Baba Yetu, the theme song for Civ4, just won the grammy for Best Instrumental Arrangement Accompanying Vocalists. It's the first track made for a video game that has ever been nominated or won a grammy Check out the link for a live performance of the song.
I really enjoy FfH but sometimes the mod feels a bit cumbersome. I've played around with the idea of cutting some of the features/content and trying to repackage into a FfH-Lite, basically to streamline the mod. I figured before I started in on it in a serious manner to see what people thought were the weak links, what should or shouldn't be cut, especially with an eye to multi-player.
The Questions
So, if you're feeling charitable, answer these two questions for me please:
What one feature or characteristic of Fall from Heaven would you keep, and why?
What one feature or characteristic of Fall from Heaven would you cut, and why?
Please try to be as aggressive as possible.
For example: I would keep the spellcasting system as is, it's a very visible feature which differentiates FfH from the base game and reminds you constantly that you're living in a fantasy world while opening up mana-management as a serious strategic decision.
I would merge the mundane warfare unit trees together into Recon/Archery and Melee/Cavalry, there are a lot of techs which don't do all that much for the player and seem to just take up space. I ignore them most games anyways and wouldn't miss them at all.
Feel free to talk about other people's choices as well, including the two above. I may not have put a humongous amount of thought into both of those statements, but I thought it a good example of what sort of feedback I was looking for.
Well, I'm a full week late, but this adventure was such a blast that I felt I had to finish it off anyway. I started the game by immediately heading for Letum Frigis and my Aggressive trait; this turned out to be a waste, but no blue star for me!
Sadly, I can report the same AI weakness as everyone else; I fought Hunters all game, until I made it to Hyborem where I fought Manes, Warriors, Hellhounds, and eventually Diseased Corpses. Even there, by the time I got to him, his 150+ unit stacks ought to have been able to pounce on and destroy my champ/PoW stack, except that he never did attack, letting me just sit there, alternating between healing and XP-farming his Warriors. I ended up with 4 or 5 Mobility/Combat V/Drill IV/Blitz champs. Hyborem himself cowered in the back until I exposed a catapult which he pounced on alone, after which I just hit him with Ice Elementals until he crumpled. (Sadly, even Wilboman, with 99% odds to win, refused to attack - I didn't think he was smart enough to know fear ). Confusingly, I only killed Hyborem once; I thought he was supposed to respawn in the capital, but I never saw him again. Perhaps he was in such fear of being battered by sentient ice again that he deleted himself, returning to the plane of Hell.
My basic gameplan was to hurry for the PoW, while expanding; I used them as defense, cleaning up the various stacks of Hunters and Shamans and more Hunters that entered my lands. I teched onward until I got to Champions, at which point the game was over (I just had to kill another 300ish units at 99% odds). I supported my champs with the PoW, mostly for healing and disease removal, and with adepts and mages for Enchanted Blade, Ice Elementals and Slow, and eventually Rust.
The Sheaim were the only civ that displayed any intelligence at all, building Rosier and masses of Skeleton-summoning Adepts - a strategy that made me quite nervous until I made it to the PoW and axes.
I kept every city I took, until the very end. I used the Priests to Inquisition the Veil away, and built Temples of the Hand everywhere, which was sufficient to bridge all the Flames with ice.
Sadly, I won before I finished off Hyborem, not paying enough attention to the Domination limit. But hey, since I was late anyway, I figured I might as well push the limits there, too; 'Just one more turn' gave me the chance to burn down the Infernals once and for all. I never did make it to High Priests of Winter, but I didn't need to.
Thanks, Bob, for an excellent adventure. I look forward to the next one, and I promise I'll start it earlier
I just had an idea for a future PBEM/pitboss game setup: in addition to drafting leader/civ, you draft your starting resources.
There would be a list of resources that are available. E.g. lake fish, grassland hill gems, lakeside wheat, 2x Flood plains, plains marble under capital, 2x coast clams + 2 more coast, forested grass deer...
There are enough of these that everyone can get 3 and there are still some (e.g. 2-3) left over. Pick order then goes
1 ... n, n ... 1, 1 ... n, n ... 1, n ... 1
You can pick your leader first, or your civ, or one of your 3 resources...
The rest of everyone' capital tiles would be a normalish mix of grass/plains, flatland/hills, with about 50% river tiles.
I'm not sure where to put such request so I begin a new thread.
I'm trying to modify MoM a little and try to change the name of the normal units like spearmen, swordsmen and others. So I ran into a trouble: after studying the documentation for the modification of the MoM I tried to replace the name of the bowmen to the Rangers by replacing the original "pointer", which refers to the line, "Bowmen" in wizards.exe, a value that leads to the line "Rangers", and then checked the changes in the game. Instead of the name "Rangers" here was an empty line (like "Gnoll ")
To calculate the value of "pointer", I used the formula: the address of the string "Rangers" - the address of the 1st byte of unit, then swap the values like in ILSe wizards.txt file and insert it into unit data.
When I studied the structure of Aureus' MoM 2.00 I find that he insert names of new units into the text block in the wizard.exe by replacing the text, which became unnecessary in his patch (like Cloak of Fear as a spell on the artifacts). And in MoM 1.31 wizards.exe I found an empty bytes starting at 30DB7.
Here is my question: can I insert new text in this empty bytes and add "pointer", which will lead to this location to the normal units? And if it's possible - how can I calculate the values of the new "pointers"?
I would be very grateful if anyone knows help me
Just a quick post to show that over on CFC the next SGOTM is in the works and i dont know if anyone is intrested in partisipating (our last attempt in SGOTM 12 wasnt brilliant.)
In this game you are playing Napoleon of the French. Following your defeat by the Sixth Coalition you have been forced to abdicate and exiled to the remote island of Elba. It is time for you to take your revenge on the European powers that have defeated you. Are you up for the challenge, or are you going to end up like the real Napoleon, defeated and condemned to finish your life in exile for the second time?
Thanks for this scenario go to DynamicSpirit.
Timetable
Please sign up in this thread by February 16 at the latest. To help us to assign players to teams, please indicate your preferred team, whether you have played previous SGOTMs or SGs, and the highest level of Civ4 difficulty you can typically win at.
The game will start on February 25.
As teams seem to be uncomfortable with less than four months to complete, the completion deadline will be June 25.
Game Settings
This is the start of the game (click for a bigger image):
Level: Notionally Emperor, but this is a difficult map for warring.
Map: You start surrounded by tiny islands (you are after all in exile). Your European opponents have rather more land available.
Options: Vassals are disabled.
Victory Conditions: All enabled (for the AIs).
World Wrap: Cyclindrical.
Speed: Epic
Opponents: 6 European AIs.
Special Map Features: To avoid the game turning into a great-lighthouse-rush, one of your opponents has been pre-settled and already owns a lighthouse and the great lighthouse.
Note that although the real-life Napoleon was exiled in 1814 AD, this game is a standard 4000BC start in all aspects other than the heavily modified map. Also, your opponents aren't exactly the countries of the sixth coalition - DS admits he took a bit of artistic license!
Awards
The laurels will go to the teams that can secure the conquest or domination victory with the earliest in-game dates.
Wooden spoons will go to the team who finishes the game (win or lose) with the lowest score.
Notes
Versions
This game will be played in Civilization IV Beyond the Sword, version 3.19, using the standard BUFFY-3.19.003 HoF mod.
If a later BtS patch is released during this game you will NOT be able to use it to play. You will need to complete this game in BtS version 3.19 before updating your copy of BtS, or create and update a separate copy.
Mac players can only join in if they are able to run the Windows software on their system.
Rules and Procedures
Please visit the Civ4 SGOTM reference thread to check out the rules and procedures to ensure that you are adequately prepared for this game.
All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.
Spoiler information will absolutely NOT be tolerated in this thread.
Please sign up for this game as soon as possible by posting your own details in this thread. I shall publish draft team lists below in the next ten days.
Current Sign-up Lists
These are currently your stated team preferences. Number of players is shown in brackets.
Is there enough interest in running a fifth FFH PBEM game? With FFH PBEM 1 nearing its conclusion, Sareln and I were talking about setting up a new game. Participation is open for anyone; I think five or six players is the ideal size. Skill shouldn't be any obstacle for joining, but I do very strongly prefer that players either be able to commit to a steady turn-a-day pace, or have a partner who can insure that they don't continually hold the turn. Availability for occasional blitz sessions, especially early on, is also highly desirable.
My suggestion for game setup is that we either play with normal leaders / civs with all leaders chosen for previous FFH PBEM games outlawed, or unrestricted leader / civs with none of the civs or leaders from FFH PBEM 4 allowed. I don't have a preference for either option.
If we go with the former, the available choices are as follows:
If there's enough interest to run a game, we can discuss other options at that time (Orthus, Era, Map, etc). Game will be Patch O, Zombie fix, unless someone objects. I'm presently on patch N due to PBEM 1, but I have every reason to believe that I will soon be freed from my obligations in that game, and so should be able to patch up before this game starts =)
Current Roster
EDIT: Sign-ups are now CLOSED
- Bobchillingworth
- Sareln
- Square Leg
- Iskender
- Tredje
- Serdoa
Play order:
Tredje: Sheelba / Clan Email: tredje.rb at gmail dot com
* Dedicated Lurker- Mardoc. Email: RBMardoc at gmail.com.
Serdoa: Os-Gabella / Sheaim Email: serdoaciv at googlemail dot com
* Dedicated Lurker- WarriorKnight
Square Leg: Garrim Gyr / Luchuirp Email: tickletoleg at gmail dot com
* Dedicated Lurker- plako
Bob: Keelyn / Balseraphs Email: Bobchillingworth at gmail dot com
* Dedicated Lurker- Hesmyrr
* Dedicated Lurker- DaveV
Sareln: Valledia the Even / Amurites Email: Sareln09 at gmail dot com
* Dedicated Lurker- Nyktorion
Iskender: Sandalphon / Sidar Email: rbiskender at the same server as others