New Player Question

Immaculate

unerring
Joined
Jan 22, 2003
Messages
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Ummm... i'm only on my second FFH game (and i got ripped apart by that huge orc with an axe in the first one :mad: ) so pardon my ineptitude.
about razing cities:
does it always increase the AC?
does it always raise the AC by one?
In what situations does it not raise the AC? (something to do with the ashen veil? yes?)

Does that sanctify spell always decrease the AC when cast on city ruins?
What if i just pillage the ruins?
What if i pillage the ruins? did i lose my opportunity to lower the AC? (by 1?)

This is such a totally cool mod. Spring and bloom and the leaves religion and being that evil elven chick is so cool (hence why i don't want the AC to go up)

That assassin hero is sick. I make him make a mirror image and sit it by the sun-people who are all goody-two-shoes and they throw whole stacks at the mirror. They eventually kill it but lost like 4-5 priests and a few catapults. next turn: new mirror!!! Mwah ha ha ha. And they are still 'pleased' and trading away happily. oh and (tiny little) stacks of invisible pirate giant spiders. Is there a way for me to build those? i want more. if you have a spider pen can you train them? if there isn't- there definately should be.
 
The only time it will NOT increase the AC is if you raze an AV city.

It increases the AC proportional to City Population (but it isn't a 1 for 1 deal. The number you see is a percentage, and the cap for AC points is set by gamespeed, number of Civilizations and some other things possibly. Hence any change will typically be less than advertised).

As stated, Raze AV cities to lower the AC. Raze the AV Holy City to significantly lower it.

Sanctify does always decrease the AC when cast on ruins, but as stated, you might not actually see the AC go down because you drop it 1 point and it might need 5 points to actually show any change in your game.

Pillage ruins means that you no longer have the option of sanctification to lower the AC. AC will not go down for the pillage (good way to keep other players from lowering the AC if you WANT it to go up).
 
In the Maps and Scenarios subforum of this one, the Fall Further additional civs mod includes a civ - the Archos - who are more or less secretly controlled by a spider cult and can generate spiders from their palace. Alternatively, your recon units (scouts, hunter, rangers etc) have access to the Subdue Animal promotion (and the ones after the first 2 start with it), as well as the ability to see hidden animals, giving them a 25% bonus against animals and the ability to capture them if they defeat them in combat - you can get your own spiders that way, and they can be pretty effective at harassing the enemy early on.
 
oh and (tiny little) stacks of invisible pirate giant spiders. Is there a way for me to build those? i want more. if you have a spider pen can you train them? if there isn't- there definately should be.

These can never be built. They are supposed to spawn baby spiders (which eventually grow to giant spiders) from combat (randomly, if they win), but currently no HN unit can spawn of capture anything; declare nationality and then go on a rampage with them if you want more.
 
Oh thats interesting- if i declare nationality with them- i can get more? Thats so sweet.
 
About new player, is the "sheut stone" ever used/present ? I have been playing several games already and it never seems to appear...
 
Hell terrain changes certain resources to specific things. There's toads, snake pillars, nightmare, and sheut stones.

I don't remember what becomes what.
 
Cows used to turn to shuet stone, but not they turn to Nightmares (which is more logical). Shuet stone is still in the game technically, but it will never actually be there unless you cheat; like other hell resources it is not spawned at the beginning, but the python code no longer places it there either (And I don't think that it is a resource that can be discovered, like iron or gold)
 
Cows used to turn to shuet stone, but not they turn to Nightmares (which is more logical). Shuet stone is still in the game technically, but it will never actually be there unless you cheat; like other hell resources it is not spawned at the beginning, but the python code no longer places it there either (And I don't think that it is a resource that can be discovered, like iron or gold)

Marble might make a good choice to turn into Sheut stone, but as Magister says - nothing converts to it at the moment.
 
As I'm working on map creation script i'll try to add some in some area to see if it can be used on non-hell terrain (it seems so from the world builder test, contrary to toads and the like).

Do you know why it was removed by the team ?
 
Sheut Stone will show up in the Fantasy World map type with Irrational or Crazy resources.
 
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