Frequently Asked Questions

I would tell you to look at the bottom of the civilisation right frame in the wiki but the wiki is down for me and I think that goes for all of us.

All civilisations have their special buildings and units listed there, at least they had when the wiki was functioning.
 
Wait, what? Malakim can build law mana and archmages, so I don't see why they couldn't cast unyeilding order.
Thank you a lot for your response:) .

Being kind of a beginner in FfH one has to be cautious in wasting options which do not work in the chosen civ. So I assist strongly Sarasin's proposal to add clearly, what civs are not able to build etc. - and why not!

E.g. I build extra death III to develop liches to find out, they do not have the autoincrease in XP and have to fight to further develop themselves. If I knew before, I had not done it in this way.

E.g. I hurt twice Stephanos et al. with air III substantially - and quite easily - to find out later on, this was more than real luck, because they are magic immune (So why could it happen???). So I developed a completely wrong strategy to fight the apocalyptic riders, finding out in another game, where air III did not work- absolutely not. Surprisingly, but annoying.

E.g. The German translation for spell extension I and II says, that you have access to one additional spell. In reality you are expanding the range of the spells, something completely different. I found out only by trial and error.

Till now I did not understand what building three mana nodes of the same type yealds in respect of spell availability (I know that in .22 the spells got then more effective). I did it in one game and could not realize the effect. So IMO it was a waste of important resources.

So again to Sarasin's proposal to improve considerably the documentation, i.e. the civilopedia and the wiki. If I had the correct facts, I would like to do some work, just to say thank you for this marvellous game.
 
Hi,

I would like to flesh a bit the music directory of a given religion, how can I do that (I suppose I must reference the musics added into a file)

TIA
 
Hi,

I would like to flesh a bit the music directory of a given religion, how can I do that (I suppose I must reference the musics added into a file)

TIA

The mp3 file must be added and the following files have to be modified to add that file (look for examples of others int he files):

1. Audio2DScripts.xml
2. AudioDefines.xml
3. CIV4EraInfos.xml
 
E.g. I build extra death III to develop liches to find out, they do not have the autoincrease in XP and have to fight to further develop themselves. If I knew before, I had not done it in this way.
But then you realize that you can upgrade 3 new archmages!



Till now I did not understand what building three mana nodes of the same type yealds in respect of spell availability (I know that in .22 the spells got then more effective). I did it in one game and could not realize the effect. So IMO it was a waste of important resources.
There is a Frequently Asked Questions thread that answers this and many more questions.

So again to Sarasin's proposal to improve considerably the documentation, i.e. the civilopedia and the wiki. If I had the correct facts, I would like to do some work, just to say thank you for this marvellous game.
This will come in time. Remember, even though we might think Kael is a god, him and his team are only human, and they have real jobs and studies on the side of working on FfH. And there is only so many hours every day.
 
The mp3 file must be added and the following files have to be modified to add that file (look for examples of others int he files):

1. Audio2DScripts.xml
2. AudioDefines.xml
3. CIV4EraInfos.xml

Thanks you, worked like a charm, and I added 2 full albums of the Lord of the Rings. :D

A newb question: What is the interest in having several nodes of the same type, aside the 'side effects'. I mean, it seems I can learn all the spells provided I have the right channeling level, the right techs, and one node, for a given sphere. For example, with only one nature sphere, and with channeling II I can reach level 2 nature spells (like guardian vines), so what would be my interest to build a second nature node in this case?

TIA. Things are much more difficult for a newb without the wiki.
 
Q: I'm confused as to what Mana Nodes do?

A: They control what spells your units can learn. Every civilization starts out with 2-3 mana resources when the game starts (provided by their palace). Giving their units the ability to learn spells of those spheres. To learn other spells a raw mana node must be improved into a mana node of a certain type. So if a raw mana node is turned into a death mana node, your units will have the ability to learn death spells. Only adepts and other mage types can upgrade mana nodes.

If you have multiple sources of mana of the same type your units get other advantages according to the following:

1 node: Your units can learn spells of that sphere.
2 nodes: Your adepts start with Rank I of that sphere for free.
3 nodes: Your units start with Rank I and Rank II of that sphere for free.
Secondly, some nodes have empire-wide effects per each node, such as Law's decreased maitenance or earth's increased chance of discovering metals.
Finally, some units you may control gain strength according to how many of a certain kind of node you control. I don't remember the details of this, sorry, but it would bear addition to the first post as well.
 
Should the elves be as penalized as others when they attack someone in forest? This is to the point that you want to clear the forest just adjacents to your cities so that you can counter attack without a +50% against you. Sound not good, theme wise.
 
Is it possible to remove a religion from a city? (ie Ashen Veil if you play good, etc.)
 
Of Magic:

I noticed that my Adept are only allowed one summoned skeleton at a time, this is on purpose I think (anti-exploit)?
Why skels have upkeep (I can imagine a role play reason, like the need to buy reagents so they are kept in shape, but is it because of a code limitation, as an anti-exploit or an oversight?)
Every spell benefit from combat ugprades of the caster (like the skels? Combat I means a fireball stronger eg?)
 
answer to question one- yes thats entended to make it anti exployityty

nmber two i dont know

and number three, all spells that create a unit give that unit +10% to combat for each combat promo of the caster. all non-unit creating damage dealing spells get +5 damage for each combat promotion of the caster
 
Is it possible to remove a religion from a city? (ie Ashen Veil if you play good, etc.)

if you want to remove the ahten veil from a city you can use a preist of the order and create a temple there to force the ashten veil out and vise versa.

you can also upgrade a level 6 preist to a inquisitor that can use the inquisition bility to remove all non state religions from the city
 
Should the elves be as penalized as others when they attack someone in forest? This is to the point that you want to clear the forest just adjacents to your cities so that you can counter attack without a +50% against you. Sound not good, theme wise.

Anything that gives a bonus to forest defense gives the same to forest offense. So woodsman and I believe elven both give a bonus to attacking into woods.
 
There is a Frequently Asked Questions thread that answers this and many more questions.

This will come in time. Remember, even though we might think Kael is a god, him and his team are only human, and they have real jobs and studies on the side of working on FfH. And there is only so many hours every day.
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.
 
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.
 
But then you realize that you can upgrade 3 new archmages!



There is a Frequently Asked Questions thread that answers this and many more questions.

This will come in time. Remember, even though we might think Kael is a god, him and his team are only human, and they have real jobs and studies on the side of working on FfH. And there is only so many hours every day.

I don't think you ever see anyone complaining about a certain feature, documentation, etc. missing. We all certainly understand about time constraints and appreciate all the work that goes into the mod.

I think most, me included, simply make suggestions for improvement. If the team agrees, has time, and implements, great. If not, that's fine too. We know there are higher priorities in and outside of game development.

Personally, I used to repeat bugs, balance problems, suggestions, etc., but now, I figure they are seen and worked on when possible - it doesn't serve any purpose to repeat the same problem.

Again, you'll never see a complaint from me on this mod. I am just so appreciative of all Kael and his team have done already and their continued work. :)
 
The hunter can capture animals. But he always does, so one has to destroy your victim after every capture in case you do not want to have it. Is it possible to adjust this feature, i.e. toggle it in capture and not capture? As there are so many wolves it would be just comfort. What I do not understand is the fact, that every animal counts as unit to be supported. Rather costly.

The same is with the marksman ability. You always hit the weakest unit even if you like to hit the strongest. Not easy to select the target?
 
I don't think you ever see anyone complaining about a certain feature, documentation, etc. missing. We all certainly understand about time constraints and appreciate all the work that goes into the mod.

I think most, me included, simply make suggestions for improvement. If the team agrees, has time, and implements, great. If not, that's fine too. We know there are higher priorities in and outside of game development.

Personally, I used to repeat bugs, balance problems, suggestions, etc., but now, I figure they are seen and worked on when possible - it doesn't serve any purpose to repeat the same problem.

Again, you'll never see a complaint from me on this mod. I am just so appreciative of all Kael and his team have done already and their continued work. :)
Well said. I feel the same, I try to point out, sometimes just out of misunderstanding or not knowing details, sometimes to bring in certain ideas.

Another thing is to know, if and how to help the team, which is of actual interest.
 
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