Using FFH2 as a base for a new mod

QJaxun

Chieftain
Joined
Jan 5, 2004
Messages
69
Location
Seattle, Wa.
I recently rediscovered ffh2 and was amazed at how far its come since i played it last. Ive always wanted to make my own fantasy mod for civ4 and it seems this would make a great place for me to start.

I have some programming experience and have messed around quite a bit with the xml but havent really touched the sdk stuff.

How difficult would it be redo say the tech tree, civs and units. Any tips, pitfalls, things i should know before i really get going on this? Would it be easier to use bts as a base and the rip the stuff i want from ffh2?

p.s. Thanks to the ffh2 team for all your hard work over the years, you guys are truly great.
 
Changing techs, civs, and units are mostly simple XML changes, with the occasional python change needed. (For instance, the placement of techs in the tech tree is xml, but the arrows are python.)

If you are planning to borrowing stuff from FfH you'll probably have to use its DLL or else write your own that would have to be very similar. Ripping stuff from FfH is probably a much better option than starting from scratch, and the team doesn't mind at all so long as you give them credit.

Basing your mod on Vehem's and Xienwolf's Fall Further modmod instead of vanilla FfH would be far more versatile. It has all the functionality of FfH plus a lot more. There is a lot of stuff that can easily be done with only xml in FF that would be tricky and require python and/or C++ in normal FfH. I'm personally not a fan of most of the new civs they added, but it would be hard to imagine modmoding without using their base code.
 
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