How to prevent your units becoming barbarians?

Unfortunately in FfH OCC there is a limit of five National Wonders. Fortunately the Altars only count as one. So with the five towers, and now that the Bazaar is a NatWon, I think there are 11 of them available.

Edit: Oops I missed the second page and MCs response.
 
Well, whenever you build an altar the previous one is removed, so it really is just five in the city at a time. (I'm also not sure if the mechanism of a great prophet founding an altar counts the number of National wonders already in the city, so If you build 5 of them before you get your first altar you can probbely have 6)

I wasn't sure whether that new limit carried over to FfH, but, if it does, it should really be removed.
 
Yep the limit of 5 is definitely in the BTS version of FfH. I wouldn't mind seeing that limit removed. At least a Tower of Mastery victory is still possible if no other NatWon's are built. But it can be a tough choice between the Altar, Bazaar, the 2 Epics, the 5 Towers, and a possible Shrine of the Champion. (just ten NatWon's ~ I had mistakenly included the Crown in my other post) I think the normal handicaps associated with an OCC are enough. The lack of resources and mana, along with a reduced economy and production base is challenge enough.

The Shrine of the Champion doesn't seem to be working or I don't understand its use. But I've only tried for it in this latest batch of OCC's. In two games I'd left a slot open for that wonder. I trained an early Hero for a religion which I knew I would be switching out of. The first time I let the unit vanish from within the city after I'd switched religions. The second time I fireballed the Hero nearly to death and then left him for the Orcs to finish off. Neither method granted the Shrine. After the second attempt I reloaded the game and then disbanded the unit. That didn't work either. I don't know if the mechanic is broken or if its just a problem with OCC?
 
changing the amount of nat wonders in an OCC game is quite easy, it's just 1 number in one of the .ini's. Not sure which one though, but i'm pretty sure i've found it in the BTS forums before (as i have changed the number to unlimited).

edit: found it:

<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC</DefineName>
<iDefineIntVal>-1</iDefineIntVal>

in global defines.xml (normal BTS folder, didn't find it in the FFH file.)
 
Shrine is restricted to your Civ's hero.
That makes sense. Thank you.


How do you build the Tower of Mastery in One-city challenge?
In one game I was able to found all of the religions and then build all but one of the shrines. The shrines and the palace all grant mana. And I had two sources once I hit legendary culture. And there is at least one wonder which grants mana but doesnt require it as a pre-req. I havent yet gone for the Tower victory in any games, but I think its possible in an OCC. And the AI seems to currently not value its mana very high. I can often request some for free and they will give it to me.


changing the amount of nat wonders in an OCC game is quite easy, it's just 1 number in one of the .ini's.
<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC</DefineName>
<iDefineIntVal>-1</iDefineIntVal>

in global defines.xml (normal BTS folder, didn't find it in the FFH file.)
Cool, thank you!
 
in global defines.xml (normal BTS folder, didn't find it in the FFH file.)

I don't think the team remebered to add this one to the FfH file, since they basically reused the vanilla FfH one and this value didn't exist then. Whenever such a value isn't found in the mod folder the game looks in the defauly location (first BtS, then Warlords (if you have it, otherwise all this stuff would have been included in the BtS folder), then vanilla)

If you add this define to FfH's file it works just as well. I did it that way since it is generally recomended to leave the normal BtS files unchanged (although I would prefer to get rid of the national wonder limits in the main game and this change doesn't seem like it could hurt much). I suppose it could cause some errors if you forgot to change the value back in the BtS file and were trying to play a multiplayer game against someone who hadn't made the same change. Of course, I never play multiplayer games anyway (except the occasional hotseat game against myself or very rarely against my sister)
 
Note that instead of modifying GlobalDefines.xml, you can add the entry to GlobalDefinesAlt.xml in the mod folder (under Assets\XML). GlobalDefinesAlt.xml is essentially a group of overrides to GlobalDefines.xml which can also have additional information.
 
Well, in my third game I decided to placate my inner Munchkin and do some Grigori Archmage cheese. Unfortunately the Avatar of Wrath came in and I lost 6 of my heros to the enraged promotion. I was wondering if Dispel Magic would get rid of it? The text for that spell is a bit vague to this noobie, what exactly constitutes a charm?

Darrell
 
Well, in my third game I decided to placate my inner Munchkin and do some Grigori Archmage cheese. Unfortunately the Avatar of Wrath came in and I lost 6 of my heros to the enraged promotion. I was wondering if Dispel Magic would get rid of it? The text for that spell is a bit vague to this noobie, what exactly constitutes a charm?

Darrell

Funny. I thought heroes were supposed to be immune to the Avatar's conversion. Is that only for World Units?
 
Bummer about Dispel Magic, I guess I could always flip off the AC although it adds a lot of fun to the game.

Funny. I thought heroes were supposed to be immune to the Avatar's conversion. Is that only for World Units?

Well, again I'm not so experienced with the mod yet, but none of the units actually converted when the Avatar entered the game (none meaning none at all, not just my Heroes). Some of the Heroes did get the Enraged promotion though, unless I missed something.

Darrell
 
Funny. I thought heroes were supposed to be immune to the Avatar's conversion. Is that only for World Units?
They are immune only to get enraged through mutation.
 
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