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Recommend a modmod

Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Nabirius, Oct 19, 2014.

  1. Nabirius

    Nabirius Chieftain

    Joined:
    May 24, 2014
    Messages:
    6
    So I've been playing around with FFH for a while now, and I want to ask about potential modmods. I've looked at the modmods a bit, but there are somethings that you can't necessarily get just by reading the change logs.

    For instance I'd really like to see the Elohim, the Grigori, and the Doviello see a buff. I'd also really like some new civilizations, especially if they include some interesting new good (as in the alignment) civs. But I would also like it to stay lore-friendly, or at least tone-friendly so I'm a bit worried about the Steampunk dudes for instance.

    So to you all who have some experience with these mods what do you all recommend?
     
  2. A Moon

    A Moon The "A" is silent

    Joined:
    Dec 31, 2009
    Messages:
    682
    Location:
    Me.
    I'd recommend you have a look at Orbis (although I'm sure where the download for that one is) and RifE, which adds a lot of new stuff, including new civs and then some. Master of Mana or Wildmana or whichever it's called now is probably fun too, but it's a bit heavy to get into.

    Magister Modmod and Extra Modmod are fun for overpowered new content and balance respectively.

    The key point is; try all the modmods for yourself. Generally has a favourite mod / mod they created that they'll preach about for you, but reading about a mod is no substitute for playing it yourself.
     
  3. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
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    Extramodmod of course. Includes MNAI for much better AI, EitB for much better balance and no new lore unfriendly content. Seems like what you're looking for :D
     
  4. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,812
    Location:
    France
    but Emm does not add extra fluff..

    the best one for extra fluff is Orbis .. AI is decent even if not to paar with MnAI (but it is the oldest of all the mods I'll cite here)

    RifE has the most fluff : especially AoE (and there is a customizing option to can disable the civs you don't want at game start, or enable them only for Ai or only for Player) (+ many modules can boost this or that) however AI in RifE is so-so. (maybe even Bad)

    MoM has very nice system and AI... but I'll propose you to play with version 1.42 and X-tended for 1.42... (or maybe Darksavant's modmod... which has the better Ai, many interesting things and bug fixes of beta2 but do not use the roosters and planes, which are currently not-finished/balanced)
    However, please beware, while lore is very close to FFH, the mechanics make it a totally new game... as far from FFH than FFH is far from BTS.

    version beta3 seems interesting, but very complexe, and even more different from base FFH/


    Otherwise, Magister's modmod is very fun, it gets the AI from MnaI, is the most lore-ish game. Has much fun;.. and corrects unbalances by... unbalancing something else.
    (but beware of Khazad, they tend to snowball and kill everyone in sight)

    Balance-wise, Emm is currently the best (for single player): balance from EiTB, AI from MnAI, + a bit of fun on top of that.

    those are the "big mods".. there are also a few "smaller-less-well-known-mods" that are supposed to be nice, but I haven't played them, and the threads are kind of dead.... so I cannot say their pro and con
     
  5. Alexej

    Alexej Prince

    Joined:
    May 16, 2008
    Messages:
    433
    Its hard to play these good modmods after playing Master of Mana with esvath`s great graphics for units new and old. I wish all of them to have those great looking units.

    Thanks for pointing us to this Darksavant`s mod because I overlooked it somehow and since it has Xtended in it, its sure worth trying
     
  6. Qgqqqqq

    Qgqqqqq Emperor

    Joined:
    Aug 13, 2012
    Messages:
    1,073
    I would recommend sticking to mods that have updates in the past year or so. Anything older then that and it can get dodgy, especially missing even the basic updates from MNAI, and so on.

    Other then that, my preferences:

    Erebus in the Balance
    More Naval AI
    Extra Modmod
    Magistermodmod

    I would try all of those at some stage. Certainly before moving onto Orbis, MoM or Rife
     
  7. akatosh

    akatosh Prince

    Joined:
    Dec 2, 2012
    Messages:
    401
    second all of this. Personally, I enjoy Extramodmod the most these days.
     
  8. Calavente

    Calavente Richard's voice

    Joined:
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    2,812
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    well, you noticed I have not cited EitB and MnAI..
    but that's because, currently, for me, those are best played as.. Emm !
    (well, because EitB is not the best for single player, but MnAI doesn't have the same sens of balance)
    recently, I played Emm, Emm, MoM, MoM, MoM, Emm, Magister, Magister, MoM-DS...
    I hope I'll find time to play AoE one day... before MoM goes on a new update...
     
  9. Freesmog

    Freesmog Skeptic1938222569

    Joined:
    Nov 15, 2007
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    outside the city
    Thanks for the Darksavant's mod mention. I'll have to check that out. I'm currently enjoying Magister's mod, which is fun except for the long turn wait times.
     
  10. Derf

    Derf Modular Mushroom

    Joined:
    Jun 1, 2002
    Messages:
    595
    Location:
    UK
    I can't say much for multiplayer compatibility largely because I seem to recall RiFE suffered a bit in that department because of the modularity it had. But since I don't think anyone else has mentioned my uh... modmodmod? I keep losing track.

    Rebirth and Legend, as found in my signature. Like Ashes of Erebus it's a continuation of RiFE, although it has much slower development mainly because I'm the only one working on it, and I'm trying not to pull my hair out with a tweak I've been after for a while. I do fix bugs found in Ashes of Erebus (And give the credit to them for it as well) but there are a number of differences.

    For one thing, the Mercurians and Infernals are playable from the start, and I've balanced (or at least tried to) them to not be overly powerful right from the get-go. Hell Terrain no longer spawns from the Infernal terrain; at present it must be cultivated from Bradeline's Well - assuming the Elohim haven't purified it. Work on an alternative means of creating/spreading it is the big pain.
    Jotnar are also updated and playable. They're a module for Ashes of Erebus too, but because in RaL I can make tweaks I can't do with modules, I can fix things much more gracefully. A few other modules have been merged into the main source - the Lizard Art Fix, for example. On the other hand, Max's Mekara Mod, aside from bugfixes, has not been merged because I side with Jheral in his belief that it took away too many of the unique mechanics.

    That's all I've got off the top of my head, I know there's more. But I have to leave some reason for you to wander along to the thread and have a look, don't I?
     
  11. Nor'easter

    Nor'easter Emperor

    Joined:
    Feb 25, 2007
    Messages:
    1,512
    I usually play Rise from Erebus, since I really like the added content. More recently I moved over to Ashes of Erebus, since RifE is no longer being developed and still suffers from occasional bugs, while Ashes is at least engaging in bugfixes.

    Every now and then I'll fire up a game of Fall Further solely to play the Jotnar in their original implementation.
     
    AyanamiRei likes this.

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