Will there be a FFH III?

Because FfHII is better than Fall Further and Orbis?=QUOTE]

Duh FFHII is better than fall further or orbis orbis is okay but Fall further suks!:gripe:

You're not going to win yourself many friends (or get many people to listen to you) with unsubstantiated hyperbole like this. Fall Further "suks"? I still check its board every day waiting for an update.
 
FFH3 would be nice as it would be a chance to overhaul the mod (and it would be easier to do in civ4 because, though im not a programer, i would think a lot of the code could be reused). But in order for it to be FFH3 and not FF, FF+, Orbitz, or one of the others, it would have to take a look at FFH and change how some of it worked.

for exp, though i maybe alone in this, but i never felt i could really focus on just one type of tech, if i went the religous route i would need to stop to get copper, then iron, only to need more gold so i would have to stop again to tech some ways to keep my empire going. instead maybe break down the tech tree into separate parts:
Basic (for lack of a better disc) would be your farming, mining, ect but would also have your basic building, the minimums to keep your empire growing, gold and reasearch.
Military (Melee, archers, mounted) this would be where that copper would be turned into weapons, ect, but i would think it would have mini paths instead, one for each unit type, maybe weapons for each type as well.
Religious (Priests and holy warriors) this wouldn't use any military tech, nor would the units need copper, iron, or mithril. instead they would get powerups in a different way (RoK units could use Gold and gems for exp)
Recon (Assassin, hunter) hunters could perhaps use traps (dealing damage to units passing through their tile, but they would need an ability that allowed them to stay out of combat) and assassins would get poison upgrades
Economic/politic (I always thought that there should be a path like this) tech that enhance your empire's wealth but also their standing with other civs, increasing your standing with them, or worsening their with another (creating wars while you sit on the sides, being able to sell them resourses that can only be created through this tech line)

it would also have to expand on the units, by adding a tier for exp. so that the arcane line would look something like:
build adept> lvl3 uprade mage> lvl 6 uprade archmage(no longer limited)> Several tier four units to upgrade to(these would have national limits) one kind would be a elemental mage(would need all of the elemental mana types to create) would be slightly sronger than an archmage, but would have an promotion that would double elemental magic, wall of stone 2x as strong when casted by EM, fireball 2x the strength and 2x the bombardment (Would have to be different from twincast).
The melee:
Build axeman> build swordman> lvl 3 upgrade champion> several nation unit types for tier four.

And perhaps have a look at the magic, come up with new ways to use them besides all the different spells, maybe.
 
I would love the Revolution mechanic that has been introduced to various regular Civ4 mods to be in FHF2, but I seriously doubt that it would ever happen, and I can see how it would really complicate the game. That said, I can still dream, cause I think having to worry about your citizens rising up against you as well as outside threats adds depth to any civ game.
 
Speaking of going down specific tech paths... I tried something different with the svarts recently. I abandoned metal all together. after warriors, I never built a melee troop until I unlocked the tech for immortals. I used nothing but recon, nyxin, mages and priests. and then built exactly and only 4 champions with the sole purpose of making them into immortals. I told myself that these were my only shots and if one died I would enjoy only 3 immortals. This was the funnest game I have ever played! I was lucky enough to get the baron and both leaf heros, and somehow had 5!!! holy cities.

So.. it can be done to go only through certain paths with the occasional detour for things like iron working for beast masters and such.

immortal, pangea, 13 randoms, compact enforced, no hell terrain, standard size, barbarian world.
 
Speaking of going down specific tech paths... I tried something different with the svarts recently. I abandoned metal all together. after warriors, I never built a melee troop until I unlocked the tech for immortals. I used nothing but recon, nyxin, mages and priests. and then built exactly and only 4 champions with the sole purpose of making them into immortals. I told myself that these were my only shots and if one died I would enjoy only 3 immortals. This was the funnest game I have ever played! I was lucky enough to get the baron and both leaf heros, and somehow had 5!!! holy cities.

So.. it can be done to go only through certain paths with the occasional detour for things like iron working for beast masters and such.

immortal, pangea, 13 randoms, compact enforced, no hell terrain, standard size, barbarian world.

People who rush for the melee lines have no imagination, IMHO. :devil:
You can do way more serious damage and murder with and army of assassins and mages than with a bunch of axemen or champions. Axe and champs can't pinpoint and knock out heros.
 
People who rush for the melee lines have no imagination, IMHO. :devil:
You can do way more serious damage and murder with and army of assassins and mages than with a bunch of axemen or champions. Axe and champs can't pinpoint and knock out heros.

yo, go prove it. I put up a demonstration game in this thread (http://forums.civfanatics.com/showpost.php?p=8891777&postcount=42) trying to show how the melee line are a problem and it begins with bronze warriors, the most hammer efficient member of the melee line. Its with the Malakim so theres little bias between choosing melee/mounted/recon.
 
Why would we need FfH3?
 
Um, dark, u had Recon(1st path), Mages (2nd Path), and Priests (3rd path).....

well obviously when I get done researching hunting I'm not gonna go immediately to animal handling for 94 turns!!! Knowledge of the ether for 14 turns is not exactly going down a separate path. The point that I was trying to make is that I focused on recon until it was undoable to keep me alive. I was playing on immortal after all. but I did stay away from metal all together. Seriously... after a while you run outta techs and have to grab some cheap ones just to pass the time. like philosophy and alteration and such.
 
It would be interesting for a Civ V based FFHIII, but sequels have a tendency to be worse than the original,

people, if when Civ VI comes out Kael's Granddaughter(?) will be probably be playing it, then she come across FFHII a wonderful mod for that old game and she will love it and perhaps some of Kael's soul will wear off on her and then we have a masterpiece!
 
There was. It was a mod Kael made by himself before gaining the programming skills and a team to help him make FfH2, the mod he really wanted all along. I've never played it, but apparently it had Civ IV leaders like Ghandi using magic.
 
yo, go prove it. I put up a demonstration game in this thread (http://forums.civfanatics.com/showpost.php?p=8891777&postcount=42) trying to show how the melee line are a problem and it begins with bronze warriors, the most hammer efficient member of the melee line. Its with the Malakim so theres little bias between choosing melee/mounted/recon.

prove what? That melee requires no imagination? Yah, I know! :D

(BTW, financial trait makes gold not nearly as rare as without it, therefore making fielding large armies of warriors more logical. I always end up in a financial crisis because of unit costs, mostly because I use hunters to capture animals as a defense line, while my cities build infrastructure)
 
thats not the kind of thing you say to modders. they are volunteering their time to mod a game and release it for your enjoyment. you are entitled to your opinion but you need to consider the modders feelings, as well as everyone else on the forum. i find that line quite offensive and i didn't even make Fall Further!!

im sorry but anyway, ave different veiws now, i would still play orbis if the newest patch didnt give it a bug, but anyway, i do like fall further, i just used to be spiteful because of the lack on new scenarios
 
Kale is working in the independent FfH game, if the original poster hasn't seen the thread yet.

We don't know anything about it yet, so it may be a completely different type of game, but it also might be effectively an FfH 3.
 
The new one is probably an RPG.

As for a FFH inspired mod for Civ V, it would really need to be named something other than FFH (unless Kael were to lead it)

And for the record ... I hope the new FFH game is like "Mount and Blade" meets "Suikoden."
 
The new one is probably an RPG.

As for a FFH inspired mod for Civ V, it would really need to be named something other than FFH (unless Kael were to lead it)

And for the record ... I hope the new FFH game is like "Mount and Blade" meets "Suikoden."

I'm of the belief that it won't be an RPG, nor a civ-type empire building game.

I really doubt there will be any FfH mod for Civ5, however. Ahwaric has stated he wants to develop his own setting, the RifE team has already acknowledged we will be, noone has heard from the FF team but I have reason to believe they will not recreate FfH (:mischief:), leaving only Magister (somehow, I doubt it would ever be released :p) and Sephi (no idea here, honestly).

I just feel it would be wrong to attempt to remake FfH without Kael. I also feel it would be wrong to limit ourselves, as modders, to what works in the FfH universe. It has had an amazing run, but I think the future is in new mods, new settings.
 
If you do not think it will be RPG or Civ-builder (the two main themes of FFH) then what do you think it would be?

When I said Mount and Blade meets Suikoden, well, Mount and Blade is completely free-form and Suikoden has some flexibility (especially w/ merchant trade) within a tight storyline. What I was thinking was to still have a storyline, but to have many more branching paths ... as a "pick your adventure" RPG, where instead of tiny outcomes to your crossroads decisions they are HUGE impacts to the outcome of your story. And to have more of such crossroads.

For instance, the Malakim hire you on as a Mercenary, and you show great promise. Then an agent appears to you during the night asking if you wish to join Mahala's Campaign. A royal courier approaches your station during the next day and asks for your aid in Capria's Campaign.

If you take the Doviello campaign, you play the Dov storyline a bit and then during one night a Sidar assassin attempts to kill you. Then you are approached by a Shieam emissary, and you can either choose to completely betray the Doviello for the Shieam, or you can convince the two nations to work together for a time.

If you choose for the two to work together, then after defeating opponent X (lets say a major Sidar city) there is turmoil between the armies. At this point you need to fully side with either the Shieam or the Doviello. If you side with the Shieam then you have the choice of learning the Dark arts of either Magics or the Spiritual Veil. If you side with the Doviello then you are given a position of command, with a number of warriors immediately at your disposal, and you may train yourself with specialist bezerker abilities.

If you choose the Doviello, then you will later find yourself on a campaign against the Bannor. If you side with the Shieam, then you will find yourself fighting against the Elohim and later summoning the Infernals. An infernal imp will meet you in the night. If you decided to follow the veil, then you will be given the option to enter hell (at Aeron's level) to train yourself as a demon lord. If not, then you will still be offered a position of command on Erebus leading Infernal demons. You will also have the choice of remaining with the shieam while supplying the Infernals with necessary information.

If you choose Shieam, you will be invaded by Hippus, Bannor, and Lanun. If you choose Infernals, you will be invaded by Malakim, Bannor, and Mercurians. If you choose hell, then you will go through the trials of hell to eventually emerge as a demon lord under Hyborem's command.

If you choose the demon lord path, then the Infernals will have already slaughtered the Malakim and Bannor invasions, while the Mercurian army has grown vast beyond number. your main fight will be with the Mercurians.

If you choose to be a mortal commander of INfernal demons, your main campaign will be against the coalition: with one section dedicated to fighting the Malakim, and another section dedicated to a combined bannor/mercurian force.

If you choose Shieam, after you defeat the mortal forces aligned against you, you will set sail to aid your Infernal "friends" and have your main campaign be against the Malakim.

After largely defeating the enemy (with either path of Shieam/Infernal), a massive army of demons and men led by Keelyn will arrive. If you are a demon lord, you will have the option of either following Hyborem or Keelyn. And if you choose Keelyn (as a demon lord) you will have the option of being mind dominated by her (game over) or rebel against her forces and face an uphill battle until she is destroyed. Once that happens, you take command over all the demons.

If you are fighting against Keelyn, once you kill her you gain the ability to bend demons to your own will. After this happens, you get to decide the ruler over all demons: Hyborem, Os-Gabella/Tebryn, or yourself. Picking yourself is the hardest option. There is also an option to continue the Shieam/Infernal alliance. If this is picked, there will eventually be a later decision to fully back one or the other (although both armies will still be integrated, it will only affect political rule, not military units).

If you pick either Hyborem or yourself, the Shieam leaders will eventually flee and return to their primary nation, biding their time in wait (and later appearing with the Messhaber of Dis and a can full of vengeance).

If you pick the Sheiam, then you must slay Hyborem and gain control of his demons. Keeping the demon gates open, and gaining the alligiance of the demon lords. Well, those you didn't kill anyways.

If you pick yourself, you will start with a small force of elite demons from Keelyn's and Hyborem's forces, and must dominate/recruit your way into a massive army while constantly under attack by Infernal and Shieam forces. Dominating the undead/zombies is much harder but not impossible.

even though dominating is difficult, you don't lose the ability upon failure.

Either way, once all opposition is cleared (and a leader of the demons is chosen) a campaign will be lead into the mainland, against heavy mortal opposition (and a second (or third) mercurian gate). Depending on your choice earlier, the campaigns will be fairly different. In the Hyborem campaign, you will take out the Elohim first, and gain access to vampire allies. In the Shieam campaign you will take out the Malakim first and have optional access to Esus/Veil assassin allies, demon-worshipping rogues from the nations of Sidar, Svartalphar, and Amurites. (so better assassins).

If you yourself are leading the campaign, you will have far more choices (on who to attack and when) as well as access to all manner of allies. While the customization makes things relatively easier, it will once again be "harder" due to opposition from both Mortals, Mercurians, AND when the Shieam arrive they will be backed by demon lords still loyal to Hyborem.

The mainland campaign will be fairly long and bloody, and you will have to stop a nation from completing the Altar of Luannotar (grigori?) and stop a nation from completing the Tower of Mastery (Amurites?). If your on the Shieam campaign, the Shieam will steal the plans for the Tower, and be able create their own tower of mastery.

If you choose the Tower of Mastery option (as the Shieam) your final steps will be defending the tower from two main armies. A recovered Hyborem leading various demons and mortals on one side, and a recovered Basium leading various angels and mortals on the other side.

And once you win, there will be an evil ending (customized by choices), a good ending (customized by choices), an elven ending (Svart or Ljos), a Mercenary ending (Lanun and/or Hippus), an Auric ending (with either Auric or you becoming a god of ice?), and a Sidar ending. Also, a Tower of Mastery ending (either Shieam branched from evil path, or Amurites branched from good path), and an Altar of Luannotar ending (branched from good-conquest path). All endings other than Tower of Mastery or Altar of Luannotar must destroy the Altar and the two Towers. Alternatively, there might be a possible set of choices allowing you to take control of the Tower/Altar instead of destroying them, allowing for a customized Tower or Altar ending ... although perhaps make it hard enough (must make a very particular path, as well as a certain amount of skills at X level) as to not be a common available choice.

With the Sidar arc, I'm thinking that after you assassinate all leaders with fates destined to destroy the world, you get a false "good ending", and then the game resumes with Laroth invading erebus as a God of Death? In which case, you have a very hard hitting campaign, and eventually (if your able to slay/imprison/etc the god of death) the ending can be for you to either allow the Sphere of Death to remain without a god, or for you to take that sphere and retire in the Netherworld as the God of Death.
 
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