I built Dies Diei a few turns back, and according to the mouseover text and civilopedia, this should "Guarantee Eligibility for Diplomatic Votes". As I understand it, this should act like building the UN for the Overcouncil - I should always be one of the two candidates. However, the latest Overcouncil leader vote just came up, and it's between Decius and Rhoanna again. Am I misinterpreting something, or is this a bug?
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(May 31st, 2014, 09:58)Lord Parkin Wrote: I built Dies Diei a few turns back, and according to the mouseover text and civilopedia, this should "Guarantee Eligibility for Diplomatic Votes". As I understand it, this should act like building the UN for the Overcouncil - I should always be one of the two candidates. However, the latest Overcouncil leader vote just came up, and it's between Decius and Rhoanna again. Am I misinterpreting something, or is this a bug? Are you using the overcouncil civic?
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FFH-20: Jonas Endain of the Clan of Embers EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
HN makes the game pretend it can't see the units race - because otherwise it is really really easy to tell who is sending the units. And because haste is a feature of the centaur race, not the centaur unit, HN centaurs cannot caste haste.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 31st, 2014, 11:15)Ellimist Wrote:(May 31st, 2014, 09:58)Lord Parkin Wrote: I built Dies Diei a few turns back, and according to the mouseover text and civilopedia, this should "Guarantee Eligibility for Diplomatic Votes". As I understand it, this should act like building the UN for the Overcouncil - I should always be one of the two candidates. However, the latest Overcouncil leader vote just came up, and it's between Decius and Rhoanna again. Am I misinterpreting something, or is this a bug? Yes, I am. Have been ever since I researched the tech originally. (May 31st, 2014, 14:33)Qgqqqqq Wrote: HN makes the game pretend it can't see the units race - because otherwise it is really really easy to tell who is sending the units. And because haste is a feature of the centaur race, not the centaur unit, HN centaurs cannot caste haste. Thanks, good to know. So do Hidden Nationality Hippus units not get the strength/movement bonus if they cast their worldspell?
Another issue I just noticed: if you're playing as the Kuriotates and have Catacomb Libralus, you can hire a scientist in every one of your settlements for a significant net gain in beakers per turn. Pretty sure this shouldn't be the case as settlements aren't supposed to do anything except claim resources. (Also Hall of Kings makes the settlements generate culture, though I think this is less problematic.)
No because that is done as a promotion.
That is well known, and at least personally I consider it a feature not a bug (settlements are impractical to make good in a MP context).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
You can actually make settlements almost respectable- found a Runes, Veil and OO temple in one and it'll produce 3 gold, 3 beakers, about six culture and be able to run a specialist. Obviously you'd never attempt this in MP, since the payoff isn't anywhere near worth hammers required.
Okay, good to know.
Another thing - I had a source of Nightmares from one of the Infernal cities I took, which was awesome as it gave +1 strength to my Centaurs. Last turn the hell terrain around the Infernal cities disappeared though, and the Nightmares reverted back to Horses. Very disappointing as now all my new units are effectively -1 strength. What could have caused this? I presume it may have been a spell of some sort, but I couldn't find anything in the event log and couldn't see a unit in the immediate vicinity. There's still some hell terrain over in ex-Sheaim territory. I also got fire damage inflicted by a Clan mage on my Nox Noctis Hidden Nationality units which were hiding inside my territory outside of a city, which I raised my eyebrows at (all other AI units never paid any attention to them). I presume if the AI sees a spell available while it's passing through, it automatically uses it, as the mage didn't hang around to do more damage. Perhaps this is a trick to tell where Nox Noctis units are hidden? Or is there a better way?
Hell terrain will actually revert automatically back into normal land provided that you A: aren't following the Veil, and B: the AC is decreasing below the threshold needed for it to spread into whatever land it is currently occupying. Killing "marked" units, Eidolons and razing Veil cities will cause it to fall pretty quickly.
I'm not sure if the AI is cheating with regards to Noctis invisibility or what. The Noctis is nerfed in EitB, and the Meta 1 spell "Floating Eye" will spot any invisible units in a large area. You can also locate invisible units by casting a spell like Maelstrom- the spell will hit enemies even if you can't see them, and you'll briefly see their positions revealed on the map- but you won't be able to engage them in direct combat. |