It actually works really well with a controller on Xbox.
Piemax2
4118
cool, thanks for the info!
Thanks! Probably my favorite gameplay experience of all time. It was a bit of a hassle getting it installed but now that I have I find that yes, they have made quite a few adjustments. It appears significantly more challenging.
Why weren’t Dune Wars and Fall from Heaven adapted to Civ VI?
-Tom
KevinC
4121
Firaxis (last I checked) have kept a lot of the modding tools locked away in Civ6. They did the same with Civ5 until they shipped the last DLC, so my guess is they have a mistaken notion that mods are competition with their DLC sales.
vyshka
4122
It is amazing the number of mods that are still being actively maintained for Civ4. A couple for Civ 4: Colonization as well.
Maybe not totally mistaken. Once the FFH came out, I had no further interest in the base game.
KevinC
4124
I would say it’s fairly typical for a lot of mods to want to stay current with the latest version of the game and to incorporate/modify new features that DLC provides. FFH required the expansions, for instance (or at least Beyond the Sword, I can’t recall for certain if it needed Warlords or not). The modding scene for Paradox games is thriving but it doesn’t seem to be eating into sales.
I don’t know, I think it’s shortsighted for a developer/publisher to see mods as competition rather than free content that adds additional value to for your game and may bring in new customers (anecdotally, I have multiple friends who bought Civ4 specifically for Fall from Heaven). Thankfully most strategy games don’t seem to be like that, Firaxis appears to be the odd duck on this one.
vyshka
4125
Do you know if all the civ4 mods require the original steam release of bts? Ashes is the only one I’ve seen to actually mention it. I haven’t played with them enough to know if something is broken when using the final steam release.
Pretty sure I had it working with the final steam release of bts. And I just fired up FFH, and it works with the final release.
Derek “Kael” Paxton worked on that string of games that tried to recreate the Master of Magic magic that FFH2 did, but they all fell pretty flat: Fallen Enchantress, Elemental, Sorcerer King.
Guy seems to be the Game of Thrones showrunner of 4x games: fantastic when he’s adapting an existing work, not so much when coming up from scratch.
vyshka
4128
I believe Derek was brought in after Elemental released to try and rescue it. There was a posting on the stardock forums mentioned in r/4xGaming that he might be getting another shot at fantasy 4x after their next project.
abrandt
4129
That’s my recollection as well, he came in and tried to salvage Elemental(and was therefore adapting an existing work in Infested_terran’s terminology). Fallen Enchantress was the result of that, and was a big improvement over base Elemental, but still clearly fell way short of what everyone was hoping for. I thought Sorceror King was the best of the bunch as it basically was a total conversion mod of Elemental/FE that felt like a much tighter design.
fdsaion
4130
And also note that FFH is his own mythology. So not too surprising that it comes through better.
robc04
4131
I thought Fallen Enchantress was a very good game and put hundreds of hours into it. The follow-up was even better. I wasn’t a fan of Sorcerer King. It just felt too limited and repetitive.
vyshka
4132
I haven’t played the Sorceror King games, but I liked the idea of an asymmetrical AI challenge somewhat like the AI War games.
Apparently the AI got a major rework. Claims that they’ve integrated the Naval AI mod that makes them able to effectively use navies and amphibious invasions. A big needed change given the huge mountain chokepoints on Erebus maps.
So far I’ve noticed that they’ve changed Agrarianism, by far the most overpowered civic in FFH2. Used to be +1 food -1 hammer for farms, making it a no brainer for the majority of the game. Now it’s just +1 hammer. Still good, but no longer the one correct choice.
(the most important improvement I’m hoping for: not having to listen to Loki’s puppets summoned every single turn)
Curious how FFH2 would be adapted to Civ6 and its 1UPT.
A big part of FFH2’s genius in how it expanded options to counter stacks of doom (stack wide spells, assassins). What a damn shame that none of those features were included in Civ5 to fix the SoD instead of going with 1UPT. Double damn shame they doubled down on 1UPT for Civ6 instead of realizing it was way more trouble than it’s worth.
Yeah, great point. That goes for Dune Wars as well, come to think of it. I guess any Civ IV mod would have to be reworked from the ground up to adapt to the stupid one-unit-per-tile design decision. Ugh.
Although I don’t know why I’m complaining, given that Fall from Heaven and Dune Wars are still perfectly cromulent games in the context of Civ IV.
-Tom