Worldspells.

Andvare

King
Joined
Sep 14, 2007
Messages
788
I have been away from FfH2 mods for a long time, but now I can't find how to trigger the worldspells anymore. Have they been removed, or are there added triggers that I'm not aware of? Or is it just me that haven't spotted it yet (most likely I'm afraid)?
 
Or, for some civs, you may not have the requirements met to cast it: The Mechanos World Spell, "Pillar of Creation", requires you to have the Machinery Tech before you are able to use it. Likewise, You must have the Priesthood tech to cast the Malakim world spell.
 
Did you run a 'Play Now!' game before starting? There's a hidden option that turns off worldspells, could be on if you didn't run a play now game first.

No I didn't. Didn't know I should.
Thanks. :D
Can I edit the save game to change this?

You may also be under the effect of the Amurite worldspell, if so it'll show 'Cannot cast for X turns' above the scoreboard.

Yeah, that one I remember. That was the first thing I checked.
 
What about making some sticky FAQ...? This question is really frequent... :)
 
If you save your game in world builder as a senario, you might be able to fix this. As the option is hidden, it probably won't work, but it may be worth a try...
 
The problem is there are a LOT of hidden options that can trap people in this way. I'm not going to double the number on the screen, when people can run a simple 'Play Now!' game to clear saved options. I'll add an advisory to the download page, though.

mmh, I must be missing something... why they are options if they are hidden? By default for example World Spells are ON, but revert to OFF (and thus lead people to 'problems') if you play another mod ...

so why not having them all the time and remove them as options? You can keep them as debug options, as a boolean in the file for globals, but aside that, they should not be modifiable this way.
 
The hidden options are usually used for scenarios and stuff, so they shouldn't be visible normally. The activation of hidden options can happen because they are identified by position (or number or something) not by name. so if some other mod has an option at the same position, but with a different function that is not hidden you could activate it.
When you switch after that it stays activated, even if the function changes.
 
mmh, I must be missing something... why they are options if they are hidden? By default for example World Spells are ON, but revert to OFF (and thus lead people to 'problems') if you play another mod ...

so why not having them all the time and remove them as options? You can keep them as debug options, as a boolean in the file for globals, but aside that, they should not be modifiable this way.

The hidden options are usually used for scenarios and stuff, so they shouldn't be visible normally. The activation of hidden options can happen because they are identified by position (or number or something) not by name. so if some other mod has an option at the same position, but with a different function that is not hidden you could activate it.
When you switch after that it stays activated, even if the function changes.

Like shoggi said, they're generally used in scenarios and I haven't removed them. There are also some that are hardcoded into the exe, that modders are unable to change... Such as unrestricted leaders, which I despise. Particularly with so many emergent leaders designed for their civ's strengths that would be too much in other civs... Calabim Yakut, anyone?

The scenario options are unused in RifE (And honestly, most are hardcoded in the DLL to default to off - Can thank Xienwolf for that), but can cause issues because we haven't removed them. The 'No Religion' options are the same.
 
Hey, I use some of those hidden options (like removing religions and world spells), so I'd prefer they remain available.
 
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