* Overall, RiFE and AoE have gone in an entirely different direction than 'vanilla' FFH2 and many of its modmods, and the lore especially can only really be considered to be 'inspired by' at this point. Makes some changes to certain civs that not everyone agrees with, but is modular, like RiFE, so you can revert those changes if you want. Quite a few bugfixes from RiFE, and attempts to make the whole thing more stable and with fewer missing Civilopedia entries. * A modmodmodmod, a fork of RiFE that's still (last I checked, anyway) receiving updates. * Development slowly dwindled, and now has a further fork, called. One of the major new mechanics, off the top of my head, is that forts exert cultural control, slowly growing into improvements much like Civ5's citadels, and always have a free "Fort Commander" that slowly levels up and gets more powerful as time goes on. Plays somewhat differently from 'vanilla' FFH2. * There's a lot going on in this mod, and it can take a while to wrap your head around all the new mechanics. Attempts to be modular, but the launcher is somewhat buggy and the game often has issues if you add or remove modules. * A Modmodmod of FF, it adds even more new civs and mechanics. Nothing really outstanding about it, in my memory. It's pretty decent if what you're wanting is just "More FFH2", and isn't a bad place to start, either. * I only played a bit of this one, early on. Not many new mechanics, and makes an attempt to fit the new civs in with existing lore, though not always successful. * Takes vanilla FFH2 and adds a few more civs and things. Haven't played all of them, and haven't played any in a year(ish?), but let's see what I can do. Here's a post I made a while back, the last time this was asked.Īlright, I'll take a stab at it.
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