What would be good settings for a first game of RifE 1.3 and Fall Under?

Steven Aus

Teach The World To Fish For Life
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That is, ErebusContinent settings, player settings and game settings (including allowed Victory Conditions)?

There is just so much, I don't know where to start! :)

Best regards,
Steven.
 
Default settings for ErebusContinent should do fine.

Difficulty should be a few levels above whatever you play on vanilla civ

Turn on Timid Animals and Random seed on reload, as well as any other settings that sound cool (I like living world and the one that includes all the special stuff like the Yggdrasil (their name escapes me))

I recommend Hippus as your civilization, they play much like vanilla civ, just be sure to focus on your mounted tech.
 
Timid animals. It keeps them out of Cultural Borders. I haven't tried a 1.3 game without it turned on, but the game used to essentially be unplayable without that option. Blessings of Amaroth and living world are pretty cool too. Wild Mana is interesting, but unless you are familar with ffh magic and planning on using a lot of arcane units/mana types, it probably won't have a major impact on your first game. FFH and it's modmods typically take a game or two to figure out, so I'd recommend mousing over the other settings and trying ones that interest you.

I pretty much use default map settings, and all victory conditions. I prefer playing on quick with quick cultural, religious and domination. It really speeds the game up.

preview edit: all unique features makes sure all the features are placed on the map. It's pretty fun.

And yes, start with the Hippus or Bannor. Those two are mostly straight forward.
 
Haven't really played any Civ4 for ages - I think I played FFH2 a number of months ago, but I've played very little vanilla Civ4 or BtS. In fact I think I only bought BtS to play FFH2. :)

Is the achievements panel in RifE and if so, is it any different to vanilla FFH2?

Best regards,
Steven.
 
Timid animals. It keeps them out of Cultural Borders. I haven't tried a 1.3 game without it turned on, but the game used to essentially be unplayable without that option. Blessings of Amaroth and living world are pretty cool too. Wild Mana is interesting, but unless you are familar with ffh magic and planning on using a lot of arcane units/mana types, it probably won't have a major impact on your first game. FFH and it's modmods typically take a game or two to figure out, so I'd recommend mousing over the other settings and trying ones that interest you.

I pretty much use default map settings, and all victory conditions. I prefer playing on quick with quick cultural, religious and domination. It really speeds the game up.

preview edit: all unique features makes sure all the features are placed on the map. It's pretty fun.

And yes, start with the Hippus or Bannor. Those two are mostly straight forward.

Try without Timid Animals. :p

It does not keep them out of borders, it just keeps them from walking straight in. Very few animals do that on their own any more, however.

Haven't really played any Civ4 for ages - I think I played FFH2 a number of months ago, but I've played very little vanilla Civ4 or BtS. In fact I think I only bought BtS to play FFH2. :)

Is the achievements panel in RifE and if so, is it any different to vanilla FFH2?

Best regards,
Steven.

Achievement pane is essentially the same. A few new trophies.
 
In my first game (didn't play through to completion or anything), I kept getting an error each turn about not being able to "ScrubFallout" or something similar. I have RifE 1.3 and the latest version of Fall Under. What is that error caused by?

Best regards,
Steven.
 
I don't select Timid Animals and I have never had an animal unit enter my borders. Plenty of Minotaurs, Cyclops, and the like, but animals only show up inside my borders if they are trapped there by expansion or I capture them and bring them there.

Personally, I think the animal mechanism in 1.3 is very good and only needs minor tweaking. For example, I think there are too many Elephants and Mammoths and you can use that as an exploit - although I have actually seen AI Riders of these animals too.

I think if you have NOT been able to build the Grand Menagerie in 1.3, you just aren't paying attention.

I do miss the Lizards, especially my all-time favorite, the Thunderlizard. How about bringing one back as a Magdalard/Guris type epic beast. Maybe even call him ... Godzilla? :)
 
I don't select Timid Animals and I have never had an animal unit enter my borders. Plenty of Minotaurs, Cyclops, and the like, but animals only show up inside my borders if they are trapped there by expansion or I capture them and bring them there.

Personally, I think the animal mechanism in 1.3 is very good and only needs minor tweaking. For example, I think there are too many Elephants and Mammoths and you can use that as an exploit - although I have actually seen AI Riders of these animals too.

I think if you have NOT been able to build the Grand Menagerie in 1.3, you just aren't paying attention.

I do miss the Lizards, especially my all-time favorite, the Thunderlizard. How about bringing one back as a Magdalard/Guris type epic beast. Maybe even call him ... Godzilla? :)

Glad to hear it's balanced! :goodjob:

Lizards won't come back honestly, too similar to Raptors (functionally, at least; We thought about it for a while before removing them). There WILL be more Margalard-esque beasts, though... One for each type of animal, in fact.
 
I've had most of my friends play a game or two on Noble when they first get RiFE (or really any mod, for that matter). You'll likely find it pretty easy, but it'll allow you to figure out what

For now, you may want to consider the option to lock/block certain civ's from spawning, and turning off the two lizards and the D'Tesh. They're a bit crazy in the hands of anyone right now with the current 1.3 balancing, but in the AI, they will double and triple the score of the other AI players with little fuss, due to the AI having a bit of trouble with health. I also turn off no liberation to disallow the Frozen, but that's a self preference, I think... only played one game with them in 1.3, so I'm not sure how well their balanced.

...If you are playing a major leader, you may want to consider forcing all others to be major leader with the Acknowledged. In later patches, the different sorts of leaders will be better balanced against each other, but right now it's sort of iffy. Major leaders also have the advantage of being more likely to have full unique diplo dialog written for them, which is always nice.

Turn on all unique features! Unique features are cool. :)
 
Set everything to random and then if you start bad you summon a civ and take them instead
 
I would think the best victory conditions for a first game would be turning all of them off except conquest. All you have to worry about is staying alive, and can take as much time as you want to figure everything out before eventually overwhelming the other civs.

That's the only victory condition I ever use anyway. It's not winning if the other civs are still left standing. :p

Maybe turn off the counter too. It can be a little annoying if you don't know how to control it. Save that for game 2.
 
I would think the best victory conditions for a first game would be turning all of them off except conquest. All you have to worry about is staying alive, and can take as much time as you want to figure everything out before eventually overwhelming the other civs.

That's the only victory condition I ever use anyway. It's not winning if the other civs are still left standing. :p

Maybe turn off the counter too. It can be a little annoying if you don't know how to control it. Save that for game 2.

You can turn off the score win? How?
 
Uncheck the button? I don't know what you mean. The only victory condition I have checked is conquest. If there's other ways of winning not on the check list then I haven't "discovered" them. :p
 
Glad to hear it's balanced! :goodjob:

Lizards won't come back honestly, too similar to Raptors (functionally, at least; We thought about it for a while before removing them). There WILL be more Margalard-esque beasts, though... One for each type of animal, in fact.

Oh lord. Please remove their ability to pillage, one of them got in my borders and was absolute hell until Thanatos captured him. He wouldn't leave and Thanatos was on the other side of the map garnering slaves for my empire.
 
Oh lord. Please remove their ability to pillage, one of them got in my borders and was absolute hell until Thanatos captured him. He wouldn't leave and Thanatos was on the other side of the map garnering slaves for my empire.

I just try my best to capture Acheron to kill them
 
Hi there,

I'm about to try RifE and wonder if there is a general overview to help me get oriented. I've played a lot of FF2, Orbis, and now Wildmana, so I just want to know what are the major new features so I can get right to the good stuff. The blog is good on details, but I'm trying to get the big picture.
 
well..
not so different than WM IMO in the general overview.
beware of false friends.
biggest difference is the health system : 2:yuck:per citizen.

other than that :/
-great engineers are used to build mastercraftsmen : allow you to buy equipement for units (see here) : you don't have to have an adventurer guild.
-barbs always give you some xp even after 100xp, there is just a diminished return
-no guardians' spellbook (even with wild guardian option turned on)
-Great Commanders/general are gained through combat AND can be used as general for 3units (no more +1xp, +1:strength:) but allows to get some xp from it's minion's fight and can grant it's minions some useful promotion while they are in range, They can build a fort in 3 turns (auto expansion of cultural borders), even in cultural borders of an ennemy you are at war with,
-fort can be claimed, then get a fort commander, free of maintenance, get some ranged warfare power + spreads some culture,
-most barbs (from lairs/mana guardians or Archeron) are leashed : ie do not move more than 1-5 tiles from lair/city depending on the unit.
-NO FISHING VILLAGE
-No Houses of Erebus !!! neither hunter-house nor arcane house ...etc
-any captured animal and GP can be teleported to your capital ! no need to escort them back !(edit)
-Any captured animal can be sacrificed to give the recon units on the spot a "blood promotion" : very interesting ones :D (+1:strength:, +1movement, +1FS, +2ranged attack, +regeneration, automatic pillaging...Etc(edit)
-mutation mechanism has changed (edit)
-many different promotions (edit)
-less wonders in RifE than in WM, but more than in FFH (edit)

-the new civs (legion of D'tesh, Cualli, Dural, Archos, Chislev , Maogata/Mekaran Order with modules)
-the civs that play (have a different mechanism) in an other way : Grigori, matzalt, Jotnar, Austrin, Mechanos, sidar, amurite (even more with fall under), Doviello, Bannor, Elohim (at least different than in WM), (edit) Scions of Patria,

If someone has some other "general changes" to add...
 
true, forgot about them.
earlier post edited :D
 
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