Detailed explanations of all options can be found here. These maps include the standard Erebus included in FfH, and all standard BtS maps. However, the launcher contains support for activating other maps that we include, but are deactivated by default. We only recommend using Erebus Continent and World of Erebus, as they contain features designed for RifE.Why are there only two mapscripts? What do the options mean?.We have a wiki, where players are free to contribute and assist in developing a useful informational tool.We have a blog, where we announce new mechanics and plans.Developed in conjunction with Modular Python, this launcher allows you to configure active modules, maps, INI settings, and how you load (Main Menu, save, last autosave, etc).This has created a very active modding community. This particular mechanic doesn't really effect the player, but it allows for FAR more complex modules Those that would not have worked together before, are now fully compatible.As of now, the mechanic is primarily used by World Spells and the Sidar, but it will be expanded upon. Exactly what it sounds like Your cities are now able to cast spells.This adds new depth to leaders and religions. We have added an entirely new alignment axis, Lawful/Neutral/Chaotic.Commanders once again spawn from combat.In addition, when a minion wins combat they pass a portion of their xp to the commander. They have a set Command Range and Command Limit, and their minions gain special promotions based on those of the commander. Rather than add themselves to units, Great Commanders are now able to command them.All forts will have a Fort Commander, for which many civs have UUs. This is now done in the DLL, rather than via spell, and the AI understands the mechanic. Improvements (Specifically: Forts) are able to generate culture for your civilization.Demons - Demons spawn in Hell, at a rate based on the AC.Animals - Animals have been expanded (toned down from what they were in older versions, however!).It will make for some very interesting barbarians. Any unit, or a random unit of a specific unitclass, with various promotions. We will be able to spawn specific groups of units. Barbarians - Undergoing a massive change.In 1.4, they will be limited to a single trait which upgrades as you fulfill certain requirements. Emergent - Currently they possess a form of the mechanic that will go to Minor leaders.However, with 1.4 they will be given the ability to gain traits based on your actions in game. Minor - As of this moment, they have no unique mechanic.Major - Your typical leader, same as in BtS or FfH.Each type is meant to play differently, and with 1.4, will each have their own mechanic. Leaders have been split into Major, Minor, and Emergent status.But none bring the mechanical depth available in RifE. Other mods may do specific things better. This is widely acknowledged as one of the places RifE shines.What new mechanics have been added in Rise from Erebus?.Of these, one must be summoned, and one is a module that can be deactivated. We have a total of 12 new civilizations which ship with the mod, in addition to the 21 in Fall from Heaven.What new civilizations have been added by Rise from Erebus?.We do not try to rush things out, rather we try to take our time and address as many issues as possible. As it is, Rise from Erebus has an excellent team, with 7 members It is actually larger than the teams of most mods, let alone modmods. Some of us have drastically different opinions on how to do things, and trying to get that to work in a single modteam is asking for trouble. Ultimately, it comes down to who we are as modders. We've worked with Ahwaric (creator of Orbis) fairly closely in the past, but there are still some of his changes we disagree with, and it would be even less likely for a collab with WM to occur. We don't all form one collaboration mod because we have different views of how the mod should develop, and how we should approach certain issues.Why are there so many Fall from Heaven modmods? Why don't you all collaborate on a single project?.The scale has expanded massively since then, but the intent remains the same Make FfH more flavorful, interesting, and fun. Rise from Erebus aims to breathe new life into Fall from Heaven 2, by making existing civilizations more flavorful and fun to be play, introducing new content and mechanics, and simply making the game even more fun to play than it already is. However, the intent of that initial mod is still very much alive, and can be stated in one sentence: Well, the mod started as just Malakim+, which affected only the Malakim.What is the intent of Rise from Erebus? Is there any core principle around which the mod is based?.
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