Frequently Asked Questions

Darkheart is right. Level 6+ living Sidar heroes can cast wane, becoming shades. Unliving heroes (like Sphener, Mardero, and Saverous) cannot become shades. As the Sidar, you could get 9 free shades from religious heroes (Bambur, Arthendain, Kithra Kyriel, Yvain the Woodelf, Valin Phanuel, Rosier the Fallen, Chalis Ashtrakien, Hemah, and Gibbon Goetia). Also note that shades keep their promotions, so a caster (archmage, summoner, hemah, Yvain, Gibbon) can still use its spells after becoming a shade. This means that if you are willing to pass up some free great specialists that you can have the strongest magical army in the world, with unlimited equivalents of national unitsplus extra heroes. Of course, shades cannot get any new promotions, so you must decide carefully when to use Wane.

Gilden is the Ljosalfar hero though, so I guess you would need to capture him with an inquisitor first.
 
Gilden is the Ljosalfar hero though, so I guess you would need to capture him with an inquisitor first.
Or with a lot of luck: Domination
 
Sorry about that, I thought for a moment that Gilden Silveric is the FoL hero :sad:

Another quick question: what happens to the units who are in the Trojan Horse when it dies? Do they die as well? Or do they spawn on that tile?
 
What folder do you install/extract the patch and media pack to? I've tried installing the patch to civ4/bts/mods/FfH2, but it's not registering in the word file where it tells the version. And I have no idea where to put the media pack now- I had tried it before, but all the game music is the same.
 
Point it at the same place you did the FfH installer - yours is probably 1 level too far up if you pointed it at the FfH folder.
 
Questions:

*Can the Calabim build war elephants? I had a source of Ivory, when playing them, but couldn't seem to. Yes, the large animal stable was built.
*What determines whether or not a Civ can build arquebusiers or not?
*The Description of Genesis is "Upgrades terrain in building empire, could you elaborate? I built it, and there isn't any apparent effect.
*What are civs doing to shift their alignment? I've noticed a few do this.
*As I came closer to armagedeon, my terrain turned hellish, but the rest of the world was left intact. Is this intentional?
 
For all unit information, download the PDF in my sig "Unit & Civ Reference Charts"

Genesis will turn the tiles themselves from:
Ice --> Tundra
Tundra --> Plains
Desert --> Plains
Plains --> Grassland

For every tile in your cultural borders. So if you already have only grassland, then there will be no change.

--Changing alignment is done via religion.
Order changes any alignment to Good
Veil changes any alignment to Evil
OO & Esus change Good to Neutral
RoK & Empyrean change Evil to Neutral
FoL doesn't change alignments.

Hell spreads in AV territory first, then begins to spread in unowned territory slower. Then spreads at a higher AC into Neutral Territory. It will never spread into Good territory.
 
Questions:

*Can the Calabim build war elephants? I had a source of Ivory, when playing them, but couldn't seem to. Yes, the large animal stable was built.
*What determines whether or not a Civ can build arquebusiers or not?

I'm wondering what happened to the Civilopedia on items like this.

It used to be you could look up a unit, building, etc. and it would tell you 'not buildable by your civilization.' That was very helpful.

What ever happened to that information in the Civilopedia?
 
Actually, my thread here Has all the units trainable by each civ. If a civilisation's units are marked as N/A, then they are not trainable by that civ*.

* Druids, Paladins and Eidolons should be available to all civs that meet the alignment requirements.
 
Hi Kael

Have you received any MP feedback on patch J ? Is it more stable than G? I knows there's an issue with AC events, are we likely to see a new patch before 1st March?

Reason I'm asking is I have an MP Lan game then and just want to know which patch I'm gonna be playing on.

Edit Whilst you're here, just had the Ice artist event on normal speed...could only afford the first option which gives +100 culture. That's the same amount as in marathon, My FatX went to ring 3 immediately. Is that (and events in general) scaled correctly for game speed? Just seems a huge gain.
 
Actually, my thread here Has all the units trainable by each civ. If a civilisation's units are marked as N/A, then they are not trainable by that civ*.

* Druids, Paladins and Eidolons should be available to all civs that meet the alignment requirements.

Fenboy, I think that is very helpful if you are playing online. Many of us, for various reasons, play FFH2 offline and the easiest way to get info is the Civilopedia.

I suppose your excellent work could be printed and used, but I'll ask my question again: Why did this helpful information disappear from the Civilopedia?

Thank you.
 
Why did this helpful information disappear from the Civilopedia?

Thank you.

I don't know, the civilopedia got a massive shakeup when Shadow was released. Some of it was helpful (IIRC spell learning paths are now a lot easier to trace), some was less so. There was also the ability to see the different art styles of units for different civilisations in the civilopedia without having to actually be playing the civ in question, but it was taken out, presumably for streamlining purposes. Its a pain I know; in making that work, I'd completely forgotten about the non-existence of Malakim assassins and Khazad rangers until it was pointed out to me :rolleyes:

Oh and regarding Calabim War Elephants, I think they were specifically taken out so people wouldn't be making vampiric elephants in every game ;)
 
I am playing Ljosalfar using patch h on Warlord and huge map with 3 other civs, Amurite, Khazad and Doviello. I have been fighting the Amurites for the past 100 turns with the Doviello as a vassal civ. 10 Turns ago the Khazad and Basium declared war on me an marched on my westernmost city. I was able to move enough units to adequately defend the city, but when he finally attacked after reducing my defenses to 0% he defeated 2 units, but at the end of the turn the other 13 units were pushed outside of the city without being harmed and he captured the city?

Is there some mechanic of Basium or Khazad I am unaware of. I have been playing FFH for over a year now, but have never seen all defensive units moved one square out of the city unharmed, but not defending.

Thanks for any ideas.
 
Is there some mechanic of Basium or Khazad I am unaware of. I have been playing FFH for over a year now, but have never seen all defensive units moved one square out of the city unharmed, but not defending.
This is a bug I think. It sounds like fear, though I don't know of any Khazad unit with fear and it shouldn't work in cities anyway. If you have a save shortly before that turn, post it in the bug forum and Kael will look at it if he gets a chance.
Happy first post!
 
I think that is a bug with invisibility. He probably attacked with an Angel of Death, which I believe starts with invisibility. Invisible units pretty much always do this, but I think that most are not allowed to capture cities (most are also HN)
 
Magister you are probably right. There was an Angel of Death there, and he had plenty of other units around the city to step in once it was vacant.

Glad to know it is a bug and not some super sekrit mechanic I haven't learned yet. :lol:

Thanks Magister and Nikis for the insight. And thanks to everyone involved in this mod, it just keeps getting better and better. My other games are jealous.
 
How can I removed the mutated or enervated promotions? Dispel Magic, Cure Disease?
 
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