Infernals in co-op multiplayer

clearbeard

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A friend and I are wanting to try the Infernals in a multiplayer game, but weren't sure how it works. If one of us, as teammates, switch to Hyborem, are we still teamed up with the other human? If not, is there a way to re-establish that permanent alliance, assuming permanent alliances are enabled in the game?

Works with Basium, of course, as the switcher is still teamed with both the original civs, but evil is so much more fun...

As a related question, can Hyborem and Basium end up both controlled by human players and on the same permanent alliance team? Because that would be just wrong, and oh so fun.
 
The game will always go OOS when a player changes to another civ. This is normal, and it is necessary to reload from a save (from that turn) to continue. I don't know whether the two humans will still be teamed, though. You may have to just try it.

Civs that follow AV cannot build the Mercurian gate, but Evil civs that do not follow AV (including the Infernals, unfortunately) can. That doesn't really answer the question of whether both can end up on the same team and controlled by humans. This question depends partially on the answer to the previous one, so again you may have to just try it.
 
The game will always go OOS when a player changes to another civ. This is normal, and it is necessary to reload from a save (from that turn) to continue. I don't know whether the two humans will still be teamed, though. You may have to just try it.

Civs that follow AV cannot build the Mercurian gate, but Evil civs that do not follow AV (including the Infernals, unfortunately) can. That doesn't really answer the question of whether both can end up on the same team and controlled by humans. This question depends partially on the answer to the previous one, so again you may have to just try it.

I thought that the Infernals couldn't switch away from AV? Thanks for the info, looks like a quick/small trial game is up next. I knew about the OOS issue. We've used the Mercurians once before with that problem, easily worked around. I'll post our investigation results when/if we get it to work for anyone who's interested in knowing.
 
The Infernals start with no state religion. They are not required to have a state religion, and so can remain without one and build the Gate. If they do select a state religion they can only choose AV, and they cannot switch back to no state religion. (They really should be forced to follow AV, imo, but I believe that technical limitations prevent that.) Now, it may be that in MP the AI will get a turn with the Infernals before a player can take control of them (because of the reload necessitated by the OOS), and if so then it might be too late because the AI will likely switch to follow AV.
 
I'm pretty sure that the Infernals can return to No State Religion if they so choose. I know I've done so to build the Mercurian Gate before.

It would be trivially simply to block them from building the Mercurian gate regardless of religion though.
 
The Infernals will start as a team on their own, and an AI will take over the summoning players civ which will still be teamed with the other player.

Best bet is to just not use the in-game teams mechanic.

Edit: Actually, what you could do is enable permanent alliances via the game options, but not set any permanent teams at game start. The AI's will team up on their own (with some occasionally hilarious results) and then when the Infernals are summoned, the two players can create a permanent alliance.
 
Edit: Actually, what you could do is enable permanent alliances via the game options, but not set any permanent teams at game start. The AI's will team up on their own (with some occasionally hilarious results) and then when the Infernals are summoned, the two players can create a permanent alliance.

This.

Either Perm ally post-summon, or be informal allies.
 
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