What modmod do you prefer ??

I understand that very well, Fafnir. I'm going to play about with Orbis and Fall Further tomorrow, but it occurs to me that I don't really want to see that many new features or major mechanical changes until I feel like everything is 'finished'. Fall from Heaven is so very nearly a finished game, which is remarkable for a free mod, but so far I've come away feeling that a few civs need a little more attention and some of it could be filled in a bit before adding more.

I so need to play the Scions of Patria, though. I'm rather annoyed at this Tarqueline fellow! I was thinking a few days ago that I'd quite like to see a good civ that seemed as interesting to play, and as interesting conceptually, as the Sheaim or Calabim. I brainstormed a good-aligned undead civ that I think I can tie into Fall from Heaven lore – though I don't know anywhere near as much lore as most people.

Then I wandered across the Scions of Patria and see that it's too similar to an idea already done. My civ isn't quite identical (Scions aren't Good), but… Alas.
 
I prefer FF+ but thanks to this thread I've read about wild mana, and this sure looks very good. Any chance this will be merged with FF+? :)
 
I prefer the Tweakmod, but then ahain, I love Orbis and FF/FF+. It's just so much variety. I have copies of all of them and swap back and forth as I feel like it. It would be completely awesome to have Orbis, FF+, the Tweakmod, Wildmana, and any other modmods I might have missed (eg. Leders Enhanced) all rolled into one package. (Just a thought)
 
I prefer FF+ but thanks to this thread I've read about wild mana, and this sure looks very good. Any chance this will be merged with FF+? :)

I keep planning to do it, but always get hung up on what to merge. :lol:

For example, I don't want most of BUG... I feel FF has the important parts already. Want the spellcasting AI, but not most of the other AI...

I definitely need to steal back the upgraded Wild Mana options though. :lol:
 
For me the mods could be described, as

FFH2: the Engine - complete - tested - stable - balanced

FF: The Expansion Package - quite finished, mostly stable, needs balancing from time to time.

FF+: it add's new ideas and things to the expansion package, makes it more interesting and refined. (like FF was in the beginning - before it became The Expansion Package)

Orbis: like the Engine, but something else (mostly because of 3 food eating), finished and stable. If you feel like you have seen FFH2 this is your way to experience something new.

Wild Mana and other AI mods: inofficial "patches" to The Engine. Many of the ideas are used in Orbis and FF+.

Well, that's how I see it, I'm not sure how the developers see it? ;)

I think one thing main FFH2 could and should do is to improve the UI. Most mods support a better interface. On the other hand it could be argued, that this "better" UI is more complicated for beginners?

@Valkrionn
I'm sure you'll use the best parts of the available sources :goodjob:
 
My favorite is probably orbis, but I recieve continual CTD and freezes in multiplayer, and since most of my gametime is spent playing with my girlfriend while we work on homework, that is a MAJOR problem. That being said, when I do play, I usually end up switching back and forth between orbis itself and leaders enhanced.

Wild mana is probably my second favorite, simply because it is soooo nice to play against a competent AI. The wild mana economic AI is not much improved (a few improvements, but nothing really significant, and it still needs the production advantages at higher levels to be able to defeat me with no magic in play, pretty much the same as regular FFH), but the spell AI is really what makes it great. Now if the enemy gets chalid, he will pillar of fire you and hammer you only slightly worse than he would in human hands, and the AI will cast maelstrom, fireball, specter, etc. There are still a few cases where it can use improvement (specifically, in mana affinity - I haven't seen uber specter spam yet), but its still an awsome AI improvement.

As for FF, I enjoy FF+, but don't really like FF much. FF+ adds alot of neat improvements, and I feel its alot more fun than FF.

Lastly, for all the other modmods, rise of darkness was fun, but it too suffered from orbis's problems in multiplayer. I have tried a few others, but none of them made the same impression as the ones listed above.

-Colin
 
I actualy prefer base FfH as FF has way to much stuff in it that seems to be 'how can we show off our coding skills' and less about 'what actualy helps the mod'. I haven't played Orbis that much, but I did prefer it over FF.
 
where do people get the idea that FF is MOAR anyway? actually all the notable features of FF are in Orbis alongside with a lot more stuff. FF plays a lot more like FFH does, while Orbis has a different tech tree, different civics etc.

so give me leaders enhanced/wild mana merge, add in the cool features from FF 051 and I'll be happy. shouldn't be THAT far away anyway :lol:
 
Well I'd say FF is MOAR and Orbis is ELSE ;)

personally if I want something else I play Planetfall or Dune Wars, but nevertheless I can see the "market" for Orbis, because... well for the same reasons that ConfluxIII is so beloved by the fans of Dungeon Master (no, not Dungeon Keeper). - Many people like to have the same setting with different rules. And in that category Orbis is great.

Maybe all the "AI Enhancers" should work together, to make an AI improvement mod, that handles combat, magic, resources, diplomacy and so on - which could be added afterwards into FFH2, FF and Orbis. Not being a modder myself I'm not really sure if this is a good idea, and of course it's up to them to decide if diversity or one mod is better, to enhance the AI (including testing and so on). Since all of them learn (steal ;)) from each other anyway, it seems to be good as it is now, but maybe for the "just user" people (like me) it would be good if someone would make one mod which features the "best of" AI enhancements. On the other hand that's what the teams of FFH2, FF(+) and Orbis are doing already, right?

@Opera
yeah "finished" is a quite interesting term with much flexibility :)
 
Orbis tech tree starts out in a much more interesting way. In FFH, I always go for agriculture first, without feeling like I have much choice. In Orbis, maybe ag first but maybe hunting or fishing (these are first techs) depending on start location. Although bigger, I think the main advantage of the Orbis tech tree is that it has more valid (and hence difficult) choices and is therefore more interesting. There are some exceptions: I think the civic that comes with writing is overpowered, so this is one case where I feel like choice is lacking.

The 3-food-per-population in Orbis seems to counteract the super-food improvements (farms, irrigation, ag civic, ancient forests for FoL) present in base FFH. Really, you don't notice the difference much, except that if you want a super big city in Orbis, you really have to work for it (farms everywhere). In base FFH, it always seemed to me that city size is solely constrained by happiness in 90% or more of cities.

Most other changes are (I think) imported from FF. I think Ahwaric has done a fine job of picking things that maximize game play change (especially civ flavors) while minimizing feature adds (well, there are many but my point is that they each have a big effect).
 
I'm new to FFH & only fully tried the Fall Further modmod after reading this thread.

Pro : FFH & FF are even more amazing & content rich than i first thought, great job.

Cons :
- a) major game breaking issue (for me) , the AI is totally incapable of naval warfare / colonization. What a huge let down, totally unchallenging.
- b) minor game breaking issue : you can't declare war on barbarians if you're at peace with them.

Managed to work around b) using aoe spells,
so i got a question:

Is there a FFH modmod which include AI naval warfare / colonization ??
 
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