David Smith
Warlord
Down load link doesn't give you new version, just gives you FfH2031e.exe instead!

Down load link doesn't give you new version, just gives you FfH2031e.exe instead!![]()
You are forgetting the Metamagic II spell Dispell Magic which reverts mana nodes into raw mana.
Of course it does. Whenever it goes to a new name/number (e.g., .31 -> .32) it is really a different mod. You can never load one mod using a different mod.
I have heard that worldbuilder saves/scenarios from 0.31 are compatible with .32 however (Sureshots's Armageddon scenarios at least)
Game crashes when loading a new gamw
Well, you get a metamagic node, get a mage to meta II, then make the meta node into something else (dispell, build new). Rince repeat and your mages can take every spell.
I like to use this in phases. First I build a bunch of adepts while having as many duplicate mana nodes as possible (for the free level 1 promotion), then when its time to upgrade I make as many triple nodes as possible, of mana I don't have promotions on the Adept yet for. Like three air for free Air II when upgrading your adepts. (Or 4 mana nodes for a free level 3 promotion)
I often make hope+inspiration mages first too, and at the same time you can prepare for Tower of Divination.
That's exactly the point. I abhor the ability to do that. For all practical purposes it brings us straight back to the earlier stages of FFH when you could just pick your magic willy-nilly. The way it's set up now just invites a lot of tedious and not at all very charming micro-manage exploitation.
I by far preferred when you had to commit yourself to what mana you wanted, yet still had a say in that when you took to war to acquire new. But I guess that's just me. *shrugs*
That would be extremely difficult to code. It is definitely not worth it.Would it work better if dispel magic worked only once per node and per civ? Your civ can change any node once. If it's captured by another civ, that civ can keep it the way it was at the time of capture, or dispel it once, etc... It would be a bit more challenging that way, wouldn't it?
Would it work better if dispel magic worked only once per node and per civ? Your civ can change any node once. If it's captured by another civ, that civ can keep it the way it was at the time of capture, or dispel it once, etc... It would be a bit more challenging that way, wouldn't it?