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Fall from heaven 2 rise from erebus
Fall from heaven 2 rise from erebus













  1. Fall from heaven 2 rise from erebus install#
  2. Fall from heaven 2 rise from erebus mod#
  3. Fall from heaven 2 rise from erebus full#
  4. Fall from heaven 2 rise from erebus mods#
  5. Fall from heaven 2 rise from erebus plus#

I haven't looked at it in a while, but I understand it made other changes as well, mainly efforts to improve gameplay rather than adding major new content. It began as an effort to improve how the AI uses navies, which isn't really a problem in regular BtS, but somehow ended up being a problem in FfH2. To pick up on what said, MNAI probably comes closest to the original FfH2. And it's still being actively developed, so bugs can get fixed. I personally enjoy the new content, but others don't, so it's really a matter of taste.

fall from heaven 2 rise from erebus

There are new civs, changes to the original civs, etc. AoE is based on Rise from Erebus (RifE), which was in turn based on the modmod Fall Further. I pretty much exclusively play Ashes of Erebus. Still, that's where it all started, so definitely give it a try if you haven't yet. Since it's no longer being developed, at some point you'll encounter a game-breaking bug or crash that will never be fixed. The main drawback to FfH2 is that Kael stopped working on it years ago when he took the job at Stardock, so it was left somewhat unfinished.

Fall from heaven 2 rise from erebus full#

Incorporating the AI improvements of MNAI while also fixing bugs, making small balance changes and adding a few smallish new pieces of content.ĮDIT: For the full FFH2 experience I would also download and use the Erebus Continent map-script which creates cool fantasy worlds to play in without the gameplay problems of the base FFH2 Erebus map-script. The most important difference IMO, is the AI is actually okay at using magic, world spells and other FFH2 mechanics. I would play FFH2 or look at MNAI (More Naval AI) which, despite the name, improves the AI in every part of the game. But it's still in development so might have improved by now. It has some serious balance issues last time I checked as well. It adds a lot of stuff to the game but some of it doesn't really mesh well with the universe and/or play very well. I'm personally not a fan of Ashes of Erebus.

Fall from heaven 2 rise from erebus mod#

The original FFH was produced as a kind of demo that Kael used to attract interest in the project and build a team to work on the mod he actually wanted. Please help me, please PM me and thank you!

Fall from heaven 2 rise from erebus install#

Anyway I found out it goes one final layer deeper but i can't seem to install the ashes of erebus mod correctly.

Fall from heaven 2 rise from erebus mods#

I'm worried that there will be a dramatic unbalanced mess if I don't find the right person to help me. I've been playing fall from heaven 2 for about a year now then discovered the expanded rise of erebus mod mod (how many mods deep are we at this point). I know that certain techs must be enabled and resources connected but I need to be sure all of the correct stuff is done. This scenario is based on the player's standing Armies and not based on training units over time, I want it to be short and thrilling and replayable. Neutral player #2 Adventurers, this player may attach himself to either the Good or Evil side and effect the game Greatly, these 12 units will be from a completed tech tree or rather this player has unlimited capabilities. Neutral player #1 Dragons (me) I harass all players but I don't want 12 Dragons so for the sake of survival I want as many as balancing would allow. In addition the 2 Neutral players do not have a group of units selected so I'd like to work this out.

Fall from heaven 2 rise from erebus plus#

It's a Good vs Evil 3 vs 3 plus 2 Neutral players, both 3 player teams have selected a team captain and has selected a breakdown of unit types (max 12 units per player) horse, scout, Mage etc.Īnd I'm wanting to give each unit (1~50 experience) for the player to promote each unit as he likes, but I've been told some units are very strong and would dominate the game if given initial exp. But the above should be pretty solid.ĬivShortDesc=TXT_KEY_CIV_JAPAN_SHORT_DESCįlagDecal=Art/Interface/TeamColor/FlagDECAL_Dot.I need help please, I'm creating a simple scenario from the current FFH2 mod but I do not know enough about these units and unit balancing.

fall from heaven 2 rise from erebus

I know that you can look at the scenarios for specific city names and you will find a ton of capitals in different locations (just because it isnt possible to use different city lists for a scenario). There was an island where Falamar captured animals close to jubilee. Jubilee is set beside the Cliffs of Hastur, a mountain range. The Bannor and Grigori capitals are close to each other, though seperated by a sea. The Dead Lands is an island inhabited by the sheaim and undead. The Fane of Lessers if a hellish region where Dis and the infernals lie. Galvehom and Kwytheliar are close to each other, by Pristinus Pass. Rise from Erebus Released 2009 Turn Based Strategy Started most of a year ago, this mod has grown from affecting a single civilization in Fall from Heaven 2, to adding entire new civilizations, changing. Evermore is in the Umbrawood, I would assume the Svartalfar capital is nearby.















Fall from heaven 2 rise from erebus