Yeah not sure why it worked, but I can't repeat it
(It was really wierd - I even had odios prison sign next to me without the prison)
Anyway I don't have time to go through that process myself (if you do that'd be awesome ), but quick question.
This happens
every time I load the save (yes I've deleted sight).
I presume its because vision is called before promotions, is they're a way to get around it?
Also: do I set an admin password?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I don't know what to do about the cage-sight, sorry, bu I can tell you that setti an admin password just allows you to change the admin password, nothing special.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(February 8th, 2013, 01:30)Merovech Wrote: Sigh. You and BCW are right. I don't understand, though. I swear I tested it and the resources stayed the right way...
Does summoning Hyberom return the resources to hell resources?
Also, it's possible to get hell resources on a fantasy map script with the Infernals, so idk...
Don't worry about it. Most of the more heavily edited FFH maps here have featured hellish cows, pigs, and bananas.
It has to do with the way hell terrain is coded, which is explained here:
Quote:The plot counter is what matters. I'm not on my computer so I cannot check the code, but I'll see if I remember well enough to explain it. Every plot has a hidden plot counter that can range from 0 to 100. At the beginning all tiles are at a plot counter of 0. Each turn all Infernal controlled tiles have their plot counters changed to 100. Any tile with an AC of 10 or more become hell. Based on the AC and the alignment of who owns the tile, hell terrain may or may not be able to spread. If the hell can validly spread to a tile (iirc AC < 25 requires AV state religion, <50 requires evil alignment, it never spreads to good lands) and the tile is adjacent to a tile with a plot counter of 10 or more, then the tile's plot counter will be increased by 1. If those conditions are not met, then the plot counter will be reduced by 1.
If the AC is low and the Infernals are destroyed, then hell could probably only spread though lands owned by Ashen Veil civs adjacent to existing hell terrain while receding elsewhere.
The spell Wonder can also set the plot counter for a 3x3 square to either 100 or 0, and the spell sanctify always sets a 3x3 square to zero. Sanctify is also unavailable if no adjacent tiles have a plot counter value of at least one, so it can be used to find developing or "hidden" hell terrain. This is helpful because hell terrain can spread through ocean, ice, and other tiles that don't change their appearance.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
I wrote something to post in the Sidar thread, but I'm not sure if it's an acceptable lurker post. As this is a newbie game, I think we can be a bit more open with game information and advice, but I'm posting it here first as a precaution. Let me know if it crosses the line:
Quote:
(February 15th, 2013, 13:15)Qgqqqqq Wrote: Eh, agarianism AND STW is a not excessive if not vamps - I d say conquest is a better civic to combo.
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Yeah I agree StW>GoN, I just don't see why you feel the need for so much food - StW is excessive unless you also go slavery.
Those civics are quite powerful to pair together to deal with blight or for fast expansion. Small cities are able to grow up VERY quickly, and if you're in aristocracy as well they can be affordable. For established cities, you would have a few options once you reach your happiness cap:
1) Build workers/settlers. Never stop expanding.
2) Run lots specialists and feed the city with only a few farms.
3) Work mines and pave over some farms with workshops.
4) You can just use it temporarily for 10 turns worth of super-growth. This is probably only worthwhile if you're spiritual.
For the Sidar, it could be very good if happiness isn't a problem, but the civ tends to encourage vertical expansion(better cities) more than horizontal expansion(more cities.)
The main reason that I probably wouldn't use Sacrifice the Weak for the Sidar, however, is because I'd want to utilize Order to some degree. Order gives a lot of happiness boosts and has a lot of synergy with vertical expansion. Confessors, the Order priest, also start with the spirit guide promotion. If you want to get wanes, a passive strategy isn't going to be good enough. There has to be some combat, and you get more experience from the riskier battles. Confessors are a decent combat unit and spirit guide helps to "hedge your bets" when you're risking experienced priests on the front lines.
AV and Order don't totally exclude each other, but you don't want to have both in the same city, so it limits your options.
It's too bad the Sidar don't have a spiritual leader. They can dabble with a religion long enough build the hero(s) and wane them, then move on to a different religion. They can even wane the religious archmages(Hemah, Gibbon), and their shade won't abandon you if you change religions. It keeps the promotions and spells that it had, but can't take any additional ones. There's no rule saying you MUST settle a shade as a great specialist, so you can keep a Gibbon/Hemah shade as an archmage for the rest of the game.
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EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
We need to keep in mind tho that sidar already have a dedlurker (or 2?) so there's no need to be showering with info.
Its okay to have these discussions before the game starts, but we need to be more careful when what we're talking about has direct impact on stuff in front of them (note for self mostly).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Shades can definitely cast spells, they just can't pick up additional promotions to learn more spells.
The Sidar, at least the FFH version, are one of the more advanced civilizations to play. They have some powerful abilities, but using them requires a lot of skill and initiative on the part of the player. They're probably the only civilization for which combat(not conquest) is an investment.
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth