is a tunable you can adjust with the FfH Editor which will effect the speed they gain xp.

There isn't a hard max for how much xp they can gain, but the more xp they have the less likely they are to gain the next amount (as above archmages tend to top out higher than mages which tend to top out higher than adepts, etc).

You cant build mages or archmages anymore. Instead an adept has to be level 3 and upgraded to a mage and a mage has to be level 6 to be upgraded to an archmage.
 
I just hope you'll release the game early in the day... I've already reserved friday evening and saturday for playing so with a bit of luck some bugs will be found.

Following the most recent succession game I remembered one issue that I forgot to mention earlier - the power of republic/liberty/caste system combo. I practically always use it during peace time and since AI doesn't it most often loses more than one city to my mad culture. Being creative is irrelevant, the abilty to make insane number of artists (with three coming for free) who produce additional culture which is then multiplied by civics and buildings is irresistible. If I happen to have the Sistine Chapel and/or the Parthenon the more crippling it is for the AI. They have virtually no way to protect themselves from it unless a city is wonder-heavy... Which doesn't happen very often. I'd suggest toning those civics down (especially liberty and caste system - maybe in favor of now useless guilds) or making the AI employ similiar tactic in the later parts of the game...

BTW, I noticed in one of the screens that Arete no longer allows to rush building - is that the case or wasn't it simply displayed? Taking into account how much money were the Runes able to produce it might have been a bit unbalancing...

Cheers
 
Chammadai said:
I just hope you'll release the game early in the day... I've already reserved friday evening and saturday for playing so with a bit of luck some bugs will be found.

Following the most recent succession game I remembered one issue that I forgot to mention earlier - the power of republic/liberty/caste system combo. I practically always use it during peace time and since AI doesn't it most often loses more than one city to my mad culture. Being creative is irrelevant, the abilty to make insane number of artists (with three coming for free) who produce additional culture which is then multiplied by civics and buildings is irresistible. If I happen to have the Sistine Chapel and/or the Parthenon the more crippling it is for the AI. They have virtually no way to protect themselves from it unless a city is wonder-heavy... Which doesn't happen very often. I'd suggest toning those civics down (especially liberty and caste system - maybe in favor of now useless guilds) or making the AI employ similiar tactic in the later parts of the game...

The design team gave the same feedback from testing and one of the free specialists was removed from liberty to account for it. Hopefully it helps.

BTW, I noticed in one of the screens that Arete no longer allows to rush building - is that the case or wasn't it simply displayed? Taking into account how much money were the Runes able to produce it might have been a bit unbalancing...

Cheers

Its supposed to, thats one of the things we are trying to get cleaned up. You have good eyes. :D
 
I guess it fair to say there are a fair amount of units in FfH2. This looks like the final list that will be released Friday.
 
Hey, just a few quick ideas:

Have you guys considered doing what they're doing for the Genghis Khan campaign in warlords regarding the moving settler camps? Personally I think that would be a great idea in this mod for the Nomads civ, if they're still in FFH2.

So I hear the Treant unit can only be summoned in forests. Have you considered removing the forest upon summoning the Treant, and having a forest appear where the Treant is standing when its summoning wears out? (provided that Treants can't travel in deserts, tundra, or floodplains)

Question: So I noticed a cow icon in that unit list picture... is that a new animal that you can tame?
 
First post! For me that is >.> What were YOU thinking =o Anyways! What program is used for this? I try clicking FallfromHeaven100f.exe and it says not a valid Win32 application ;_; Oh and thats for the first link (main) the one at the bottom of the post, FfH100f.exe works.
 
Oran-ge said:
Hey, just a few quick ideas:

Have you guys considered doing what they're doing for the Genghis Khan campaign in warlords regarding the moving settler camps? Personally I think that would be a great idea in this mod for the Nomads civ, if they're still in FFH2.

Yeap. I cant steal from Warlords yet, but Firaxis does amazing work and there are a few things Im looking forward to incorporating into the mod after Warlords releases.

So I hear the Treant unit can only be summoned in forests. Have you considered removing the forest upon summoning the Treant, and having a forest appear where the Treant is standing when its summoning wears out? (provided that Treants can't travel in deserts, tundra, or floodplains)

No, this would make it possible to "walk forests" and "steal forests" that we probably don't want to have. Besides as cool as the Treant is I dont imagine him as being made from a whole forest.

Question: So I noticed a cow icon in that unit list picture... is that a new animal that you can tame?

Thats the icon for the Cow Catapult. I tried having the cow upside down, like he was flying through the air but it was unrecognizeable as a cow.
 
Nimai_R said:
First post! For me that is >.> What were YOU thinking =o Anyways! What program is used for this? I try clicking FallfromHeaven100f.exe and it says not a valid Win32 application ;_; Oh and thats for the first link (main) the one at the bottom of the post, FfH100f.exe works.

It sounds like you have a bad download. You may want to try redownloading.
 
Kael said:
Thats the icon for the Cow Catapult. I tried having the cow upside down, like he was flying through the air but it was unrecognizeable as a cow.

Is it the Balseraphs catapult? I was talking to my girlfriend the other day and when I described the new version of the mod I told her that cow-shooting catapults would be something that those madmen would do... ;)

Chalid mentioned making polls and asking questions for the game... I think it would be useful to have a separate forum so all these could be archived and different topics regarding the game could be grouped into categories (balance issues, bugs, ideas, tactics, etc.), In my personal opinion it would be worth a shot but it's your mod and the decision is up to the design team.

Cheers
 
Chammadai said:
Is it the Balseraphs catapult? I was talking to my girlfriend the other day and when I described the new version of the mod I told her that cow-shooting catapults would be something that those madmen would do... ;)

Chalid mentioned making polls and asking questions for the game... I think it would be useful to have a separate forum so all these could be archived and different topics regarding the game could be grouped into categories (balance issues, bugs, ideas, tactics, etc.), In my personal opinion it would be worth a shot but it's your mod and the decision is up to the design team.

Cheers

Thunderfall was good enough to provide a forum for Fall for Heaven 2. It is built and ready for you guys to move in. The polls are there waiting.
 
Kael said:
It sounds like you have a bad download. You may want to try redownloading.
Hm. So I downloaded from the main link the first time, this time I did your civfanatics mirror and it worked. :goodjob: Hope it runs, I can't wait to play it :)
 
What is storyline and inspiration for FfF. When I play v1.00f I get the feel of a a group of God forsaken civs trying to scratch out an existence in a land of turmoil. Also, there appears to be a lot of gray area between the good civs and evil civs. In my current game I am trying to play a good Human civ. Pitface would be the easiest civ to take out but frankly those friendly Elves that live next door are getting in my way. Going back to Civ II scenarios, I have never been put in a situation where I would think of harming Elves. Kael and the rest of the dev team have done something very unique IMO.
 
Broken Hawk said:
What is storyline and inspiration for FfF. When I play v1.00f I get the feel of a a group of God forsaken civs trying to scratch out an existence in a land of turmoil. Also, there appears to be a lot of gray area between the good civs and evil civs. In my current game I am trying to play a good Human civ. Pitface would be the easiest civ to take out but frankly those friendly Elves that live next door are getting in my way. Going back to Civ II scenarios, I have never been put in a situation where I would think of harming Elves. Kael and the rest of the dev team have done something very unique IMO.

The mod is based on a few D&D campaigns I ran for years. The civs and leaders in FfH1 were actually developed by Haarbal. The civs in FfH2 are the actual ones from the games and most of the characters are like old friends to me since I DM'ed them for so long.
 
Gileyal said:
Is there any chance its the 19th in your part of the world yet?:)

No, but Im in Zulu time this week so Im in the ideal place for releasing early. :D
 
Chammadai said:
Is it the Balseraphs catapult? I was talking to my girlfriend the other day and when I described the new version of the mod I told her that cow-shooting catapults would be something that those madmen would do... ;)

Well, historically speaking one would fling dead animals into a city in order to spread disease to weaken a defending force in a prolonged siege. So they may be using it as an additional disease vector.

~p
 
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