Frequently Asked Questions

Withered can be cured by the same spell as Diseased of Plagued, i.e., Cure Disease. This can be cast by any priest or Grigori Medic.

Edit: I see Nikis-Knight beat me to it. However, Aquae Sucellus only removes Diseased, not Plagued or Withered.
 
I lost all my option selections for custom games and some kind soul posted a way to go into the xml and change the default 0 to 1 and gain that back.

While in there, I was unable to find an entry for NO Hell Terrain.

Also, while in there, I saw an entry for Cities must be razed or something like that, but I have never seen an option on the Custom Game screen for that.

Any help with these two would be appreciated. :)
 
I lost all my option selections for custom games and some kind soul posted a way to go into the xml and change the default 0 to 1 and gain that back.

While in there, I was unable to find an entry for NO Hell Terrain.

Also, while in there, I saw an entry for Cities must be razed or something like that, but I have never seen an option on the Custom Game screen for that.

Any help with these two would be appreciated. :)

The "GAMEOPTION_NO_PLOT_COUNTER" is the no Hell terrain option.

Always Raze is only used in scenarios.
 
The "GAMEOPTION_NO_PLOT_COUNTER" is the no Hell terrain option.

Always Raze is only used in scenarios.

Thanks, M.

I wonder what would happen then if I changed the Default 0 to 1 in the Always Raze section? Think I'll try it.

Thanks again.
 
I am a newcomer to FFHII and have a patch question. As i am new, i downloaded v 0.40, but wonder if I need to DL patch "P" as well. How do I know if I need to download the new patch?

In the readme with the mod it only tells me i am running version 0.40.

Thanks
 
Thanks. Never knew what i was missing out on by NOT playing this fabulous mod!

Keep up the good work!
 
I lost all my option selections for custom games and some kind soul posted a way to go into the xml and change the default 0 to 1 and gain that back.

While in there, I was unable to find an entry for NO Hell Terrain.

Also, while in there, I saw an entry for Cities must be razed or something like that, but I have never seen an option on the Custom Game screen for that.

Any help with these two would be appreciated. :)

And, I just noticed when you install a new patch you lose all the changes you made in the xml for game options and have to go back and do it again. :(
 
And, I just noticed when you install a new patch you lose all the changes you made in the xml for game options and have to go back and do it again. :(

You can always make a copy of the file elsewhere on your computer, and just replace the patched one each time.

It shouldn't matter unless Kael makes adjustments to the options file.
 
Why would a player ever cast Nature's Revolt? It sounds cool, but I can't grok any benefits ...

It's useful if there's a lot of barbarians around.
 
Because barbs can come into your cultural borders and harass workers, etc... animal units can't. Also, hunters can capture animal units with the right promos.
 
It's also a bit of a challenge as the animals get Heroic Strength I and II and Heroic Defense I and II. It depends on when you build it - if you have only Hunters (not likely), they might have some lower combat odds than you would think.

I recently posted a thumbnail in the bugs thread of Acheron's city with 35 defenders. Most were animals (Bears, Tigers, etc.) as I had just built Nature's Revolt.
 
How does the Religious victory work? I couldn't find it explained anywhere in the manual or civilopedia.

Also, is it generally advisable to get lots of different types of mana, or lots of the same types? If it depends on the situation, how about more specifically as Falamar of the Lanun on a high seas Erebus map?
 
How does the Religious victory work? I couldn't find it explained anywhere in the manual or civilopedia.

Also, is it generally advisable to get lots of different types of mana, or lots of the same types? If it depends on the situation, how about more specifically as Falamar of the Lanun on a high seas Erebus map?

I'm pretty sure the religious victory occurs if you founded a religion that has 80% of the population.


The issue of using the same type or many different types is a key strategic choice to make.

There are two main reasons that you may want to make many of your nodes the same type. If you have multiple nodes, your new adepts get free spell promotions in the sphere of that mana. So, for instance, with 2 water nodes, new adepts get the spring spell for free.

The second reason to take many of the same type is affinity. Summoned creatures often have affinity; this means they increase their combat strength for each node of that type you control. So, for instance, if you have 5 death nodes, then your wraiths will have +5 to its strength, and only +1 if you had only one node. (For sun Marna, the Aureolis gets double affinity!) So, not only will you get extra strength, your adepts/mages/archmages don't have to use up a valuable promotion to get the spell.

Some mana nodes are chosen for non spell purposes, like Law mana has the advantage of reducing maintenance costs. If you don't plan on building a lot of magic users, some people build law modes for the monetary benefits.

The advantages of choosing multiple mana nodes is pretty clear, it gives the widest possible distribution of useful spells. For instance, it takes only one adept to give a whole stack magic blades. If you want courage, loyalty, magic blade, and a bunch of other spells, and one caster can impact a whole stack, then choosing lots of different mana sources is superior.

Obviously, it is a much more complex issues than outlined here. But one simple difference is summoning vs. spells. Summoners probably are marginally benefited from multiple nodes of the same type more than people building their magic for a combat or support role.


For Falamar on an Erebus map, you still have to say what role your mages are playing. My instinct is that multiple nodes will be best. Erebus maps can be tricky and having the most possible choices may be the course to go.

Best wishes,

Breunor
 
I'm pretty sure the religious victory occurs if you founded a religion that has 80% of the population.
And to add to this. If there are two religions present in a city, and the city has 8 population points, 4 is counted towards each of the religions.
 
Thanks a lot for the responses. :)

Wow, so the religious victory is quite hard then... especially on a map as large as I'm playing on. In fact, it may well only be feasible on the smaller map sizes. On huge maps, I'd imagine it would have to be coupled with a lot of conquest to bring down the numbers of "heathen" religions - but then you may as well just get a conquest (or domination) victory. ;)

Feel free to correct me if I'm wrong.
 
Back
Top Bottom