black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,014
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.
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 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.
I will update the pedias with this info, it's better that it actually shows ^^.
As for the Barbarian questions, a leader is a requirement for any faction in the game, but it was called Barbarian in vanilla. The names that were chosen were purely for flavor ^^.
As far as i know, the barbarian city limitation is mostly an ai one ( barbarian units of any barb would flock to the city whatever barb faction it is owned by). it and other little glitches could be fixed, but it would take some time and not really grant any real gain to the game ( though i'm thinking the demon-captured cities should be ceded to the infernals if in game instead of being razed).
Similarly, Barb diplomacy is only forbidden because it's explicitely coded to be. the ban could be lifted