Frequently Asked Questions

Hi Grey Fox, can you please tell me how to implement a table from Excel into the wiki with all formats (e.g. tabulators etc.)? I made a table for the probabilities of the XP-gain, being unable to bring it in properly, i.e. with the rows.

Sorry I don't know anything about wiki editing.

1. You helped me a lot, thank you, I'll have a look. There are so many posts, it's already difficult to find anything.
2. You are quite right, we all have. I offered several time to assist the team, e.g. taking over part of the wiki entries or writing some text etc. Till now I had no response for this my offer.

Eeek, I pointed you to the F.A.Q. inside the F.A.Q. :blush:

No disrespect, I didn't realize that, sorry.
 
When you upgrade a raw mana to mana node, even if you raze it you can only restore it to its previous magic, before razing. I suppose this is the expected behavior?

I have trouble getting Divine III spells, how can I do that?
 
Q: Does the Arma count rises spontaneously as time passes? If not, how difficult it would be to have it rises 10% chance a turn while Hyborem is on map (can I attach this function to the unit eg?).
 
Mana nodes will leave befind the mana of its specific type so that players cannot reuse 1 node to teach their adepts all the spells. However, whenever cultural borders expand to include a tile with a specific type of mana it reverts to raw mana.

Divine level III spells can only be learned by the top tier priests (or a couple heros) who already have the appropriate level II sphere spells. You must upgrade your priests to high priests or inquisitors in order tho gain the prerequisite channeling III promotion. Note that Inquisitors and high priests do not start with any magic sphere promotions, so if you bypass the normal priests and go strait from the first tier disciples to the top tier it won't have any magical abilities.


The AC does not rise spontaneously, but is increased by various factors such as building death/entropy nodes, the AV spreading, the creation of a unit with the Prophecy Mark promotion, the founding of the Veil, the building of the Veil's holy shrine, or the Elegy of the Sheaim Ritual. It is quite feasible for the AC to go up by 10 with Hyborem around.
 
Thanks for the answers. Not sure I understood perfectly the mana node reversion though... you mean that a raw node (razed and thus aligned) if caught in a cultural change will be de-aligned?
 
Yes. If it enters another civ's boarders (or if yours retreat and then expand back over then, as happens when building the Purge of the Unfaithful or a Beast of Agares causes it to revolt) then the typed mana becomes raw mana. (raw mana is the term used for the non-aligned mana)

Razing your nodes over and over again would be too useful if you could change the type at will, but Kael did not want a player to be able to force his opponents to only build one type of mana.
 
How can the AC recess in the early game? I don't quite figure how here: early game, the AI are still struggling to find the early techs, and yet the AC count went from 2 to 0... ? Does settling over a ruin count as AC reduction too for example?
 
Was an evil civilisation defeated?

Maybe Orthus's death but here I am not sure if it has any impact on the AC.
 
Hi Sarisin, my first report of a marathon game with the raging barbs option.
First, the hordes of wolves are awful, but later on they serve as XP-spender for all units. Hard work, but most have now 100XP.
2. The waves of barbs are hard, esp. the lizardmen with strength 3, but really bad is their movement 2. In the first century almost unkillable, later the better.
3. Orthus is making many mistakes, so his axe is a valuable gift.
4. Archeron is totally out of reach till appr. year 800, when the heros became stronger.
5. A huge limititaion is the 100XP for fighting barbs only, as no other civs are within reach (100s of wolves are in between). Good devensive lines are very expensive, but necessary. As I missed to create RoK as first, money is a great theme.

But the character of the game has entirely changed. Lot of fun, but hard work, much routine and the limit of 100XP has to be reconsidered. For if my hero kills successfully Archeron, he has no gain of it. And this cannot be the last word.
 
But the character of the game has entirely changed. Lot of fun, but hard work, much routine and the limit of 100XP has to be reconsidered. For if my hero kills successfully Archeron, he has no gain of it. And this cannot be the last word.

Just thing of the 5 (or was 10?) xp limit in vanilla.
Thats really evil.
 
Hi Sarisin, my first report of a marathon game with the raging barbs option.
First, the hordes of wolves are awful, but later on they serve as XP-spender for all units. Hard work, but most have now 100XP.
2. The waves of barbs are hard, esp. the lizardmen with strength 3, but really bad is their movement 2. In the first century almost unkillable, later the better.
3. Orthus is making many mistakes, so his axe is a valuable gift.
4. Archeron is totally out of reach till appr. year 800, when the heros became stronger.
5. A huge limititaion is the 100XP for fighting barbs only, as no other civs are within reach (100s of wolves are in between). Good devensive lines are very expensive, but necessary. As I missed to create RoK as first, money is a great theme.

But the character of the game has entirely changed. Lot of fun, but hard work, much routine and the limit of 100XP has to be reconsidered. For if my hero kills successfully Archeron, he has no gain of it. And this cannot be the last word.

Thanks for the report, Gabriel. Yes, playing a civ with the Raiders trait that allows you to exceed the 100XP threshold in raging barb games can be the best. I am playing Hannah the Irin/Lanum now and had a couple of high-XP Hunters until they were mysteriously killed by barb Lizardmen with no promotions.:(

If you can, try to attach a Great Commander to your hero so you can exceed the 100 XP threshold.

Have you found many barb cities in your game?
 
Well here's a new question. What do we do when a patch to vanilla Civilization 4 (not Warlords or Beyond the Sword) suddenly appears? Seriously, a new patch has just been released for vanilla apparently and it is being installed with the Beyond the Sword expansion pack! Will Fall From Heaven 2 still work correctly?

UPDATE: Just installed the patch and got Civilization working again. It seems like FFH2 runs fine under version 1.74.
 
Thanks for the report, Gabriel. Yes, playing a civ with the Raiders trait that allows you to exceed the 100XP threshold in raging barb games can be the best. I am playing Hannah the Irin/Lanum now and had a couple of high-XP Hunters until they were mysteriously killed by barb Lizardmen with no promotions.:(

If you can, try to attach a Great Commander to your hero so you can exceed the 100 XP threshold.

Have you found many barb cities in your game?
Yes, definitely. I play Malakim, but do not use the Raiders trait but industrial to gain wonders faster.

I used the myriads of wolves and waves of barbs to get 100XP and got many warriors and even fighters of Kilmorph. Then I took the 100-threshold by fighting against other civs. I feel too, that the AI plays not fair anyway, having a ratio of 95% or more always led to the death of my unit, so it cannot be just probability. One or more rounds later it works, but having a ratio of +97%
and your unit is always killed in several tries is a proof of it.

It would become easier if barb cities are considered as evil, so destroying them will lower the AC instead of increasing it.
 
I believe it is the cities religion, not alignment, that causes the count to drop. IIRC, AV needs to be in the city.
 
The patch is self installing. Just download and allow it to run. It will put everything it needs to in the proper place. To check, go to the readme file and it will show the version and patch letter.
 
The above is only true if you installed Civ and FfH in the default locations, of course.
 
There is probably a simple answer for each of the following questions, but dopey me, I cannot figure it out.

1. Playing as Einon Logos with Spiritual Trait a Marathon game. I start the game and elect to build a Warrior. 51 Turns. I switch from Religion to Nationhood which promises a 10% in Military Production. Next turn, my Warrior still needs 50 turns to be built. Shouldn't it be 45?

2. A barb goblin and orc spearman land on one of my mines. I have Curly, a Hill Giant, in the next tile. I want to take out the orc spearman to avoid him from pillaging the mine. However, I am only able to attack the goblin. Why doesn't the stronger unit, the orc spearman, defend instead of the goblin?

3. I don't think captured animals and the Hill Giants, Moe, Larry and Curley get defensive terrain bonuses. However, why is it then, that they can get the Woodsman and Hill Defense promotions which are based on terrain? It doesn't make sense to me - either they can use the terrain for defense or not. Also, I cannot figure out why Elephant or Hill Giant defenders with double the strength, and maybe even a promotion, are easily killed by barb Lizardmen with no promotions. I suppose they get a bonus against animals, but also against Hill Giants? And is the bonus that high to kill a unit twice their strength?

Thanks for your assistance.
 
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