FFH3 (Even though its too early to even think about it)

Multi-layer Hex Maps you mean ;)

That might be interesting. What if FfH took place on multiple maps at the same time? As Basium, Imagine bridging the gaps between Erebus and Arawn's netherworld and then assaulting Hyborem in Camulous's vault?

The distance modifier for Maintenance would be killer though.
 
That might be interesting. What if FfH took place on multiple maps at the same time? As Basium, Imagine bridging the gaps between Erebus and Arawn's netherworld and then assaulting Hyborem in Camulous's vault?

The distance modifier for Maintenance would be killer though.

Yeah, multiple maps were in FfH's original design but they had to be scrapped because the engine couldn't handle it.
 
Yea, I heard elemental is working on a new engine for 4x games such as ffh2 and civ4. For instance, I heard that we are currently using an ancient and outdated system, originating from possibly the 90s?! So anyways, if they DO create a new engine, and leave it open for the public, and even if they dont, Take Two can create a similar cutting edge engine, and allow for things like much faster turns, much larger maps, and higher detail for a far greater extent of total immersion.

I humbly assume that multi-layer maps are a new possibility with such a theoretical new engine.
 
I'll remember the multilayer maps from the Test of Time-version of Civ... that was awesome and would have perfect for FFH2! :love:

I figure that Firaxis is pretty lazy when it comes to Quality Assurance. I have no doubt that they will create a Civilizations 5, but in all terms, the number of mods that exist have expanded the gameplay and replayability far more than Firaxis did, thus making the mods into nearly a whole new game. FfH2 is a prime example of this, as is the CivGold mod. If anything, they will probably have to port some of the mod features (IE: The BAT Mod, for example) to make Civ 5 an improvement over Civ4.

One of the goals with Civ4, was to make it highly modable. So, their not lazy, but instead can be really proud to see many nice mods coming from their base product. And, they have also followed quite well up on the players' requests for patching.
 
... Multilayer maps? Sounds alot like Age of Wonders: Shadow Magic. Has a surface, underground, and shadow world map that can all be used in the same game and be switched between by your units (and build cities in all three).

Edit: I personally want a more tactical combat system like AoW:SM has, as opposed to the "throw this unit at enemy stack to weaken it, then throw highly promoted unit at it."
 
We talk a lot of what can be new in Civ5... even Kael ...
It seems that the topic of the thread is forgotten ... even by Kael ... as he posted in this thread, but had no word about his will to do a FFH for a future version.
No point then to talk much, as it seems that no one knows for sure what future will be...
We are in a "wait and see" situation. Wait for next Civ version, see what is under the new hood.
 
Maybe this actually IS Civ V. Perhaps Firaxis's whole plan was to release the barebones essentials as Civ 4 and then have Civ 5 simply be the entirety of the mod community. Why do the work when you can have hundreds of people do it better and for free?

Well, you can't make any money off freely issued mods, for one thing.
 
You can if people are still out there buying copies, to try whatever is new on the scene. Of course, initially, you would think only people that already had copies would want to try a mod, but if the publicity is out there, it might yet spark more interest, and then those are copies of Civ that would not of sold otherwise.
 
And I think that's the point. As people hear about the mods, people will go buy the Civ 4 Complete or Civ 4 expansions giving Firaxis money, even though its not for the game they made, but rather the engine.
 
Simulatious Turns, Multi Core support, Remove the blocky graphics (either by skipping tiles completely or making features build graphics assets over several tiles) and making even more moddable :)

But I think SMAC2 is the way to go. Blow planetfall out of the water...
 
I believe it was stated that for Civ 5, they were going to make it even easier to mod than civ 4 currently is. Don't ask me for the source as I believe that I picked up that little tidbit last spring. It was in one of the interviews with the Firaxis team.

As for multilayer maps, I'm rather opposed to them. They were implemented in Civ 2 test of time, and were clunky, hard to use, and hard for the player to get a good understanding of what was where. All in all, it led to a very poor user experience IMO. Now, if they were somehow able to vastly improve the experience, it might be better, but I really can't see how they would be able to get over the clunkyness.

As for FFH 3 - is FFH 2 not good enough? Plus, considering the popularity, FFH 2 might be ported to Civ 5 by the Firaxis team and included in the bundled mods. Who knows?

-Colin
 
Now, if they were somehow able to vastly improve the experience, it might be better, but I really can't see how they would be able to get over the clunkyness.

Follow the master of magic strategy, only certain points on the map can switch between maps. You have to admit, that entering a dungeon, and having it open up a new, randomly generated 10 x 10 mini map with dungeon terrain would totally kick ass.

ToT did not do that, and it was clunky. Switching between sky, earth and underworld was just annoying as hell.
 
I personally want a more tactical combat system like AoW:SM has, as opposed to the "throw this unit at enemy stack to weaken it, then throw highly promoted unit at it."

I love the system in Sword of the Stars ... turn based strategy with real time combat.
 
Sword of the Stars combat was .... clunky at best .... but yea, the right idea is there. I like the smoothness of the Total War interface. When it comes to battle, at least.
 
Or can you?

Product placement, advertising music artists, making people pay to download the complete FFH2 soundtrack from the authors' websites (e.g. only put a small sample track on the game for each song), etc.
 
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