Frequently Asked Questions

Hm... Now that I think back on it, I have witnessed a volcano being destroyed. A mountain was on a desert tile, and Hell terrain spread to that tile. The fire sprang up on the burning sands, but could not coexist with the mountain, so the mountain was destroyed. When I sanctified the tile, it was a normal desert.
 
I don't know if this is an error or unintentional, but when The Drown is protecting my city, the people say that they want a military unit to protect them. When I put a normal warrior there, they seem to be okay.
 
The Drown is an undead and your ppl do not fell comfortable guarded by a zombie. You have to have a living unit to count as a deffender there.
 
Now that I'm thinking of the guardman trait (or whatever, I'm speaking of the trait giving a priority to defend a tile for a particular unit). Should not all summon have this trait? I find rather irritating to have my adept disposed by the AI, because he happens to be slightly better in defence compared to the 4 skeletons he is stacked with.
 
Just curious as to whether or not version .22H is compatible with the media pack.

After losing two heroes (Bambur and Arthendain) with high XP and combat odds during an hour of gameplay, I am considering going back.

I don't recall there being much of a difference otherwise between .22H and .23.

I'm tired of quick saving before almost every battle - something I didn't do with the heroes above. Thank goodness for AutoSave!;)
 
Now that I'm thinking of the guardman trait (or whatever, I'm speaking of the trait giving a priority to defend a tile for a particular unit). Should not all summon have this trait? I find rather irritating to have my adept disposed by the AI, because he happens to be slightly better in defence compared to the 4 skeletons he is stacked with.

It sounds like you're looking for the 'designated defender' action which was (annoyingly) left out of Civ IV. It's a unit action, like sentry (which annoys me for a different reason), goto, and fortify, not a promotion like defensive. My understanding is that re-instituting it is a lot more of a pain than making a new promotion, but I'm hoping it comes back soon anyway.

If anyone knows better, feel free to correct me.
 
This was a nice feature of SMAC also...

A question about disease, how can I remove it from a unit, if I don't have divine/life priest?
 
Hey Folks!

I got a question concerning BtS. If I install the expansion, will I still be able to play FfH 0.23 or only the BtS beta version?
I think I've read somewhere that BtS is also patching Vanilla Civ4 (higher than 1.61) and that could make troubles with FfH. Is it just some blabbering or is it true?

cheers
 
This was a nice feature of SMAC also...

A question about disease, how can I remove it from a unit, if I don't have divine/life priest?
The city with the Aquae Sucellus wonder will remove it for units which enter the city. Otherwise, Grigori medics might do the trick, can't remember, or a summoned lifespark (though you'll probably be able to cast heal by then anyhow).

FfH 0.23 apparently works fine with the 1.71 patch for vanilla. You'll still need the vanilla CD for it though. Kael and the gang (like Kool and the Gang I guess) are working on convertion to the BtS codebase, but it'll be a little while.
 
Unless things have changed recently, a Lifespark won't do it. It only heals HP. You can go into someone elses city with Aquae Succelus if you have open borders.
 
The city with the Aquae Sucellus wonder will remove it for units which enter the city. Otherwise, Grigori medics might do the trick, can't remember, or a summoned lifespark (though you'll probably be able to cast heal by then anyhow).

FfH 0.23 apparently works fine with the 1.71 patch for vanilla. You'll still need the vanilla CD for it though. Kael and the gang (like Kool and the Gang I guess) are working on convertion to the BtS codebase, but it'll be a little while.


Thanks for the quick reply, BeefontheBone!

@Kael and the Gang: Maybe Kael and the Gang will start a band after FfH ;)
If they are good at singing as they are at modding...
 
Unless things have changed recently, a Lifespark won't do it. It only heals HP. You can go into someone elses city with Aquae Succelus if you have open borders.

Ok thanks. I guess I will have to conquer the said city with my vampires instead. :evil:


Avatar of Wrath question:

Is the % chance (or lack of...) to have a unit given to the AoW when he appears a flat one, or some subtleties are coded? I'm thinking of a bonus given by the resist magic ability, or a high level. I have some rather high level units... any trick to prevent them from joing the Avatar?
I suppose that at the very least heroes do no roll for this 'drafting' ?
 
Only living units will have a chance to go to avatar, so you can use graft flesh (divine body III, through octopus overlords) to protect them. I believe half of all heroes are affected, heroes including things like the baron and trojan horse.
 
Only living units will have a chance to go to avatar, so you

breaks loyalty? :confused: :confused:

can use graft flesh (divine body III, through octopus overlords) to protect them


ummmm dude, unless I'm reading the code wrong.... any unit with that can learn learn body III and has divine can cast it... meaning, kilmorph religion gets it too

:p
 
Just curious as to whether or not version .22H is compatible with the media pack.

After losing two heroes (Bambur and Arthendain) with high XP and combat odds during an hour of gameplay, I am considering going back.

I don't recall there being much of a difference otherwise between .22H and .23.

I'm tired of quick saving before almost every battle - something I didn't do with the heroes above. Thank goodness for AutoSave!;)
Since .22 I used to autosave every two turns. It's sometimes uncalculable. Loosing fights with a quote of 98.9% everytime doesn't make real fun. And winning with 0,5%.
 
Avatar of Wrath question:

Is the % chance (or lack of...) to have a unit given to the AoW when he appears a flat one, or some subtleties are coded? I'm thinking of a bonus given by the resist magic ability, or a high level. I have some rather high level units... any trick to prevent them from joing the Avatar?
I suppose that at the very least heroes do no roll for this 'drafting' ?
Best bet is to churn out a bunch of cheapo living units, stop building powerful living ones (but unliving demons/undead/summons are fine) and graft flesh your best ones to protect them - they'll stop gaining XP as a golem though.
 
ok thanks, so I suppose some of my high levels (16+) vampires will betray me :(

Something I wondered, what happen when a unit has all promotions and get a level? Nothing I suppose? Why not adding Combat Promotion VI+ giving each +10% only for that purpose?
 
Something I wondered, what happen when a unit has all promotions and get a level? Nothing I suppose? Why not adding Combat Promotion VI+ giving each +10% only for that purpose?

Because they are already strong enough then.
And only vampires will get that lvl with more than 2-3 units.
 
how do you know what type of GP is required to pop a given technology? Is it random or is there a (hidden) property that dictates this?

For example, in all my games so far, a great scientist can be used to pop the knowledge of the ether technology, why? Why not a great engineer of a great artist?
 
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