May 27th, 2014, 23:19
(This post was last modified: May 27th, 2014, 23:22 by Lord Parkin.)
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(May 27th, 2014, 21:37)Bobchillingworth Wrote: Yeah, it's not as clear-cut as you would think. I believe that only spells which cause damage can trigger war. Or maybe it's only for if the spell would hit nothing but neutral / friendly units. I can't remember.
Must be the damage thing. There was nothing else around to hit.
Still seems a bit odd that you could "hold" someone's stack in place without declaring war - I can easily imagine a scenario in which such a spell would result in the stack's death to a third party (or a city razed while helpless troops watch on). Seems the kind of thing that shouldn't be possible without declaring war.
On another topic, how exactly do Immortals (the unit, not the promotion) work? The manual only seems to mention them in passing:
Quote:There are two types of Immortality in Fall from Heaven. There is a "second Chance" version, which is implemented via the Promotion: Immortal. Then there is true Immortality, which shows no Promotion, but simply happens.
The Promotion can be gained in various ways. Some units start with it, like Hyborem, other units can acquire it, like Losha Valas, but absolutely any Living unit can wind up with it through the Ritual Blood of the Pheonix. Typically, only the Immortal units (and their unique counterparts) however will have true immortality bestowed upon them.
Are these Immortal units reborn in the capital indefinitely each time they die? If so, is it impossible to kill a civilization with at least one Immortal unit?
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I think if you kill them in the capital, then they will die permanently.
The other Leaves Priest spell is quite nice. Summon Tiger, an S4 2-move permanent summon, so you can spawn stacks of them and whittle your opponent away. It also has an economic benefit, you can settle Tigers for +1  so long as you have a Carnival in the city.
Malakim mages can also summon Sand Lions from desert tiles, though it's been so long that I can't remember how they work. They're still pretty nice!
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Immortals die permanently if they die a second time on the same turn.
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It's definitely the damage thing, which I think bypasses the normal treaties to throw you into war. Also a warning that the popup of "this might mean war" is very unreliable in FFH, and sometimes shows and sometimes doesn't.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
May 28th, 2014, 01:26
(This post was last modified: May 28th, 2014, 01:27 by Lord Parkin.)
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Does someone have a list of all possible actions that can raise the Armageddon counter (or at least the main ones)? Aside from founding Ashen Veil, the only thing mentioned in the manual is razing cities and building entropy nodes. I note there's a "Purge the Unfaithful" ritual. How about killing Basium?
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A bunch of the "evil" wonders/heros raise the AC, as does AV spreading. I don't recall entropy doing anything. The main ones which have a tangible difference are the Prophecy of Ragnorak, which makes any units built in the city increase the AC, and the aforementioned razing cities (unless they have AV or you're infernal).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
May 28th, 2014, 01:48
(This post was last modified: May 28th, 2014, 01:50 by Lord Parkin.)
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Ah yep, missed Prophecy of Ragnarok. Thanks.
Also wondering whether "All Unique Features" sometimes bugs out, or if it's a map issue? I'm using the Erebus Continents map script, and just noticed there appears to be no Ring of Carcer. A shame, as Brigit with the Scorched Staff would be quite insane in this game. (There's only one 5x5 block of ice next to the Illians.)
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I'm pretty sure that's what causes it - when there isn't enough terrain that is applicable. Is that patch of ice populated by Leum Frigus by any chance? I'm pretty sure there's something in the code to keep UF from being too close.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
May 28th, 2014, 05:42
(This post was last modified: May 28th, 2014, 05:43 by Lord Parkin.)
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No, Letum Frigus is about 20 tiles away next to the Calabim capital. Dragon Bones are in the ice though. But it doesn't seem there's too much restriction on closeness for unique features... Cassiel got a bunch together, for instance.
Here's the icy region in question:
May 28th, 2014, 05:48
(This post was last modified: May 28th, 2014, 05:49 by Qgqqqqq.)
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Oh. That isn't natural ice, its caused by the Illian building Temple of the Hand. That will be it then, there isn't enough natural regions of snow for Brigit to spawn in (it probably is done by latitude and not actual underlying terrain).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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