Thoughts about the Frozen

High Priests of Winter should be able to do this.

Another way to get a movement point is getting a "light" mutation. If done through event (which usually targets your most outstanding units) it can affect non-living units as well.
 
This was the intention of my question. I see no possibility to cure diseases when playing as the Frozen. My only divine units are Eidolons and Mulyalfar Elves. Neither of them are able to do 'Heal' or 'Cure Disease'.
 
I think Illians get ice maiden who can cure disease, right? don't the frozen get them also? I'll admit I never got around to plaiyng with them, just the 21 original civs for now :D
 
The Frozen don't get the Ice Maiden.

But the Priests of Winter, which both the Illians and the Frozen can get, have Cure Disease. They do not have Heal, but as xalien suggested, maybe High Priests of Winter should be given Heal.
 
Okay, thanks for this clarification. So the Frozen seems to be a little bit unfinished in Wildmana.

Another one: Many of my units starts as Ice Demons. But why are they alive? I can cast Haste, Regeneration and so on on my units. Aren't demons supposed to be 'not alive'?
 
i guess someone just forgot to add the xml tag in the ice demon promotion that they are not alive.
 
Thought so. ;)

Here is also a little quirk which is not only related to the Frozen: AI players are sending wave after wave of their disciples to my cities to spread religions. But of course these religions are instantly removed from my towns. Maybe AI players shouldn't try to spread religions to civilizations like the Frozen (and Infernals?) because it is senseless at all.
 
i guess someone just forgot to add the xml tag in the ice demon promotion that they are not alive.

Yes, probably.

After I get the next version of my Advanced Ice Nodes modcomp finished (it's just some text keys and bugfixing now), I'll post a Frozen patch with all the non-DLL issues fixed, which it should be easy to merge.

Then I'll release a new full version with the patch, Advanced Ice Nodes (maybe as a gameoption since I'm including a DLL), and Sephi's fix. (And maybe, if I procrastinate long enough, FFH 0.41o compatibility).

And then I'll be done with the Frozen (for now, anyway) and start working on my next FFH 2 modmod- assuming I don't take time to work on my other modding projects first.
 
Thought so. ;)

Here is also a little quirk which is not only related to the Frozen: AI players are sending wave after wave of their disciples to my cities to spread religions. But of course these religions are instantly removed from my towns. Maybe AI players shouldn't try to spread religions to civilizations like the Frozen (and Infernals?) because it is senseless at all.

thanks for bringing this up. Will be fixed next version (for Mercurians/Infernal as well)
 
I've released a patch for the original version of the Frozen civ with all of the changes we talked about in this thread.
 
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