Frequently Asked Questions

Some Corlindale questions:

1) When I cast 'Mutate' (Chaos II) on Corlindale, what happens if he would get the weak promotion?
I believe it would have no effect.
2) Normally, he is nearly invincible because of having 0 :strength:. Will he gets attacked by Assassins when I cast Earth II or similar spells which add :strength: or holy?

Huh? He gets attacked by assassins already(which is a certain death for him). If you give him Bless or Stoneskin or whatever, it will make him stronger, but you shouldn't let him be out fighting anyway.
 
Additionally, the genesis ritual is a nice counter to Deepening if you don't have vitalize yet. Otherwise, just live with the smaller cities, everyone in the game is suffering from the same thing.
 
Stupid question... why do I have to manually finesse the gold out of the last few turns of each tech discovery?
Reducing the percent :science: lower without increasing the turns till discovery increases the income generated.
Why can't it automatically be credited to my vault for any overpayment of :science: at completion?
 
Stupid question... why do I have to manually finesse the gold out of the last few turns of each tech discovery?
Reducing the percent :science: lower without increasing the turns till discovery increases the income generated.
Why can't it automatically be credited to my vault for any overpayment of :science: at completion?

Overflow of :science:-points is not wasted but taken into account for the next technology.
 
How do I kill Basium's angles of death? I'm Hyborem. I've already killed their Basium hero unit with Hyborem. But Hyborem can't match their 4 angles of death neither can my champions.

Also how do I bring about Armageddon faster? Its at 40 or so now after I burnt Malakaim's holy city. I'm going to try and burn one Basium's cities next. But thats the one defended by angles of death.

Also Khazad is allied with Malakaim which is good while Kazad is neutral. But at the same time Khazad is a member of the under council. How come?
 
How do I kill Basium's angles of death? I'm Hyborem. I've already killed their Basium hero unit with Hyborem. But Hyborem can't match their 4 angles of death neither can my champions.
Do you only have Hyborem and your champions? You're making it sound like you've only just started playing Hyborem. If they've got four Angels of Death and you don't have a proper army, you need to wait a bit longer before attacking.

Just hope the Angels of Death don't go around assassinating you mercilessly before then, and build up a force big enough to take them out.

Also how do I bring about Armageddon faster? Its at 40 or so now after I burnt Malakaim's holy city. I'm going to try and burn one Basium's cities next. But thats the one defended by angles of death.
Try to be the one to create the Prophecy of Ragnarok wonder. It requires Way of the Wicked and takes 500:hammers:, but on top of providing 8:culture:, +2 Prophet :gp: and 1 Priest, it gives any unit you make in that city the Prophecy Mark promotion. This means the AC goes up by 1 when they're made, and decreases by 1 when they die.

In a production city with the Prophecy of Ragnarok, create a lot of cheap units and keep them alive.

Alternatively, play the Sheaim and spam Elegy of the Sheaim, which is a repeatable ritual which increases the AC by 5 and costs 600:hammers:.

Failing that you'll just have to burn cities, look for special events and produce certain evil heroes.

Also Khazad is allied with Malakaim which is good while Kazad is neutral. But at the same time Khazad is a member of the under council. How come?
The only modifier in question is a –2 diplomacy modifier between them for the different alignment. I don't think Good nations have a modifier against members of the Undercouncil. –2 can easily be compensated by other factors.
 
Do you only have Hyborem and your champions? You're making it sound like you've only just started playing Hyborem. If they've got four Angels of Death and you don't have a proper army, you need to wait a bit longer before attacking.

Just hope the Angels of Death don't go around assassinating you mercilessly before then, and build up a force big enough to take them out.


Try to be the one to create the Prophecy of Ragnarok wonder. It requires Way of the Wicked and takes 500:hammers:, but on top of providing 8:culture:, +2 Prophet :gp: and 1 Priest, it gives any unit you make in that city the Prophecy Mark promotion. This means the AC goes up by 1 when they're made, and decreases by 1 when they die.

In a production city with the Prophecy of Ragnarok, create a lot of cheap units and keep them alive.

Alternatively, play the Sheaim and spam Elegy of the Sheaim, which is a repeatable ritual which increases the AC by 5 and costs 600:hammers:.

Failing that you'll just have to burn cities, look for special events and produce certain evil heroes.


The only modifier in question is a –2 diplomacy modifier between them for the different alignment. I don't think Good nations have a modifier against members of the Undercouncil. –2 can easily be compensated by other factors.

Well I'm new to this and this is the first complete game I'm playing. I started off as Calabaim and summoned Hyborem around turn 250 or so. I attacked Dovellio immediatley and burnt one of their cities and took another to establish my kingdom. Then I turn on Malkaim to burn their major cities before they could build Mercurian gate. Unfourtnatley I was too late and Basium appeared around turn 319. Since Malakaim was a significantly more advanced than me as Calabaim, that means Basium has all their techs. Currently I'm at peace with them but building up and currently attacking Khazad. Hoping to burn one or two large Khazad cities to push up the meter. Also I'm researching Malevlent design followed by Rage so I could build my national units.

Any tips on

I already built Procphecy of Rangorak as Calabaim. That's why the meter is generally increasing at a fairly steady rate.

Thing is with Khazad in the undercouncil they are basically a 5th column. When we vote on issues they undermine things. Is there any way to boot them out?
 
Bear in mind I'm new to this too.

What religion are the Khazad? This is very important. If he's on the Undercouncil he's not running Order which is a relief, but he could still be Runes of Kilmorph or Empyrean. Any unit with one of those religions (different from it being your state religion, but correlated) which dies will become an Angel for the Mercurians. Destroying the Khazad first could make the Mercurians almost invincible.

If you were anyone but the Infernal you could try to get an Open Borders agreement with the Khazad, send Order Acolytes over and try to convert him to Order. That would force him to be Good and he'd have to leave the Undercouncil. I don't yet know if this strategy is at all doable with the Infernal – I know you can't convert to Order as the Infernal, but I don't know if you can have it as a religion in a city and produce Acolytes.

Even if you can, you want Khazad to be none of Order, Empyrean and Runes anyway because of the Mercurians. If they're running Runes of Kilmorph it would have been a good idea to preface your declaration of war by trying to get them to convert to a religion like Fellowship of Leaves, so they wouldn't feed the Mercurians.

If their influence on the Undercouncil is such a problem, try convincing them to switch to No Membership. If your relationship is as shot to hell as I'd expect that won't be available to you either.

It strikes me that you need to fight your way out of this situation now. If there's no easy way to attack the Mercurians without encountering anyone else, try to beat the Khazad now. If they're running Runes you want them to capitulate quickly so they don't feed the Mercurians too much. Change their religion after you own them, preferably to Octopus Overlords, Ashen Veil or Council of Esus (so they produce Manes for you when they die).

After that the Mercurians are the ones to kill before anyone else who'll feed them. Any other evil nations would be even better to kill, though, to feed you Manes. How about killing the Calabim? You don't have to finish them off, but get the city with Prophecy of Ragnarok in from the capitulation agreement. Leave them one city and kill as many of them as you have the stomach for. In fact, if you can sue for peace with the Khazad and prepare to take out the Calabim you'll probably be in the best long-term position.

I don't know whether you'd get Prophecy of Ragnarok back if you conquered the city, or if you get it if you force them to cede it. I've never paid attention to that. Getting it back would be quite good, though. Just remember to keep your score no more than 50% above the second highest even when the AC goes high – that's the one time the Barbarian trait is really useful.
 
My question —

Does Immortality bring you back to life after dying in an Arena? If so, can a Balseraph Immortal fight and die in many Arena battles to level up?
 
It seems as if my svartalfar units cannot get the aerons(+2)-promotion. Is this right or is it a bug?
 
Aeron's Chosen is a special promotion only given via event. It (should) require the Assassin to be level 6, and be the first to be so. I believe the event doesn't happen in every game though, or there's some prerequisite that I don't know about.
 
Membership in the Undercouncil is limited to Neutral or Evil civs. State religion is not taken into consideration, except in the sense that if you follow Order then you must be Good and so cannot belong. It is possible to follow any other religion without being Good.

Votes in the Over- and Undercouncils generally require only a few votes to pass. Population is not a factor; each civ gets one vote (in the Overcouncil there are some heroes that provide additional votes). So, for example, if there are 5 civs in the Undercouncil it may take only 2 votes for a proposal to pass. It is very difficult to block a proposal, especially if there are few members which may mean that the proposal will pass if anyone votes in favor of it. The Khazad probably couldn't cause problems by being in the Undercouncil even if they wanted to do so.

If you really feel the need to remove them from the Undercouncil then you would need to get them to convert to Order. This will change their alignment to Good, which will make them inelegible for Undercouncil membership. However, the damage you will cause yourself by doing this will be greater than any benefit (see below note about Angels). You would be better off embracing them as brothers and spreading Ashen Veil to all their cities (which will also raise the AC, btw). That might be difficult to do, though, since they are allied with the Malakim and the Mercurians.

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Unfortunately, just getting someone to change religions won't prevent their units from returning as Angels. Units that follow Order, Empyrean or RoK will return as Angels, no matter what state religion their civ follows. When a unit is built it has a chance to follow one of the religions present in the city in which it is built. That religon, shown on the unit itself, is what determines whether it returns as an Angel or Mane (or not at all, as is the case of FoL units and units without a religion).
 
He there

i am new.

So i was seeking for a wile for this questoion!

Is it possible to play FFH2 0.41b on a Mac Intel

i have installed BtS 3.19 (mac version) allready !

i tryed to install the FFH2 exe on a windows PC and than copie it to my mac dident work

than i just unzipt it on the mac and copied it again into:

HD/Aplications/Civlilization IV/Beyond the Sword/Mods/Fall form Haven 2

At start from BtS i can start FFH2 under Mods, after this it starts again till load XML (uncached)

after this it crashes!

sorry for my bad english

greetings Dread
 
Is it true that adepts gain experience faster if promoted than they do if they don't promote, saving their promotions? Or is it independent of level?

edit:: found the answer in another thread...

According to the FfH2 manual the exact rates of experience gains are:

Channelling 1 20%
Channelling 2 30%
Channelling 3 40%
Potency 20%

So a basic adept starting at 0 exp will take, on average, 50 turns to gain the 10exp needed to become a mage. A mage will then take about 21 turns to get to 17 exp and a further promotion.

That is the basic rate of exp gain, but it can be sped up by creating adepts in a city with a Command Post, by Form of Titan and a couple of civics that boost exp. With luck and careful arrangement it should be possible to get 6 or 8 exp for a starting adept and then that would only take 10 to 20 turns to become a mage.

Another route is to use combat and here a Great Commander can be invaluable for boosting the strength and exp for the adept (or mage wanting to become archmage). The basic technique is to pick on a weakened animal, barbarian or enemy when at war. You want to use either a unit like a catapult, which does limited damage but won't kill the target, or use a weak expendable units like a skeleton, or a damage spell like fireball, and then when the odds are good (say 95%) attack with the adept. It is risky but you could pick up 3 exp from one combat and that saves, on average, 15 turns waiting to become a mage and all for a 5% chance of dying. In some circumstances, and particularly with a Great Commander and some other useful equipment like Orthus Axe, adepts can be levelled quickly by combat.
 
Why does Hell spread imcompletely? It seems that Tundra should turn into Shallows, but I have never seen Shallows outside of scenarios. Likewise, Obsidian Plains/Burning Sands should probably appear on Flood Plains/Desert, but the Flood Plains are destroyed instead.
 
Shallows are the hell version of Marshes. I don't think standard mapscripts place any marshes in the game, which is whyyou only see them in scanarios.


Snow and Tundra have no hell versions
 
Shallows are the hell version of Marshes. I don't think standard mapscripts place any marshes in the game, which is whyyou only see them in scanarios.


Snow and Tundra have no hell versions

The Erebus and ErebusContinents scripts place marshes, and you should therefore see shallows with those, but otherwise not. And snow and tundra are hellish enough already thank you (unless you're the Illians, of course).
 
The Erebus and ErebusContinents scripts place marshes, and you should therefore see shallows with those, but otherwise not. And snow and tundra are hellish enough already thank you (unless you're the Illians, of course).
Actually, Tundra is just as hellish to the Illians as everyone else; they only get the bonus on snow. Anyway, I sort of get Hell not spreading to Ice, but Tundra should be vulnerable because it should be possible to turn the entire world to Hell. It's easy to Scorch some snow to tundra, but tundra to plains (and hence fields of perdition) requires Vitalize, which is much harder to get.

That still leaves the question about the Obsidian Plains though.
 
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