FF 0.43 Wishlist

[to_xp]Gekko

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well, since we're gonna have to wait a short while before FF 0.43 is out, might as well start this thread now :D

Gekko's wishlist:

first of all, I'll start with a couple ideas I have in mind. then I'll just toss a nice list of modmods to get ideas from, in the hope that you guys will find something you like in there and decide to add it to FF ;)

so lemme say that if there's gonna be an ice elemental in FFH 0.34, I think it should be in FF instead of the ice golem. you know, golem is Luchuirp-ish stuff ;) while we're talking about ice, it would be really good ( if it's not in 0.34 already) to have ice elementals/ice golems , and blizzards, turn water into ice that ground units can then walk on ( temporary of course ) . this would be sooo awesome. the ice elemental/golem should definitely be amphibious: it's not a problem to cross rivers when you can just freeze them and walk over :D

then, it would be nice so give the Doviello some kind of bonus in tundra terrain, like +1 food for tundra tiles, or maybe something more interesting :D

edit: it's sad that the guilds have been axed in 0.34 :( I think it would be awesome if instead of getting rid of them, FF decided to make them have more effect on the gameplay instead of something that's more of a random event, and leave them in - I loved the FFH guilds much more than the BTS ones even though they weren't being used often. they were fun and cool, as opposed to the ones in BTS which I found kinda boring. :)

also, it would be nice to have more kinds of units benefit from better metals. why do only melee troops benefit from bronze/iron/mithril weapons? it seems weird that cavalry and recon wouldn't love having better quality weapons as well :D and you could also have duskwood ( additional strategic resource in Orbi ) give a bonus to archery units just like metals do for melee right now ( that's how it is in Orbi IIRC ) ;)

ok, and now I'll just drop a nice list of modmods that you can get ideas from ( next post ) ;)
 
kewl modmods in somewhat random order: part 1 - complete modmods:

1) Orbi modmod - lots and lots of great stuff in here. the reworking of the melee line is a nice touch imho, currently everything's streamlined and the Shock promotion is a no-brainer. then you have the new resources, great commanders from XP, new guilds, civ-specific pagan temples, and a lot other nice changes (buildable war elephants FTW :D ) . http://forums.civfanatics.com/showthread.php?t=282567

2) Rise of Mania - I know it's for an old version of FFH, but I'm pretty sure there are a lots of changes in there that didn't make it into FFH and they would be extremely good in FF: defensive withdrawal, micromanagement reduction, zone of control, AI improvements... http://forums.civfanatics.com/showthread.php?t=192096

3) Tarquelne's modules: I'm not particularly fond of the Salt Golem, but all the others are very nice. I love the Holy Warriors module :D

4) Apepis' modules: AltAmurites ( http://forums.civfanatics.com/showthread.php?t=287683 ) would give the Amurites a more "unique" feel that they lack right now imho. the Wonderspack ( http://forums.civfanatics.com/showthread.php?p=7151060#post7151060 ) is awesome since FFH doesn't have many wonders and could use more. the Altcivics ( http://forums.civfanatics.com/showthread.php?t=261997 ) are very nice as well, gotta love Magocracy :D

5) Snarko's options mod - I absolutely LOVE this ! :D http://forums.civfanatics.com/showthread.php?t=226635

6) DrPepper's Amurite Unique Spells - http://forums.civfanatics.com/showthread.php?t=297876

7) DrPepper's Fixed Mercurians and Infernals - http://forums.civfanatics.com/showthread.php?t=297605

8) Combat Skill Points - http://forums.civfanatics.com/showthread.php?t=299885

9) MrUnderhill's Hyborem free units - http://forums.civfanatics.com/showpost.php?p=7479752&postcount=3

10) Avahz Darkwood's Hippus Flavour Mod - http://forums.civfanatics.com/showthread.php?t=281524

part 2 - modmods not yet complete:

1) Fall into Revolution - a dream come true :D http://forums.civfanatics.com/showthread.php?t=294422

2) Wiser Orcs - better AI, do I need to say more ? :P http://forums.civfanatics.com/showthread.php?t=254369

3) the Jotnar - quite obvious. we all now they're gonna be in FF sooner or later, but I felt it would be unfair to leave them out of the list :P http://forums.civfanatics.com/showthread.php?t=278848

4) Expanded Mercenaries - http://forums.civfanatics.com/showthread.php?t=285468

5) Mailbox's Economic mod - http://forums.civfanatics.com/showthread.php?t=288728

6) crystallized mana - conquerable nodes - I know Johniten was working on this last time I've heard from him... this modmod is LOTS of fun :D http://forums.civfanatics.com/showthread.php?t=290161

7) Magister's modmod - honestly, how can you leave this out of the list? :P http://forums.civfanatics.com/showthread.php?t=259763

8) Malakim+ - http://forums.civfanatics.com/showthread.php?t=294155

9) MarnokMod - http://forums.civfanatics.com/showthread.php?t=277098 ( 0.34 version here http://forums.civfanatics.com/showthread.php?t=294785 )

10) Fall Further RLD - http://forums.civfanatics.com/showthread.php?t=297713

11) Rise of Darkness - http://forums.civfanatics.com/showthread.php?t=299914

12) Ri-Hatz's founding city mod - http://forums.civfanatics.com/showthread.php?t=297538

13) Methuselah's Extended religion modmod - http://forums.civfanatics.com/showthread.php?p=7630104#post7630104

part 3 - mods still in early development :

1) Legion of D'Tesh - http://forums.civfanatics.com/showthread.php?t=276614

2) Upgradable Heroes http://forums.civfanatics.com/showthread.php?t=291562

3) Espionage!! - http://forums.civfanatics.com/showthread.php?t=286235

4) Nomadic Civilization - http://forums.civfanatics.com/showthread.php?t=284611

part 4 - The Dream

1) Dale's Combat Mod for FFH. DCM is soooo awesome... stack attack brings tears of joy to the eyes :D

2) IDW for FFH. ties together very nicely the cultural and warfare aspects of the game ;) - http://forums.civfanatics.com/showthread.php?t=188007

3) TheLopez's Immigration mod for FFH - migration in FFH, nuff' said :p - http://forums.civfanatics.com/showthread.php?t=173972

4) TechConquest for FFH - http://forums.civfanatics.com/showthread.php?t=245593&highlight=techconquest
 
[to_xp]Gekko;7326799 said:
so lemme say that if there's gonna be an ice elemental in FFH 0.34, I think it should be in FF instead of the ice golem. you know, golem is Luchuirp-ish stuff ;)

Check out Age of Ice's pedia entries - the Ice Golems were actually made by Barnaxus for Mulcarn after the Luchiurp failed to stop the ritual allowing him to enter creation.
 
ah I see, thanx for the info I'll check it out ;) I still like ice elementals better than ice golems though, if just for the fact that all the other elemental spheres get a summonable elemental ;)

although, since the ice sphere is gonna be "special" in 0.34 , it might be nice to have something special like a golem instead of an elemental. it's in the lore already so it's pretty good I guess :)

dammit, now I don't know which one I like better, golem or elemental :D
 
I think that Ice Golems would be better as either an Illian-only unit or an Ice/Enchantment cross sphere spell rather than the normal summon of the sphere. There is room for both Ice Golems and Ice Elementals. It might also be nice to see Frost Giants as Berserker UUs.

I hope you don't take away the ability to build Ice nodes to stay in line with the main mod.


I think you should consider the summon changes I've proposed elsewhere. All summons should have something special about them.
 
post 2 editted with a list of modmods. hope it's useful, it should at least make it impossible to forget about them and make them all easily accessable ;)

I'm really really hoping that you guys decide to import some/most of the stuff that is in Orbi cuz that modmod is great and it complements FF really well :)

oh, and I forgot to post this in the first post: it's sad that the guilds have been axed in 0.34 :( I think it would be awesome if instead of getting rid of them, FF decided to make them have more effect on the gameplay (instead of something that's more of a random event), and leave them in - I loved the FFH guilds much more than the BTS ones even though they weren't being used often. they were fun and cool, as opposed to the ones in BTS which I found kinda boring. :)

edit: also, it would be nice to have more kinds of units benefit from better metals. why do only melee troops benefit from bronze/iron/mithril weapons? it seems weird that cavalry and recon wouldn't love having better quality weapons as well :D and you could also have duskwood ( additional strategic resource in Orbi ) give a bonus to archery units just like metals do for melee right now ( that's how it is in Orbi IIRC ) ;)
 
Well, I don't think we'll incorporate EVERY modmod that exists for Fall from Heaven! And one of the joys of doing a modmod is getting people to give you feedback on your work, which encourages you to invest more time and effort in things. Incorporation into a larger project steals all of that from a modder (why give feedback to only the Jotnar thread when it is in Fall Further and you can get a lot more replies from a full sub-forum of people? And how do you know for sure the bug was from them and not from the base mod, so you go report to the base...)


Also, if you haven't noticed, I have a tendancy to do things in my own way quite often. I might find some ideas from other people's work on occasion, but in the end I implement it my own way, and wind up finding all kinds of fun new extensions later :)



As for unique summons, I haven't yet seen anyone come up with ideas quite as "off the norm" as my own original proposals quite some time ago, so I see no reason to try and consider any of those ideas TBH (meaning: if I ever have the time to actually redo the summons, I'll go with my old ideas, some completely new ideas, and possibly the latter portion will have some influence from reading other people's ideas on the forum). Same with the Horsemen if anybody thinks to ask for them to have more "flair" to make you fear them.



And Gekko: If you got a list this long, it's time to mod-mod-mod! ;)
 
And Gekko: If you got a list this long, it's time to mod-mod-mod! ;)

:lol: anyway, I know FF is not going to incorporate every modmod out there. at first I just wanted to point out a few features of orbi and rise of mania that I liked a lot. but then there's so many modmods and I felt bad about only mentioning a few. :D so I thought hey, I'll just list them all so they can easily take a look and see if there's anything they like ;)
 
[QUOTE='[to_xp]

part 4 - The Dream

Dale's Combat Mod for FFH. DCM is soooo awesome... stack attack brings tears of joy to the eyes :D[/QUOTE]

And what a dream it is...
 
If orbi isn't implimented in FF... I hope Ahwaric will use orbi to add to FF instead of adding to FFH. I think orbi is really fun and adds a lot to the game.
 
Well, I "released" my early works on Malakim. I still don't have enough time to learn how to export units from 3ds Max properly (I get weird very thin lines here and there with the unit exported etc.) or I would already start to work on Flying Carpet UU :). It will definitely be in, sooner or later.
 
... *user slowly reads list* ...
Impressive list of mods ... now we need somebody to compile it...
 
I was thinking that the game could use more Avatars. I'm thinking that letting the Sidar perform Ascension in order to gain a Laroth Ascended could be quite interesting. They don't realize it, but they've been helping his vanquished sorcerer to overthrow Arawn for a long time. Having an active once-mortal god of death entering creation would be awesome.

(The Ascension Ritual should make a leader very evil.)
 
That might be interesting.It could require that you have killed a certan number of heroes and could spawn all heroes that have been killed thus far when you complete the ritual.
 
ah! I forgot that even though 0.34 introduced explorable lairs, there is still lots of stuff in the MarnokMod that didn't make it in. so, list updated again :lol:
 
I wish for all the things that have been wished here especially orbi and mailbox econ mod, as well as what has been discussed about forts and tier 4 spells given by tower wonders. - and a new staff that can be captured from a barbarian lich hero that grants channeling 2 and fire 2.
 
It does not need a minimum number of killed heroes (for the player that is). Who would waste it for only one or two heroes? Use it only when you get them all.

The AI will of course need some help here.
 
I think the Elohim should get Spiritual as a starting trait, it fits them perfect ;)

btw, ranged attacks ( archers, siege, etc. ) should not cancel the fortify bonus, for 2 reasons: first, it makes no sense. second, the AI would be a lot more willing to use them I guess ;)
 
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