Final Fixes Reborn

Is there any way to dispel the spell Burning Blood (gives your units a 5% chance (and 5% increase every turn) of becoming a barbarian?
 
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It is a bug in I think base Civ4, and all mods, that is something like you give a movement command that is more than just the offload (eg. press G and select an inland tile) then it crashes to desktop.
Thanks
 
What do the spells Ascension and Ascension (Corgayle) do. All the civilopedia says is one can only be cast in cities. Also is the dragon you can wake with Stir From Slumber only for people with the White Hand religion? I googled Mulcan but couldn't find anything
 
Is it deliberate that druids, rangers and beastmasters can't be transported by any kind of ship? Or is that a bug? They get on board, but as soon as the ship moves, they're left on the sea tile they boarded on.
 
What's the difference between the different Altars of the Luonottar (exalted, consecreated etc)?
 
Also I have a grove in my capital, but can't recruit any more druids or beastmasters from it (they don't even show up shaded out, they're just not in the recruitment options), even though it said max 4 national unit, and i only have three (which i upgraded from rangers at my capital and another city with a grove previously).

Same in my other city with a grove in it. The Way of Leaves is my religion, though I haven't adopted Guardian of Nature as Labour (though that didn't cause this problem in my previous game).

It's a custom game with alignment changes possible, but my alignment still shows as chaotic.

Also why can't my beastmaster attack the barbarian archer hero "Zarcas the long sighted" when she's in wooded hills? I can get the combat odds by mousing over and the 'Go to' arrow shows up, but when i click to attack her, nothing happens.
 
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Is it deliberate that druids, rangers and beastmasters can't be transported by any kind of ship? Or is that a bug? They get on board, but as soon as the ship moves, they're left on the sea tile they boarded on.
If it is still the way it was in the stable version, you can load them but after the recon unit moves onto the tile with the boat you have to select it again and click the load into boat button. You cannot load it if it has a hawk loaded.
 
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What's the difference between the different Altars of the Luonottar (exalted, consecreated etc)?
it's in the pedia.
each version of the altar gives
more culture
more priest specialist slots
and either (or both of the following):
- more hammers per priest specialists
- more xp to disciple units
 
If it is still the way it was in the stable version, you can load them but after the recon unit moves onto the tile with the boat you have to select it again and click the load into boat button. You cannot load it if it has a hawk loaded.
Thanks - I'm playing a custom game, don't know if that's made it less stable, but i'll try that.
 
Can Ljosalfar recruit knights if they research the Armoured Cavalry tech? Or is it a waste of time to research it if playing as them?
 
it's in the pedia.
each version of the altar gives
more culture
more priest specialist slots
and either (or both of the following):
- more hammers per priest specialists
- more xp to disciple units
It doesn't seem to though - it only tells you what one Altar of the Luonnotar does in the pedia in buildings - Not what all these different kinds do. And don't see anything in any of the other sections (maybe i've missed them in some other section?). . And thanks for the reply, but while you've told me what some of them do, it'd be nice to know which of them does which.
 
Are there some civics that adopting them automatically changes your cultural values to Liberty? I was on religion for cultural values (and want to change back to it, no idea how it got switched to liberty), but when i go to civics and click on Religion nothing happens. It just stays on liberty and i can't click the revolution button to change to Religion. My Government is Aristocracy. Labour is Caste System. Economy is on Foreign Trade.

Will someone please tell me how to crush this liberty, which is making my cities unhappy, and impose religion again?

EDIT: I joined the Overcouncil - does that force you to also have liberty as your cultural value?
 
Are there some civics that adopting them automatically changes your cultural values to Liberty? I was on religion for cultural values (and want to change back to it, no idea how it got switched to liberty), but when i go to civics and click on Religion nothing happens. It just stays on liberty and i can't click the revolution button to change to Religion. My Government is Aristocracy. Labour is Caste System. Economy is on Foreign Trade.

Will someone please tell me how to crush this liberty, which is making my cities unhappy, and impose religion again?

EDIT: I joined the Overcouncil - does that force you to also have liberty as your cultural value?
It is the overcouncil. There is a policy that if it has been voted for then all members will automatically adopt liberty. It is that and the blocking death mana that make me usually play the evil civs.
 
The Civilopedia entry for each civ sets forth that civ's Blocked Buildings and Blocked Units, so read the entry for the Ljosalfar to see what units they're blocked from bulding.

The Civilopedia entry for each Civic describes that Civic. If you read the entry for Overcouincil, you will see the list of resolutions the Overcouncil can adopt, including adopting and mandating a Global Civic on its members. If you remember regular BtS, the UN has the power to adopt and impose a Global Civic, so this is the same feature.

It's true that the different levels of the Altar of the Luonnotar don't appear separately in the Civilopedia index, but the entry for Altar of the Luonnotar say that it's required to build the next level of the Altar (I think it's Altar of the Luonnotar (Anointed), with an underlined link. Click on the link to see what the next level provides, then click on the link in that entry to see what the next level of the Altar provides, etc. Maybe it would be easier if the entry for each level of the Altar had a link in the Cvilopeda index, to make it easier to find, but the information is there, it just takes a little searching to find.
 
As a general rule of thumb 9 out of 10 of your questions so far take less to answer by reading them in the wiki or experimenting than it takes to type out the text in this forum...
 
The Civilopedia entry for each civ sets forth that civ's Blocked Buildings and Blocked Units, so read the entry for the Ljosalfar to see what units they're blocked from bulding.

The Civilopedia entry for each Civic describes that Civic. If you read the entry for Overcouincil, you will see the list of resolutions the Overcouncil can adopt, including adopting and mandating a Global Civic on its members. If you remember regular BtS, the UN has the power to adopt and impose a Global Civic, so this is the same feature.

It's true that the different levels of the Altar of the Luonnotar don't appear separately in the Civilopedia index, but the entry for Altar of the Luonnotar say that it's required to build the next level of the Altar (I think it's Altar of the Luonnotar (Anointed), with an underlined link. Click on the link to see what the next level provides, then click on the link in that entry to see what the next level of the Altar provides, etc. Maybe it would be easier if the entry for each level of the Altar had a link in the Cvilopeda index, to make it easier to find, but the information is there, it just takes a little searching to find.

Ah right, thanks and sorry - i didn't realise those were links
 
If your cities have more followers of other religions than of your state religion, are there any risks involved? (e.g are cities more likely to get negative random events like the religious riots one in this situation? : are cities more likely to rebel and join another kingdom with a state religion more of their inhabitants follow? )
 
If your cities have more followers of other religions than of your state religion, are there any risks involved? (e.g are cities more likely to get negative random events like the religious riots one in this situation? : are cities more likely to rebel and join another kingdom with a state religion more of their inhabitants follow? )

Not only are most of your questions easily answerable by reading the Civilopedia or playing the game, but to be frank, many of your questions don't relate specifically to this mod but rather to unmodded BtS. How gold works, how promotions work, how to adopt a state religion, what causes cities to revolt, how to load and unload ships, resolutions mandating global civics -- these aren't specific to this mod, but come from BtS. Perhaps you should consider playing a few regular BtS games to get the hang of the basic mechanics before diving into the various mods.

And honestly, it seems to me that you're denying yourself a lot of the fun here, of exploring, experimenting, playing around, trying various things, seeing what happens, and learning for yourself. Yes, you'll make mistakes, things won't always go your way, sometimes you'll get completely blindsided by something uinexpected -- if you don't like how something turns out, you can reload an earlier autosave and play differently. In extremis you can just quit the game and start a new one, lessons learned.

There are religion-specific events, events influenced by religion, events whose possible outcomes depend on religion, etc. Cataloguing all of them here would be a waste of time, just play the game and deal with them as they come.

Oh, and now you're suggesting adding features which are already in the mod. In the Ideas, Requests, and Feedback thread you made some suggestions which, had you read the Civilopedia, you would have known were already in the mod. Specifically, read the entries for Elven under Promotions and Dispel Magic under Spells and Abilities and you'll see that two of your suggestions were unnecessary.
 
Ah right, thanks and sorry - i didn't realise those were links

In fairness, the Cvilopedia isn't always complete and hasn't always caught up to the changes and new content. For example, you asked earlier about the spells Ascension and Ascension (Corgayle), whose 'pedia entries are patchy. Still, you can work that out. I looked up Corgayle in the Civilopeda and saw that he upgrades to Corgayle Ascended, who has a separate 'pedia entry. So Ascension (Corgayle) turns Corgayle into Corgayle Ascended. And it's reasonable to infer that the regular Ascension spell does something similar to other Mekaran units that have reached Level 10.
 
What do the spells Ascension and Ascension (Corgayle) do. All the civilopedia says is one can only be cast in cities. Also is the dragon you can wake with Stir From Slumber only for people with the White Hand religion? I googled Mulcan but couldn't find anything

Yeah, the Civilopedia is a bit incomplete here, but you can still work this out. I already answered you on Ascension and Ascension (Corgayle). As for Stir from Slumber, the 'pedia entry says that it gets you Drifa the White Dragon. The entry for Drifa says that it requires White Hand. So Stir from Slumber requires White Hand. Might help if the entry for Stir from Slumber -- as well as the entry for The Deepening, for that matter -- specified that it required White Hand, to make things a bit clearer. I sometimes forget which of the winter rituals require White Hand and which require Illians (or Frozen), because in regular FfH2 the White Hand is an Illians-only religion, and the Illians can't research or adopt other religions, so there's no distinction among the winter rituals. (The Frozen weren't in original FfH2.)

I see some animals units say "Cernunnos" on them. Is he an aI player or a god? Is there any way to make peace with him/her? Will building the building that "makes peace with animal packs" have any effect with animals controleld by Cernunnos? Or none?

I know you got a partial answer to this, but here goes some more, since this is something the Civilopedia doesn't really explain, I don't think. The Barbarians in this mod are split into different groups -- I think that started back in Fall Further, where they decided that it didn't make sense for all these different Barbarian units to be part of some undifferentiated Barbarian State. So you have the Animal Packs (wild animals, obviously), whose "Leader" is Cernunnos; Demons (including the Mana Guardians if you play with that option), led by Agares; and Savages (Orcs, Giants, Centaurs, Goblins, Cyclops, and "regular" Barbarians), led by Bhall. I don't know if it was programming reasons to give the different Barbarian factions leaders or if it was more aesthetics/ flavor.

So if you see notifications about making (or being at) peace with Bhall, Agares, or Cernunnos, this is what they're referring to.

Only the Savages can occupy and hold a city after capturing it. If the Animal Packs or Demons capture a city it's razed. I think I remember reading that this was a programming matter, that you couldn't have multiple Barbarian factions owning cities, something like that.

Similarly, diplomacy with the Barbarians isn't really doable -- again, something to do with the code. I'm not a programmer, so can't provide details.
 
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