Ahwaric
Shrubbery-hugger
I am concerned about two things here: too complicated mechanics and making AI understand how it works. But still, I might do it once it is time to implement the dual tech tree.It might be possible to do with dynamic tech costs, like in cIV Rhye's.
Maybe as summoned units ? For example, wizards can summon demons (or angels?) and technology spellcaster can create ogre or other mutated beasts. In general, this can be used as a sort of 'magic' for technology side.
I think Frankenstein monster will be tech version - just as it is in Orbis 1. But I might end with two kinds of biologica engeenering. First, technological one (cyborgization and frankensten type). Second, magical (alteration of form - just like Patrian mages created lizardmen in FfH2 universe)I would love to see some 'magical engineery' (for lack ofd better word) - like Frankenstein's monster, living brain in the jar, machine with a human parts attached to it, etc.
Glad I already influence Orbis 2![]()

I am torn here. I was disgusted by it at first, but it has some advanteges. There is more place for tactics on the battlefield.By the way, are you gonna keep the "one unit per tile" thing? I like it but I know many people would rather not play the game than have that feature.
On the other hand, one unit per tile makes moving a real pain. I think I will remove the limit at least or civilian units, and check what modded versions will be created by people.
Well, I do not want to sound harsh, but:I haven't read all the posts yet. Since this is not based on Orbis, one, I would strongly suggest not to call this Orbis 2. You will have alot of people upset that Orbis 2 is nothing like Orbis.
I strongly suggest you change the name. That would be like saying you made a Star Wars movie, but there is no empire, no rebels and no force. It wouldn't be Star Wars then. Just an idea.
- as you said, you did not read the whole thread,; also, you are new to orbis and only beginning to understand it (I noticed the prolifering threads
).
So, how do you know that Orbis 2 is not based on Orbis1? I care to disagree. Both orginate in my own twisted mind, so there is a big connection... The only thing you can tell, it will not be based on FfH2 (but still is going to be inspired by it) - Once upon a time, there was a mod called FfH. And then came FfH2. Trust me, these were really different (I played both). But FfH2 comes from the experience Kael and the Team got when creating FfH1.
- Civ V is different than CivIV, and both are different than CIv1. So? They are still called Civ.
- Orbis is my mod. While I try to listen to people, I am sometimes quite stubborn. This is one of such times...
- also, see below
I understand that it's less motivating than a fresh new project, but could you also do a last round of bugfixing for Orbis 1? At least the most glaring ones such as the Dimensional III spell not working. It's the most mature FFH modmod out there (and it gets a lot of play judging from the FFH forum), so I'd hate to see it stop a few steps from perfection.



Truth be told, I have been thinking of providing one last patch...
Partially to remind myself of various aspects of Orbis1 and deciding what do I want to carry over to Orbis2
Unfortunatelly, I am currently approaching deadline in my real life project. So, currently I am spending most of my time with word editor and Quantum GIS. Not much time for any modding.
But that will change next week, so I might start some work then. Of course, there will be no new features, but I will try to fix some bugs and maybe import some changes from base FfH2.