Frequently Asked Questions

More technically, you have to move a unit with Enervation onto the tile of the Pool of Tears to remove the promotion to that unit. Since it is called on movement, it wouldn't be removed if you put a unit with the promotion there in worldbuilder, and I don't think it would work if you just teleported there (which would require cheating to have the pool of tears on the same tile as your capital city. I'm not sure how paradropping would work, but that is only used in my modmod anyway)
 
Ah right cheers guys, the Pool of Tears is a unique feature? I can't seem to find one on my map, does this mean I'm pretty much stuck with my enervated units? If so, maybe there should be another way to remove the affliction without relying on what seems to be luck in getting the right feature.
 
Right the Pool of Tears is a unique improvement. I think there should be a game option to add all of them to a map, similar to the no unique improvement option.

Don't know about other ways to cure enervation. If there is none, it should perhaps be added to the heal spell so that high priests can remove it.
 
Not sure if this has been asked before, but I looked at the mod info recently and saw that AI is now able to correctly use spells (I know this was a change made a while ago) but I have not seen them use any attack spells aside from ring of flames, ever. I have seen them use buffing ones though, so my question is, what spells can the AI NOT use correctly, or use at all.
 
The AI doesn't understand upgrading their Adepts to Mages/Archmages, so they are blocked from spells that require Channeling 2/3 (unless they are Sheaim). They can use Adept & Religious unit spells well. If you want them to use spells fully, Xienwolf has a modmod you can download to give the AI a cheat to make them.
 
The AI doesn't understand upgrading their Adepts to Mages/Archmages, so they are blocked from spells that require Channeling 2/3 (unless they are Sheaim). They can use Adept & Religious unit spells well. If you want them to use spells fully, Xienwolf has a modmod you can download to give the AI a cheat to make them.

There isnt any block for channeling 2/3 spells. There is a disencentive to keep some leaders from teching down the Sorcery path (they prefer other techs more). Some like to go down the sorcery path (sheaim, amurites, etc) and other prefer other tech paths.
 
No, I meant that the AI doesn't upgrade their Adepts, so they cannot get Channeling 2/3. Or has that been changed recently?
 
They're not blocked, I saw the Sheaim train an Archmage in 0.30, but that was the only time I've seen the AI upgrade their adepts.
 
I can't seem to play FfH2. I downloaded the mod and placed it in my mods folder but I can't seem to load it.
 
If you build an asylum, the mines of khazad dur, or the tower of complacency and then switch religions do you lose those buildings?
 
no, your buildings stay no matter what your state religion is, it is only some units (mostly heroes and disciple type units, other than the race specific ones) and a few spells which are limited by religion.

All it requires is to have a certain religion present in your city, not the state religion.

edit: xien just ninjaposted me, lol.
 
You don't lose the religious wonders when you switch religions, but you will lose them if you cast Inquisition in the city, as they are then buildings of a non-state religion, like temples.

You don't need the state religion to cast any of the priests spells; you cannot build the priests without their state religion, but you can keep them and their spells if you convert. I'm definitely going to change this in my modmod, so that you can build priest of any religion but only priests of your state religion will have access to their spells. (I may block good civ from building evil priests, and vice versa. Still, thematically Order civs should be able to use Empyrean priests as support troops and healers)

The only spells that currently require state religion are Spread Council of Esus and Steal (an Esus only Recon spell)
 
oh yea, if you use the wonder purge infidels or something, you will lose the religions other than the state religion in your empire, although holy cities that you have for any other religions are unaffected. I haven't checked whether this also destroys temples related to those religions or not, but I don't think it does.

edit: I just checked xienwolf's manual (which I should have done first :P ) and tsunami is actually specific to the priest unit for OO. I'm just correcting myself before anybody got confused.
 
Code:
def spellInquisition(caster):
	pPlot = caster.plot()
	pCity = pPlot.getPlotCity()
	pPlayer = gc.getPlayer(caster.getOwner())
	StateBelief = gc.getPlayer(pCity.getOwner()).getStateReligion()
	iRnd = CyGame().getSorenRandNum(4, "Bob")
	if StateBelief == gc.getInfoTypeForString('RELIGION_THE_ORDER'):
		iRnd = iRnd - 1
	for iTarget in range(gc.getNumReligionInfos()):
		if (not StateBelief == iTarget and pCity.isHasReligion(iTarget) and not pCity.isHolyCityByType(iTarget)):
			pCity.setHasReligion(iTarget, False, True, True)
			iRnd = iRnd + 1
			for i in range(gc.getNumBuildingInfos()):
				if gc.getBuildingInfo(i).getPrereqReligion() == iTarget:
					pCity.setNumRealBuilding(i, 0)
	if iRnd >= 1:
		pCity.changeHurryAngerTimer(iRnd)

It definitely does remove religious buildings (temples and wonders); however, it appears that no religious building (including the wonders) can be removed from the holy city of its religion.

Code:
		if iProjectType == gc.getInfoTypeForString('PROJECT_PURGE_THE_UNFAITHFUL'):
			pPlayer = gc.getPlayer(pCity.getOwner())
			for i in range(pPlayer.getNumCities()):
				iRnd = CyGame().getSorenRandNum(2, "Bob")
				pCity2 = pPlayer.getCity(i)
				StateBelief = pPlayer.getStateReligion()
				if StateBelief == gc.getInfoTypeForString('RELIGION_THE_ORDER'):
					iRnd = iRnd - 1
				for iTarget in range(gc.getNumReligionInfos()):
					if (StateBelief != iTarget and pCity2.isHasReligion(iTarget) and pCity2.isHolyCityByType(iTarget) == False):
						pCity2.setHasReligion(iTarget, False, True, True)
						iRnd = iRnd + 1
						for i in range(gc.getNumBuildingInfos()):
							if gc.getBuildingInfo(i).getPrereqReligion() == iTarget:
								pCity2.setNumRealBuilding(i, 0)
				if iRnd > 0:
					pCity2.setOccupationTimer(iRnd)
The same is true of the Purge of the Unfaithful Ritual.
 
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