Iceciro
Special Ability: Decimate
The multiple times thing is a Fall Flat thing. It does move the AC up, but it's nice to have something that does occasionally touch the AC if the AV is out of the game.
Yes, it's multiple civs... I think you may even be able to construct it multiple times.
Pretty much. How much RAM do you have, how many civs in the game, is it a Huge map....
All of the Horsemen have worldwide effects, in order to make them slightly less "Oh, you spawned WAY over there? Have fun!". They can cause Unhappiness, Unhealth, etc... Gives you a good reason to hunt them down.
Thanks. The only way to get rid of the unhappiness is to kill Stephanos then, I guess.
One other strange thing with this.
My Gold seems to be frozen at -15. It was around +20 when this started. I have had religion spread for religions I have the Wonders built that give Gold and I have built Gambling Houses, Courthouses, etc. and it is stuck at -15.
Is this also because of Stephanos?
Not directly, but if you're people are scared into unhappiness and aren't producing any/enough commerce as a result, then your% slider won't have much impact on your overall economy.
If Stephanos is around you've got two real options - either help to kill him (proving mortals can survive against the worst the demons can throw at Creation) or try to distract your citizens with other things (resources, Social Order, increased happiness from your gambling houses etc).
If you've tried altering the% and it's still stuck despite the Gambling Houses - can you post a save game?
Are you the Scions perchance? Fall Further doesn't let undead units get Courage from the spell. I think it's just them, though.
The Baron can't get it because Unitcombat_Beast isn't a viable target for the promotion itself. Unitcombat_Recon is viable, though.
Also- sometimes if my defenders run out of the city, kill a barb, then go back into the city I get the sound from selecting a new promotion when they enter the city if they have enough exp to promote, and then I noticed I was able to select that unit again and pick a promotion one turn early.
If they are Archery units, they are regaining their "Wall Defender" upgrade that they get for being in a city - I've also noticed that gaining a free promo like that will enable you to level up if you gained exp, rather than waiting for the new turn.
HN killing items and not spawning new ones is an old issue, I don't remember if it was cleared up in FfH base or not, it is an area of the code I fiddled with a lot a long time ago, so changes wouldn't have ported over flawlessly and I may have missed something along the way. Thought I had cleared that particular bit up though.
Anyway, working on a new approach to equipment which should make this a complete non-issue someday soonish.
I'm a little confused with the fleeing mechanism of units in FF.
I am at war with the Archos.
When I am attacking their cities, Tribesmen occasionally flee out of the city leaving it defend-less.
However, when I attack the same Tribesmen on the 'open field of battle' I see the message that the Tribesman has fled, but it stays (damaged) in place and doesn't flee from the tile. It has a movement point, shouldn't it move away one tile if it flees.
Seems to be working in reverse of the way you would think it should![]()