What modmod do you prefer ??

Orbis with the Leaders Enhanced ModModMod by a hair over FF+ (just for the Ngomele)

I switch over and back between the two because that keeps me fuzzy over what exactly I can expect from the AI's which keeps it interesting.
 
how do they play differently?

I think it's a good time for FFH, once patch H includes the AI changes from Wild Mana and Orbis gets updated to it, there will be one hell of a mod to play with.
 
Would people mind if I recreated this topic with a poll?
 
There are a LOT of mods, modmods and 3xMods. You are pretty limited on how many items you can include in a poll. And it'd be hard to decide what to include (scenarios, mapscripts, tweaks?). So it'd really just be fore personal amusement IMO to do a poll. In the end, all that would matter is if each mod maker is willing to vote for their own piece of work, since that is the vote which matters in the end of things.
 
Truth is, I haven't been disappointed with any mod yet. Each one in turn has become my new favorite modmod. If I had to cite one I would have to credit Wild Mana for it's AI improvements, eye catching after so long without.
 
Am I really the first one to admit that my favorite mod is Fall from Heaven? Without it, none of the rest ;)

EDIT: Bah, mistargetted playful mood. Noticed AFTER posting that the title does indeed ask for modmod preference. So sue me :p :ninja:

Seintiment stands though: Once modmods appear it is often easy for the original mod to feel overshadowed by the flashy younglings, but it does indeed deserve the great accolades it has gained in the past and shall surely still gain in the future.
 
Wild Mana is neat to play, because the AI can actually keep pace with me. But, this mod doesn't have the Archos, Scions, or Cuali, and I don't like the BUG mod.

Orbis is an exciting adventure each game, but then it crashes. And there's no Archos. Those both make me sad. :( Opera's modmods are great, though, and I'm really looking forward to the Re Ki once they make it in. That said, the Ngomele are strange. :l

Fall Further has a great deal of additions and expansions that I really like - such as the new improved Lycanthropy system, the Legion system, and, of course, the Archos! Fall Further Plus has even more great stuff.

They're all fun, but I'm gonna have to say that FF+ is my favourite. It makes the game much more interesting and varied, even moreso than FF.


Alas, I'm a fickle creature and I might change my mind in the future. :smug:


Yes, I do like the Archos!
 
I swap back and forth between FF and FF+, with Orbis occasionally tossed in. To be honest tho... those are the only modmods I have tried.

I like the ranged attacks, I can't play FfH anymore since it doesn't have them. I am spoiled.
 
I'm still waiting for MagisterCultuum's mystery modmod. Orbis, Fall Further and Fall Further Plus really don't interest me.

Improve the magic system1.
Give archers ranged attack2.
Improve the balance.
Make existing factions more interesting4.
Add in relatively minor changes that make things more interesting and fit5.
Screw about with things that shouldn't be played with to make the Civilopedia boxes appropriate sizes.

But please don't change the food requirement for a citizen, or add new factions, or gut the whole thing and produce something that is no longer the Fall from Heaven I love.

Wild Mana for the AI improvement it is for me.

1 More magic (~2/level per mana, but not a fixed limit of 2). More direct damage – a +10 fire :strength: to the mage which is removed after one combat (or one turn, whichever is sooner) can be a spell called Flaming Brand, and magic like this allows mages to gain XP.

2 Balance would be important here. I've only seen this in Age of Ice and I loved it. I do think that there's some occasion where the different ranged mechanic used in Afterworld and a bit in Next War has a place too though. That ranged mechanic allowed you to pick the target square.

4 There's a little room for some of the lacklustre factions to be interesting while not changing or destroying balance too much. Why doesn't mythril give magic resistance? Why does the Kuriotates inter-racial diversity only count for centaurs?

5 Mythril should give magic resistance. Give an option that allows you to start with your leader not just as a leader, but also as a hero. Hero leaders like Capria would give bonuses to units in the same square, whereas Perpentach would offer some unique mental magic. In this game mode, losing your leader = losing the game, though they'd be quite strong. (This would also lessen the early game dilemma of dying to a lizardman early on.)
 
Right now I'm way too busy to mod, but I may have more time soon as I'm leaning towards dropping a class. I was sick at a bad time, and so missed the tutorial for the software used in the Structural Analysis II homework. I haven't gotten the last 2 homeworks done, nor the one due tomorrow. I also failed the first test pretty badly. Taking the 2 classes with the heaviest workload at the same time probably was not wise, especially since I'm thinking I probably don't want to specialize in Structural Engineering anymore.



When I finally do release a new modmod, I'm not sure whether or not I'll stick with the Magister Modmod name. Instead I might call it Casus de Caelo, which is of course just Latin for Fall from Heaven. Not putting my name in it seems better in case I eventually get other people to join the team, to help with art and DLL/schema stuff. Which name do you prefer?
 
casus de caelo sounds really bad :p

it's hard to come up with a name without knowing the most important features of the mod tbh.
 
Orbis is an exciting adventure each game, but then it crashes. And there's no Archos. Those both make me sad.
I hear you. I tried Orbis some weeks ago and I liked it just for the sake of being different.
Playing new civs, learning a new tech tree and strategies.
But unfortunately it always crashes to desktop after like 50 rounds so I gave up on it.

Wild Mana is great, but the AI is sometimes a little to buggy regarding unit movement, so you see some weird things during war or when one barbarian unit is pillaging, because the huge AI stack isn't defending properly (Always War mode is totally screwed atm).

Fall Further lags too much for me. I can play small and standard maps in Ffh2 and the other mentioned mods without much trouble until very late game, but in FF the turns are very slow from the beginning, which put me off.
 
I had more fun with FF, but every single game I played ended with a recurrent CTD. Orbis is ATM much more stable for me. I still play FFH, generally when there is a big release.

I think that it would be great if some genius programmer would take FF on, go feature lock, and correct all bugs ! Then I'd be an happy lazy bummer ! :)
 
When I finally do release a new modmod, I'm not sure whether or not I'll stick with the Magister Modmod name. Instead I might call it Casus de Caelo, which is of course just Latin for Fall from Heaven. Not putting my name in it seems better in case I eventually get other people to join the team, to help with art and DLL/schema stuff. Which name do you prefer?

MagisterModMod, it's perfect! Why, it's almost reached a mythical status, now. Changing the name would be a mistake, unless FFH went from Kael's Fantastic Civ4 Fantasy Conversion to what it's named now.

Casus de Caelo doesn't sound bad, but doesn't really make sense unless there's more Latin in the game.

I hear you. I tried Orbis some weeks ago and I liked it just for the sake of being different.
Playing new civs, learning a new tech tree and strategies.
But unfortunately it always crashes to desktop after like 50 rounds so I gave up on it.

The lands feel more brutal, and there are some exciting events to get, like the Werewolf one. I guess what I'm saying is it feels more alive somehow.

I don't remember having so many crashes in Orbis :confused:

There are definitely more crashes than in FF, I can say that much with confidence. It could just be a combination of my preferred game options, number of civs, and world size or somesuch. And no, the crashes are not memory allocation failures. They are "simple" CTDs.

Another issue I sorta forgot about, somehow, is how Orbis feels sorta slow and laggy all game (once again, could be from my game options, number of civs, and world size). A similar game setup in FF definitely has faster turns for me.

In the end, though, maybe I'm just biased. It could be that I just more easily forget the bad about FF than I do for Orbis. :\

I should probably play Orbis with more attention to the details of my game, to see if it really is that much more unstable.

UNIT_666: Ngomele, strange? :P

You betcha. Strange names for everything and strange mechanics I don't understand. Of course, it would probably help massively if I actually played them and read up on them. :l
 
Actually, never ever heard that there's more crashes in Orbis than in FF... But maybe I'm biased too, since the one time I wanted to play a FF game, it CtD'd really early :lol:

As for speed, if you're using Barbarian World, it's awfully slow in Orbis for an unknown reason.

As for Ngomele, I'm not sure they have *strange* mechanics. Strange names, yeah, probably.
 
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