Effects of Religion on your Alignment??

Steelshark

Chieftain
Joined
Jun 7, 2001
Messages
36
Location
Vienna,Austria
Hi,
first of all I have to say that this is the very best mod I have ever played... probably for ANY game ;)

Now to my question:
What exactly are the effects of the various Religions on the Leaders Alignment (and also: can I choose my Alignment?)

I was playing as Arendel from the wood elves and I thought Fellowship of the Leaves would turn me "neutral", but i stayed "good" < no druids for elves :(

br,
steel

edit: sorry I forgot: I play 0.30 :)
 
The Order: will turn any leader good
The Empyrean & Runes of Kilmorph: Turns evil leaders neutral, no effect on neutral or good
Fellowship of Leaves: Does not affect alignment
Octopus Overlords & Council of Esus: Turns good leaders neutral, no effect on neutral or evil
Ashen Veil: will turn any leader evil

Hope that helps :)
 
Thanks for the quick reply... I hope that someday the Civilopedia will be up to date to get an idea how all the new mechanics work together...

I've tried to pull the "flesh-golem-trick" < creating uber-spellcasters who can fly and so on... but It doesn't seem to work. I think they changed the way promotions are passed on to the flesh golem.

Govannon could'nt even teach the workers "Haste" (BodyI). They got BodyI and channeling but are unable to cast it ...:confused:
 
If the Civilopedia doesn't show it, the XML likely will. For example, the information Fenboy posted is found in GameInfo in the file CIV4ReligionInfo.XML
 
I'm pretty sure that trained workers can cast spells, it just might not look like it because their build orders are shown on the screen first. You'll need to scroll down in the uni command options to cast spell.


Flesh Golems were changed so that they cannot cast any arcane or divine spells (they get all the unit's promotions except channeling 1-3, sorcery, summoning, divine, or racial promotions.)
 
I guessed that they removed the flesh goem exploit, I just wanted to see it myself and did ~500 turns on a huge mag :crazyeye: only to see it NOT working ... :cry:

The problem I have with the workers is actually a bit weird. I have serveral workers promoted with haste sitting around and the haste button is simply greyed out (as if they had already cast a spell for the round, but they haven't)

Is it possible that the mechanic that was used to block golems from casting also blocks workers? < they are both units of no "unit category" as far as i know

br,
steel
 
The Golem Block is found in the graft to flesh golem spell, so no, it is not possible. Plus, I know for a fact that workers can cast spells if all the spells normal requirements are met. It just might require scrolling down past their build order to see the spells.
 
The worker can cast haste but it has no effect on them. You can use workers to caste haste on other units in the stack though. For the spell to have an effect, move a warrior (or other unit) onto the tile where the worker is (the button will 'un-grey'). The you can use haste. ZAP! Hasted warrior. Worker? Still slow i think.
Working as intended? No idea... but thats my observation (take it with a grain of salt- this is only my third ever FFH game and i have yet to even get past turn 350 yet)
 
I was pretty sure that you could cast haste on workers (as long as they are alive, so not Mud Golems). But I haven't bothered to in so very long that I cannot vouch that it still works that way.

But Immaculate is completely correct at the least in saying that if the spell icon shows up, but is greyed out, it means the game thinks there is no allowed target in the range of the spell.
 
I was pretty sure that you could cast haste on workers (as long as they are alive, so not Mud Golems). But I haven't bothered to in so very long that I cannot vouch that it still works that way.

But Immaculate is completely correct at the least in saying that if the spell icon shows up, but is greyed out, it means the game thinks there is no allowed target in the range of the spell.

All of you are right- thing is that workers are not considered alive for some reason. Probably to prevent issues on capturing where you could get both worker and slave, werewolf...
 
That or the fact that they have no UnitClass AFAIK.
 
It is that they have no unitcombat. The xml-only spells only give promotions to units of a unitcombat that can get the promotion. You could fix this by moving the spell to python, or by creating a "unitcombat_civilian" for workers (and maybe settlers, great people, etc), and allowing the promotion for units of that unitcombat too.
 
thanks for everyone's replies, I see there is still work to be done.

However I am faithful that the designers of the mod and the community keep up their great work to let this raw diamond shine like nothing else.

:goodjob: :goodjob: 2 thumbs up
 
Hi,
first of all I have to say that this is the very best mod I have ever played... probably for ANY game ;)

Now to my question:
What exactly are the effects of the various Religions on the Leaders Alignment (and also: can I choose my Alignment?)

I was playing as Arendel from the wood elves and I thought Fellowship of the Leaves would turn me "neutral", but i stayed "good" < no druids for elves :(

br,
steel

edit: sorry I forgot: I play 0.30 :)


you don't need druids if you play FoL. Their divine casters get access to the spells.
 
Right, I don't "need" them, as in "I can cast bloom and vitalize nonetheless" but Druids do get summoning to summon treants... which can be quite a help.
 
Right, I don't "need" them, as in "I can cast bloom and vitalize nonetheless" but Druids do get summoning to summon treants... which can be quite a help.

Nature III summoners can summon treants.

When an enemy stak enters an ancient forest, there is a 5% chance a treant wil spawn in adjacent sqares. If a temple of Leaves is in the nearest city, it will increase to 15%

Finally, Treantsare pawned by the Ljosalfar world spell.
 
They stop the invading unit from moving into the ancient forest square (setting its movement to 0 regardless of how much movement it had) and spawns a treant in the tile it tried to enter.
 
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