Do keep in mind that (pretty sure I am recalling correctly) all of Fall from Heaven exists BECAUSE of these Scenarios. Kael had them in mind and wanted to make them, but had a laundry list of features which would be required. The Epic Game was just a development platform so he could design and refine the features which he has wanted for these scenarios.
Again, only reasonably certain I am remembering that all correctly. I could easily be off my rocker
The mod had to be finsihed so that we could do the scenarios. But the bread and butter of FfH2 will always be the random game.
I was really glad to to see people responding the way they did in the "whats special about ffh" thread. Its about increasing replayability by heavily differintiating the factions. We did tons of other stuff along the way, but thats really the heart of what we were trying to accomplish.
Some people will love the scenarios, some won't and will stick with the random game. Either way is fine. Im especially excited to see the scenarios as a way for new people to more easily learn their way around the mod. I know a lot of people are put off by the complexity. Of course if you are posting in this thread that probably doesnt apply to you

but we consider our full audience. The more casual playrs that will never post here but need an easier ramp to entry than they currently have.
Plus the scenarios just offer us a new way to experience FfH, and Im all for that. We spent to much time building the game to not offer a few ways to enjoy it. Even the scnearios themselves will differ between the heavily scripted to the open objectives. People will like different ones better. But I hope everyone finds a few of them they really enjoy. Much like our civilizations the scenarios should require different strategies and appeal to different players.
Is it the best use of our time? I dont know. If I was to layout the 20 top features from our design list 2.5 years ago and ask the community to rank the ones they thought we should focus on and cut everyone would have different preferences. But I would hope that all of them would appeal to some players and by the end they all worked together as a cohesive whole.
The scenarios at this stage was also intentional design because it forces us away from features and major additions and into specific tweaks. Nothing forces ai questioning more than dealing with the ai responce in specific situations. Nothing helps weed out balance better than creating specific engagements. Those things are nearly impossible with things coming in and out. Scneario creation makes us slow down, concentrate on game assets instead of design assets and really polish out the pieces that need to occur.
We will also hear form you on various scnearios about being to easy or to hard. The ai not behaving appropriatly, or civilizations that never threaten. Those are also hard distinctions ot make on someones random map because who knows what is going into that. But when we get hundreds/thousands of you playing on the same maps in scnearios that are supposed to be balanced I think we are going to get some good feedback.
So im excited to see them for many reasons, though as a player im a "build my own world" kind of guy. As with all things FfH we are goign to try to take some risks and push what people are used to for Civ4 scnearios. Some may work, and some may not. But you can expect that they will be ambicious.
