Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Fall From Heaven: VI Port
   
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1.022 GB
2 Aug @ 5:50am
10 Aug @ 8:27am
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Fall From Heaven: VI Port

Description
Ports Kael's excellent Fall From Heaven mod for Civ IV to Civ VI. Total Conversion mod that redoes the entire tech tree, units, buildings, wonders, Civilizations and Leaders. 20 New Civilizations, 37 New Leaders, 302 Units, 207 Buildings. Most every mechanic has been reverted to Civ IV style, including Commerce, unit and City Maintenance. Notable exclusions are 1 Unit per tile and 3 radius Cities.

This is an Alpha, although most of the gameplay is implemented, unit and building art is not there yet.
Check the Readme for a detailed description of the game progress and the differences in the game. You can find the readme in your steam install of the workshop mod, something like:
Steam\steamapps\workshop\content\289070\3540290287

Or on my github page for the mod: https://github.com/slothoth/Fall-From-Heaven

Note: This mod was developed using ALL of the Civ VI content, including all DLCs. It should be possible to reduce the DLC requirement down to just Gathering Storm and Rise and Fall, but that would require managing a lot of dependencies, and will also result in some units missing models.

Special Thanks to SailorCat,Fuzzle, WildW and MC for their help on discord with SQL. Leugi, SeelingCat and Sukritact for their great reference mods for Lua. Game-Icons.net for the vast quantity of icons used in UnitFlags. This mod would not have been possible without them. Low poly Chest pack from https://www.fab.com/sellers/AnderArts. Some assets were used from Warfare Expanded, and Deliverator's Wildlife. Thank you to SeelingCat for the permissions to use their Skeleton model, from their excellent Vakrana mod.
18 Comments
orz 8 Aug @ 3:38pm 
@sloth
An update for you and those people making Custom Games. Some of the map types are fundamentally incompatible with the current mod version.

Erebus, for example, will cause the game to crash 100% based on my tests.

Not sure if there's a clash between the Erebus lua/procedural and FFH but it seems that some other auto-formation maps like symmetric maps and 'competitive formats' seem to have the same issue, but not always at the same frequency.

Basically, use 'continents and islands' and some of the basic procedurals when creating custom game and it should work fine.
orz 7 Aug @ 3:15pm 
@Sloth No problem.
If you want me to test anything, let me know.
Feel free to add me if you like!
Sloth  [author] 7 Aug @ 6:52am 
@Phil. yeah the babylon DLC is not needed anymore, I forgot to remove that. As is, I found it depends on the Aztec, Babylon, Ethiopia, Khmer, Maya, Nubia, Persia, Portugal and Vietnam, as well as the Great Leaders Lincoln. I've just released a patch to allow the mod to work without those DLC packs. I will note, some units may visually appear odd without those packs, but I am working to remedy that also.

Ah as far as the Ljosalfar go, those buildings should not appear. They are basically dummies, because theres no way to ban a civ from using them, as the Ljosalfar cannot build Alchemy Labs or I think Stables. They shouldnt appear to be built though, but thank you for the tip. They also dont do anything.
Phil 7 Aug @ 4:27am 
Hello! the mod lists LOC_BABYLON_MOD or something like that for me as a requirement which I assume is not true. This could be my mod manager being funny, wanted to note it in case this isn't a local error on my side.

It does load up fine but as I have not played the original idk whats going on beyond cIV mechanics :D.

There are two buildings for me as ljosalfar that have neither a loc key nor assigned icon (it seems to switch around whenever I build smth else and defaults to stonehenge at bootup). They both got the loc key LOC_SLTH_NULLDESCRIPTION
I could also msg you on discord with screenshots if needed
Sloth  [author] 7 Aug @ 3:18am 
Hmm, I do still suspect its DLC, but I am going to do a quick pass now to include any of the stuff in the database that it relies on. I did manage to get into a game with with your settings.
Thanks for your patience
orz 6 Aug @ 5:27pm 
I thought that might be the case when I tried with no-dlc, but I currently own all DLC with one exception: The Leader Pass.

I don't think it has an effect though.

The error is: Error - One or more mods failed to load content. Yours is the only nonDLC mod subscribed.

Could it be custom game settings? Are there any map-type or incompatibilities that might be causing the crash? The custom game I was running was:

map erebus
huge
10 players (was 12, I removed 2)
leader 1 everything
leader 2 evertthing
start position legendary
hot, arid, sea low
world age new
no score victory, no turn limit.
Sloth  [author] 6 Aug @ 4:08pm 
@orz It might be a DLC issue? Currently I am requiring most every DLC the game has, so I can use its models. Is the error something like "One or more Mods failed to load Content", or did it reference a Lua. Either way, I would need you to send me the logs to help debug this issue.
The360MlgNoscoper 5 Aug @ 2:35pm 
Here's something i never thought i would ever see
orz 5 Aug @ 1:24pm 
This doesn't seem to be working. It crashes when loading up into map.
I unsubbed from all other workshop content to test but this did not resolve the issue.
Should there be any special configs done before getting into the game?

Also your comment mentions a readme file, where is this file located?

Thank you for your hard work!
ScarletW 4 Aug @ 9:27am 
You made it! Congrats!