Noob needs advice in choice of modmod...

Hrothgaar

Chieftain
Joined
Dec 14, 2009
Messages
3
Hello FFH 2 community,

I discovered this great mod a few days ago (wont play something different for a long time), tried a few games and finally found out that there are some (many) different additions and modmods for FFH2.

I used this link: http://forums.civfanatics.com/showthread.php?t=335107

to read about them but for someone as inexperienced as I am its simply to much info in it, many of the informations provided about the content of the different mods dont tell me anything because they cover game mechanics etc.

I hope that you could advice me one mod which fits to myself because I think that some of you in here have enough long time experience to roughly know what mod focuses which area of improving FFH2.

Ok, lets get a bit to the detail:

The mod should be multiplayer compatible and should not slow down FFH2 too much (my comp is rather new with quad core cpu, dual graphic card and 4 GB ram). It also should still be living and grow with FF2.

The most important thing for myself is good economic AI / magic AI / combat AI / victory conditions AI for the computer players.
I know that there are AI mods in existence but I dont know if there is any AI mod that covers all four aspects and I dont know if such a mod is already implemented in the newest version of FFH2.


Not so important but nice to have would be new content for the already great FFH2 game. In this area its not so important for me to make the game broader (in example have 10 new races or something like that), I would be happy if its deeper (like more content for the already existing races to use the races example from above).

I have also read that the combat in FFH2 is very melee-focused and ranged units are not very useful. I dont remember on what FFH2 version this was referring to, has this issue already been corrected (or is this working as intended)?

I really hope you can shed a bit light in the confusing darkness of mods, modmods and modmods for modmods and could advise something that would seem fitting.

If I need to provide more information on some areas for you to figure something out feel free to ask - I hope this request of mine is not that strange (or stupid)...

Thank you for your efforts in advance.
Hrothgaar
 
Wild mana: Speeds up performance and boosts AI in all the areas you mentioned, but keeps all the unit line imbalances of the main mod. Is being maintained (bugfixes and such) but not grown.

Rise from Erebus: Boosts combat and magic AI, but doesn't make them better at economics or pursuing victory. Rebalances the unit lines and does a good job of it. Slows down individual turns a lot, but reduces the number of turns in a game because improvements have higher yields and late techs cost less. Is still being actively developed and having new ideas implemented in it.

Fall further: Similar AI to rise from Erebus. Also rebalances unit lines but doesn't do as good a job making recon good. Also slows turns down, but doesn't shorten the game to ocmpensate. Is in development hell so isn't being improved. Skip for now.

Orbis: Haven't tried, can't comment.
 
Quite honestly, if you are interested in Multiplayer Wild Mana may be the best for you. Sephi is able to test for issues, while I have never approached Multiplayer. :lol:

And Fall Further is being rebuilt from the ground up... As one of the few who can see their plans, trust me when I say it's worth the wait. :mischief:
 
Quite honestly, if you are interested in Multiplayer Wild Mana may be the best for you. Sephi is able to test for issues, while I have never approached Multiplayer. :lol:

And Fall Further is being rebuilt from the ground up... As one of the few who can see their plans, trust me when I say it's worth the wait. :mischief:

I'm intrigued. Is there any kind of ETA as yet?
 
Thank you for your advices, I am trying the Wildmana Mod right as I write this :-)

I have two other questions

1. This Wildmana mod comes with the "ErebusContinent" Map, I have read that this is a "slower script", does that meanthe map takes only a bit longer to load or is the waiting time between the turns increased also?

and

2. When players talk about settings in here they often mention the "Standard" size of the map they play, is it possible to play the largest map size without reasonable huge waiting time between the turns or is it the way Civ 4 works so its normal I have to wait a long time while the turns are processed at huge maps?

and finally a hidden third question :-)

3. Would fewer Civs or changed graphic settings reduce this "lag"?
 
Thank you for your advices, I am trying the Wildmana Mod right as I write this :-)

I have two other questions

1. This Wildmana mod comes with the "ErebusContinent" Map, I have read that this is a "slower script", does that meanthe map takes only a bit longer to load or is the waiting time between the turns increased also?

and

2. When players talk about settings in here they often mention the "Standard" size of the map they play, is it possible to play the largest map size without reasonable huge waiting time between the turns or is it the way Civ 4 works so its normal I have to wait a long time while the turns are processed at huge maps?

and finally a hidden third question :-)

3. Would fewer Civs or changed graphic settings reduce this "lag"?

  1. That refers to just the initialization time; Takes longer to start the map. Well worth the wait. ;)
  2. Larger maps typically mean larger turn times.
  3. And fewer civs mean faster turns. ;)

I'm intrigued. Is there any kind of ETA as yet?

None whatsoever. I'm just as impatient, trust me... Possibly more so as I have ideas on how to USE the new things. :lol:
 
The erebus cont mapscript I use is modified (simply to make maps which I think are aesthetically pleasing, as well as avoiding situations which kill players for no good reason, like choking them with too much jungle :()

my modified erebus cont is still in "development" I suppose, but under most conditions (ive tested small and standard maps on default settings, as well as with various "massives" enabled) it works better (in my mind) than the original.

Due to my severe lack of modding time ... or rather disproportionately large amount of playing and studying time :) ... I cannot guarantee I will ever have something I wish to "post" ... however I will mention that for people wishing to play multiplayer on hamachi, that we can use either pangea or (my) erebus continents.

And no, it doesn't advantage the hippus, I think its (my version) simply a better mapscript for multiplayer :p

Spoiler :
ps. If joining hamachi, try to download version 1.0.3 .... the newer "Hamachi 2" version has created difficulties with Kyroshill, however works fine for another ... so it might just be an isolated incident, however superstition combined with long-term effectiveness would lead me to prefer newcomers to at least try to find version 1.0.3 before alternatively installing Hamachi 2. Or ... we might all need to convert to Hamachi 2 eventually, but for now Hamachi 1.0.3
 
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