Heroes in the mod

EDIT 2: please use the latest version of FF as a base for anything you mod for us though because were rebuilding using FF to get the mod 3.19 compatable.

Ah I knocked this up from the xml in warhammer 1.5, glad to hear your rebuilding though :lol: I am more familiar with FF's xml.

Spoiler :

Code:
##civ4GameText
	<TEXT>
		<Tag>TXT_KEY_UNIT_GOTREK_FELIX</Tag>
		<English>Gotrek & Felix</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_GOTREK_FELIX_PEDIA</Tag>
		<English>Gotrek Gurnisson is a very successful (or unsuccessful, depending on your point of view) Dwarfen slayer, a Dwarf who has brought shame upon himself and has taken an oath to seek death fighting in honourable combat. Like all slayers, Gotrek had shaved his hair into what usually is a cresent shaped mohawk. He is described as large and heavily muscled, and wears a patch to cover an eye which he lost in battle with Orcs and Goblins. He wields a battleaxe imbued with powerful rune magic, having gained this weapon during his first excursion into the northern Chaos Wastes, where he recovered it from the dead son of King Thangrim Firebeard. Gotrek's axe is as powerful as that wielded by the dwarven High King, Thorgrim Grudgebearer. This weapon was the Runemaster's Axe of the lost dwarven fortress of Karag Dum, and supposedly previously belonged to the dwarven deity Grimnir. The elven mage Teclis once read the magical aura of Gotrek, and determined that immense power is flowing from the axe and slowly changing The Slayer into something greater than an ordinary dwarf - having already been proved in the previous eight books when all the creatures gotrek has killed are considered.Felix Jaeger is Gotrek's reluctant companion and "Rememberer." After Gotrek saved Felix from being killed in the Window Tax Riots in Altdorf, Felix, in a drunken stupor, promised to record Gotrek's death so that his honor could be maintained. Dwarfs take oaths very seriously, and so Felix was compelled to travel with Gotrek. Felix is a human with a swordman's physique and long blonde hair, who favours a chain shirt and red cloak. Over years of following Gotrek, Felix has become an accomplished swordsman and duelist. His own weapon is the rune sword Karaghul, a blade with a dragon hilt recovered from the fallen hold of Karak Eight Peaks. A relic of the Order of the Fiery Heart templars, it was forged for the purpose of slaying dragons. It grants him a shield from a dragon's fiery breath, as well as providing a powerful confidence when facing such a creature.</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENTTRIGGER_GOTREK_FELIX</Tag>
		<English>There have been reports of a legendary dwarf slayer called Gotrek Gurnisson and his rememberer Felix Jaegar travelling through our lands.</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENT_GOTREK1</Tag>
		<English>Hmph! Gotrek is still alive? time for 'im to meet 'is doom like a true slayer!</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENT_GOTREK2</Tag>
		<English>They are outlaws in the empire! have them repay their debt in military service.</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENT_GOTREK3</Tag>
		<English>A troll slayer? hire him, he could be useful.</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EVENT_GOTREK4</Tag>
		<English>Leave them be, we have more pressing issues.</English> 
	</TEXT>

##civ4EventInfos.xml
	<EventInfo>
			<Type>EVENT_GOTREK4</Type>
			<Description>TXT_KEY_EVENT_GOTREK4</Description>
			<LocalInfoText/>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>0</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>NONE</UnitClass>
			<iNumFreeUnits>0</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions>
            </UnitCombatPromotions>
			<UnitClassPromotions>
            </UnitClassPromotions>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields>
            </BuildingExtraYields>
			<BuildingExtraCommerces>
            </BuildingExtraCommerces>
			<BuildingExtraHappies>
            </BuildingExtraHappies>
			<BuildingExtraHealths>
            </BuildingExtraHealths>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts>
            </FreeSpecialistCounts>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			<BonusType>NONE</BonusType>
			<iBonusChange>0</iBonusChange>
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields>
            </PlotExtraYields>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents>
            </AdditionalEvents>
			<EventTimes>
            </EventTimes>
			<ClearEvents>
            </ClearEvents>
			<PythonCallback/>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>500</iAIValue>
			<iCrime>0</iCrime>
			<iGlobalCounter>0</iGlobalCounter>
			<PrereqAlignment>NONE</PrereqAlignment>
			<PrereqBonus>NONE</PrereqBonus>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqStateReligion>NONE</PrereqStateReligion>
		</EventInfo>
		<EventInfo>
			<Type>EVENT_GOTREK3</Type>
			<Description>TXT_KEY_EVENT_GOTREK3</Description>
			<LocalInfoText/>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>150</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>UNITCLASS_GOTREK_FELIX</UnitClass>
			<iNumFreeUnits>1</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions>
            </UnitCombatPromotions>
			<UnitClassPromotions>
            </UnitClassPromotions>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields>
            </BuildingExtraYields>
			<BuildingExtraCommerces>
            </BuildingExtraCommerces>
			<BuildingExtraHappies>
            </BuildingExtraHappies>
			<BuildingExtraHealths>
            </BuildingExtraHealths>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts>
            </FreeSpecialistCounts>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			<BonusType>NONE</BonusType>
			<iBonusChange>0</iBonusChange>
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields>
            </PlotExtraYields>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents>
            </AdditionalEvents>
			<EventTimes>
            </EventTimes>
			<ClearEvents>
            </ClearEvents>
			<PythonCallback/>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>500</iAIValue>
			<iCrime>0</iCrime>
			<iGlobalCounter>0</iGlobalCounter>
			<PrereqAlignment>NONE</PrereqAlignment>
			<PrereqBonus>NONE</PrereqBonus>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqStateReligion>NONE</PrereqStateReligion>
		</EventInfo>
		<EventInfo>
			<Type>EVENT_GOTREK2</Type>
			<Description>TXT_KEY_EVENT_GOTREK2</Description>
			<LocalInfoText/>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>0</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>UNITCLASS_GOTREK_FELIX</UnitClass>
			<iNumFreeUnits>1</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions>
            </UnitCombatPromotions>
			<UnitClassPromotions>
            </UnitClassPromotions>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields>
            </BuildingExtraYields>
			<BuildingExtraCommerces>
            </BuildingExtraCommerces>
			<BuildingExtraHappies>
            </BuildingExtraHappies>
			<BuildingExtraHealths>
            </BuildingExtraHealths>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts>
            </FreeSpecialistCounts>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			<BonusType>NONE</BonusType>
			<iBonusChange>0</iBonusChange>
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields>
            </PlotExtraYields>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents>
            </AdditionalEvents>
			<EventTimes>
            </EventTimes>
			<ClearEvents>
            </ClearEvents>
			<PythonCallback/>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
			<iCrime>0</iCrime>
			<iGlobalCounter>0</iGlobalCounter>
			<PrereqAlignment>NONE</PrereqAlignment>
			<PrereqBonus>NONE</PrereqBonus>
			<PrereqCivilization>CIVILIZATION_EMPIRE</PrereqCivilization>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqStateReligion>NONE</PrereqStateReligion>
		</EventInfo>
		<EventInfo>
			<Type>EVENT_GOTREK1</Type>
			<Description>TXT_KEY_EVENT_GOTREK1</Description>
			<LocalInfoText/>
			<WorldNewsTexts/>
			<OtherPlayerPopup/>
			<QuestFailText/>
			<bQuest>0</bQuest>
			<bGlobal>0</bGlobal>
			<bTeam>0</bTeam>
			<bPickCity>0</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bDeclareWar>0</bDeclareWar>
			<iGold>0</iGold>
			<bGoldToPlayer>0</bGoldToPlayer>
			<iRandomGold>0</iRandomGold>
			<iCulture>0</iCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<bGoldenAge>0</bGoldenAge>
			<iFreeUnitSupport>0</iFreeUnitSupport>
			<iInflationMod>0</iInflationMod>
			<iSpaceProductionMod>0</iSpaceProductionMod>
			<Tech>NONE</Tech>
			<TechFlavors/>
			<iTechPercent>0</iTechPercent>
			<iTechCostPercent>0</iTechCostPercent>
			<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
			<PrereqTech>NONE</PrereqTech>
			<UnitClass>UNITCLASS_GOTREK_FELIX</UnitClass>
			<iNumFreeUnits>1</iNumFreeUnits>
			<bDisbandUnit>0</bDisbandUnit>
			<iUnitExperience>0</iUnitExperience>
			<iUnitImmobileTurns>0</iUnitImmobileTurns>
			<UnitPromotion/>
			<UnitName/>
			<UnitCombatPromotions>
            </UnitCombatPromotions>
			<UnitClassPromotions>
            </UnitClassPromotions>
			<BuildingClass>NONE</BuildingClass>
			<iBuildingChange>0</iBuildingChange>
			<BuildingExtraYields>
            </BuildingExtraYields>
			<BuildingExtraCommerces>
            </BuildingExtraCommerces>
			<BuildingExtraHappies>
            </BuildingExtraHappies>
			<BuildingExtraHealths>
            </BuildingExtraHealths>
			<iHappy>0</iHappy>
			<iHealth>0</iHealth>
			<iHurryAnger>0</iHurryAnger>
			<iHappyTurns>0</iHappyTurns>
			<iRevoltTurns>0</iRevoltTurns>
			<iMinPillage>0</iMinPillage>
			<iMaxPillage>0</iMaxPillage>
			<iFood>0</iFood>
			<iFoodPercent>0</iFoodPercent>
			<FreeSpecialistCounts>
            </FreeSpecialistCounts>
			<FeatureType>NONE</FeatureType>
			<iFeatureChange>0</iFeatureChange>
			<ImprovementType>NONE</ImprovementType>
			<iImprovementChange>0</iImprovementChange>
			<BonusType>NONE</BonusType>
			<iBonusChange>0</iBonusChange>
			<RouteType>NONE</RouteType>
			<iRouteChange>0</iRouteChange>
			<BonusRevealed>NONE</BonusRevealed>
			<BonusGift>NONE</BonusGift>
			<PlotExtraYields>
            </PlotExtraYields>
			<iConvertOwnCities>0</iConvertOwnCities>
			<iConvertOtherCities>0</iConvertOtherCities>
			<iMaxNumReligions>-1</iMaxNumReligions>
			<iOurAttitudeModifier>0</iOurAttitudeModifier>
			<iAttitudeModifier>0</iAttitudeModifier>
			<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
			<iPopulationChange>0</iPopulationChange>
			<AdditionalEvents>
            </AdditionalEvents>
			<EventTimes>
            </EventTimes>
			<ClearEvents>
            </ClearEvents>
			<PythonCallback/>
			<PythonExpireCheck/>
			<PythonCanDo/>
			<PythonHelp/>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
			<iCrime>0</iCrime>
			<iGlobalCounter>0</iGlobalCounter>
			<PrereqAlignment>NONE</PrereqAlignment>
			<PrereqBonus>NONE</PrereqBonus>
			<PrereqCivilization>CIVILIZATION_DWARVES</PrereqCivilization>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqStateReligion>NONE</PrereqStateReligion>
		</EventInfo>
		
	##civ4EventTriggerInfos.xml
	<EventTriggerInfo>
			<Type>EVENTTRIGGER_GOTREK_FELIX</Type>
			<WorldNewsTexts>
				<Text/>
			</WorldNewsTexts>
			<TriggerTexts>
				<TriggerText>
					<Text>TXT_KEY_EVENTTRIGGER_GOTREK_FELIX</Text>
					<Era>NONE</Era>
				</TriggerText>
			</TriggerTexts>
			<bSinglePlayer>0</bSinglePlayer>
			<iPercentGamesActive>100</iPercentGamesActive>
			<iWeight>300</iWeight>
			<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
			<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
			<Civic>NONE</Civic>
			<iMinTreasury>0</iMinTreasury>
			<iMinPopulation>0</iMinPopulation>
			<iMaxPopulation>0</iMaxPopulation>
			<iMinMapLandmass>0</iMinMapLandmass>
			<iMinOurLandmass>0</iMinOurLandmass>
			<iMaxOurLandmass>-1</iMaxOurLandmass>
			<MinDifficulty>NONE</MinDifficulty>
			<iAngry>0</iAngry>
			<iUnhealthy>0</iUnhealthy>
			<UnitsRequired>
            </UnitsRequired>
			<iNumUnits>0</iNumUnits>
			<iNumUnitsGlobal>0</iNumUnitsGlobal>
			<iUnitDamagedWeight>0</iUnitDamagedWeight>
			<iUnitDistanceWeight>0</iUnitDistanceWeight>
			<iUnitExperienceWeight>0</iUnitExperienceWeight>
			<bUnitsOnPlot>0</bUnitsOnPlot>
			<BuildingsRequired>
            </BuildingsRequired>
			<iNumBuildings>0</iNumBuildings>
			<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
			<iNumPlotsRequired>0</iNumPlotsRequired>
			<bOwnPlot>1</bOwnPlot>
			<iPlotType>-1</iPlotType>
			<FeaturesRequired>
            </FeaturesRequired>
			<TerrainsRequired>
            </TerrainsRequired>
			<ImprovementsRequired>
            </ImprovementsRequired>
			<BonusesRequired>
            </BonusesRequired>
			<RoutesRequired>
            </RoutesRequired>
			<ReligionsRequired>
            </ReligionsRequired>
			<iNumReligions>0</iNumReligions>
			<CorporationsRequired>
            </CorporationsRequired>
			<iNumCorporations>0</iNumCorporations>
			<bPickReligion>0</bPickReligion>
			<bStateReligion>0</bStateReligion>
			<bHolyCity>0</bHolyCity>
			<bPickCorporation>0</bPickCorporation>
			<bHeadquarters>0</bHeadquarters>
			<Events>
				<Event>EVENT_GOTREK1</Event>
				<Event>EVENT_GOTREK2</Event>
				<Event>EVENT_GOTREK3</Event>
				<Event>EVENT_GOTREK4</Event>
			</Events>
			<PrereqEvents>
            </PrereqEvents>
			<bPrereqEventPlot>0</bPrereqEventPlot>
			<OrPreReqs>
            </OrPreReqs>
			<AndPreReqs>
            </AndPreReqs>
			<ObsoleteTechs>
            </ObsoleteTechs>
			<bRecurring>0</bRecurring>
			<bTeam>0</bTeam>
			<bGlobal>0</bGlobal>
			<bPickPlayer>0</bPickPlayer>
			<bOtherPlayerWar>0</bOtherPlayerWar>
			<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
			<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
			<bOtherPlayerAI>0</bOtherPlayerAI>
			<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
			<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
			<bPickCity>1</bPickCity>
			<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
			<bShowPlot>1</bShowPlot>
			<iCityFoodWeight>0</iCityFoodWeight>
			<PythonCanDo/>
			<PythonCanDoCity/>
			<PythonCanDoUnit/>
			<PythonCallback/>
			<iPrereqCrime>0</iPrereqCrime>
			<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
			<PrereqAlignment>ALIGNMENT_GOOD</PrereqAlignment>
			<PrereqCivilizationPleased>NONE</PrereqCivilizationPleased>
			<PrereqLeader>NONE</PrereqLeader>
			<PrereqTrait>NONE</PrereqTrait>
		</EventTriggerInfo>
	
	##civ4UnitClassInfos.xml
	<UnitClassInfo>
			<Type>UNITCLASS_GOTREK_FELIX</Type>
			<Description>TXT_KEY_UNIT_GOTREK_FELIX</Description>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>1</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_GOTREK_FELIX</DefaultUnit>
		</UnitClassInfo>
		
	##Civ4UnitInfos.xml
			<UnitInfo>
			<Class>UNITCLASS_GOTREK_FELIX</Class>
			<Type>UNIT_GOTREK_FELIX</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GOTREK_FELIX</Description>
			<Civilopedia>TXT_KEY_UNIT_GOTREK_FELIX_PEDIA</Civilopedia>
			<Strategy/>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades>
			</UnitClassUpgrades>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			<iCombat>8</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>14</iXPValueAttack>
			<iXPValueDefense>12</iXPValueDefense>
			<iFirstStrikes>2</iFirstStrikes>
			<iChanceFirstStrikes>2</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>1</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>12</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MILITIA_SWORDSMAN_EMPIRE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<bGraphicalOnly>0</bGraphicalOnly>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			<bAbandon>0</bAbandon>
			<bAutoRaze>0</bAutoRaze>
			<bDisableUpgradeTo>0</bDisableUpgradeTo>
			<bExplodeInCombat>0</bExplodeInCombat>
			<bFreeXP>0</bFreeXP>
			<bImmortal>0</bImmortal>
			<bNeverObsolete>0</bNeverObsolete>
			<bNoWarWeariness>0</bNoWarWeariness>
			<iCombatDefense>8</iCombatDefense>
			<iDurationFromCombat>0</iDurationFromCombat>
			<iEnslavementChance>0</iEnslavementChance>
			<iExtraGoldSupport>0</iExtraGoldSupport>
			<iFreePromotionPick>0</iFreePromotionPick>
			<iGoldFromCombat>0</iGoldFromCombat>
			<iMinLevel>0</iMinLevel>
			<iMiscastChance>0</iMiscastChance>
			<iModifyGlobalCounter>0</iModifyGlobalCounter>
			<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
			<iTier>3</iTier>
			<iWeaponTier>3</iWeaponTier>
			<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
			<DiploVoteType>NONE</DiploVoteType>
			<EquipmentPromotion>NONE</EquipmentPromotion>
			<PrereqAlignment>NONE</PrereqAlignment>
			<PrereqBuildingClass>NONE</PrereqBuildingClass>
			<PrereqCivic>NONE</PrereqCivic>
			<PromotionFromCombat>NONE</PromotionFromCombat>
			<Image>NONE</Image>
			<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
			<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
			<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
			<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
			<UpgradeCiv>NONE</UpgradeCiv>
			<PythonPostCombatLost/>
			<PythonPostCombatWon/>
			<DamageTypeCombats/>
			<BonusAffinities/>
		</UnitInfo>


Hmm I'll redo it using FF, with the equipment also. The event is pretty simple though...you can only get it if your good (to prevent silly things like chaos getting it :crazyeye:) empire and dwarves can get the unit for free, and any other "good"civ that gets it has to pay 150 gold if they want the unit otherwise nothing happens.

The event's pretty rare I think, though I could be wrong :lol: will have to test.
I would of made the event 4 separate ones but then it could happen multiple times or something so I though this was easier.

Hey your halfling unit and spells are pretty cool!

Thanks! :D
 
I would of made the event 4 separate ones but then it could happen multiple times or something so I though this was easier.

this is much easyer yes. however i think a chain with a couple of steps with different results depending on your choice would be good. afterall, it is a hero. need to have some choices.

but this is really good (and done much faster than i expected O_O)
 
EDIT: Well attached to this post is the xml, should be a copy & paste job. The unit and equipment is in there but the event is still the simple one for now.

The event chance will need tweaking and they need different art, an empire swordsman and a normal trollslayer would do methinks :) Also if you need an extra hand with xml coding I would like to help out, I am poor with python and usless at .dll work though :p
 

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Seems like good flavor; time for balance issues.
What are the tech requirements for the event to trigger, what are the stats on the unit and what does the equipment do?
 
Stats:

Karaghul is 35% vs dragons, immune to fire damage and immune to fear.
(uses Godslayer for button art)


Runemaster's axe gives +1 :strength: for attack and defence, gives 20% magic resistance and blitz.
(uses Orthus axe for button art)

I made it in FF so a few things will need changing.

Gotrek & Felix:

8 :strength: 1 move, thats about it :p

I've no idea what techs are in WHFB so I didn't put one down for the event.

If you give Gotrek & Felix the hero promotion you will need to change the promotion itself so it doesn't display only one unit in the group you can do this by simply removing <iGroupSize>1</iGroupSize> for Hero in Civ4PromotionInfos. (Thats if you kept it)

So do you need an extra hand with xml work for the full mod itself? I'd love to join the team :D
 
Dude,

Gotrek and Felix in the house, well their future house er.
 
If you go HERE: http://forums.civfanatics.com/profile.php?do=editusergroups
and ask to join the Civ4 Warhammer FB mod then I can add you to the group and let you access the team forum.

We don't have a "dragon" class, but there is a beast unit class.

The event should probably require the Monster breeding tech (which also gives slayers).
You could make the unit a hero, but without the hero promotion, to avoid them being too powerful.
 
Awesome :D heres an informal 'welcome to the Team' :wavey: (well make it official when we get you access to the team forum.)

now to find you some jobs to do :D

judging on your speed with making those heroes i think it would be best at first to give you a list of Heroes and let you work through those. initially i think one hero for each leader per civ would be the way to go.

Ill use the Woodelves as an example. If you choose Orion as your leader, the hero you get would be Ariel. if you choose Ariel as your leader, you would get Orion as your hero.

Darkelves as another example would be if Malekith is your leader, Morathi is your Hero and vice versa. pretty straight forward? not really.

it becomes a bit more difficult when you get to civs with one or three leaders or leaders that would make sucky heroes (Finubar of the high elves comes to mind)

for those civs we would have to choose heroes from other sources, such as Techlis and Tyrion for the Highelves.

A lot of Hero Design needs to be made, and i dont mind sitting down and going through each civ and doing basic hero design work, then post it here for review.


anyone got anything else to add?

(obviously the heroes wont have any use untill we actually get the Civs themselves coded in. but i think its ok doing it this way, just make their initial prerequisites the TECH_DEFAULT so they cant be used until the civ is made and we make propper requirements.)
 
Ok so heres a bit of hero design i came up with for the Empire heroes a while back:
Spoiler :

-hero 1: Karl Franz
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on horse model, 2 movement, 5 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 9 strength, 1-2 first strikes.
-Unique items:
---&#8216;The Silver Seal&#8217;: +25% magic resistance. 20% chance of surviving battles (&#8216;retreating&#8217;) when <10% original strength, Or just 20% withdrawl chance.
-Other Bonuses:
--- cities he is stationed in get +15% boost to all research (like the &#8216;inspiration&#8217; spell)
--- no -2 penalty to happiness when palace changes if Franz is stationed in that city.
--- increase GP point growth by +20% when stationed in a city
--- Counts as an elector.

-Hero 2: Magnus the Pious
-Era 1: On foot model, 1 movement, 1 strength.
-Era 2: Mounted on horse model, 2 movement, 4 strength.
-Era 3: Mounted on horse model, joined a unit of warrior priests, 2 movement, 6 physical and 2 holy strength.
-Unique items:
---&#8216;Shroud of Magnus&#8217;: Unit is immune to dark, chaos and skaven magic, and immune to death and unholy damage.
-Other Bonuses:
--- can Inquisition unwanted religions without sacrificing himself.
--- may trigger events that recruit random units for 1 population point when he is stationed in a city and at war with someone. (units gained this way have no upkeep and can re join cities to increase population again)
--- Counts as an elector.
--- Warrior Priests bonuses (only applicable for 3rd Era)
-----+25% magic Resistance,
-----can cast all 4 Prayers of Sigmar spells (I will write them up later)
-----Righteous Fury (Hatred of all Chaos, Undead and skaven units)


-Hero 3: Sigmar Heldenhammer
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on horse model, 2 movement, 4 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 8 physical and 3 holy strength, 1-2 first strikes.
-Unique items:
---&#8216;Ghal Maraz (hammer of sigmar)&#8217;: +2 holy and +1 fire strength.
-Other Bonuses:
--- &#8216;War Cry&#8217; ability that improves moral of units in his stack by +20%
---&#8216;Righteous Smite&#8217; spell that allows Sigmar to sacrifice his movement for this turn to &#8216;throw&#8217; his hammer at nearest enemy to deal the following damage:
-----iDamage- 20%
-----iDamageLimit- 50%
-----DamageType- Holy and Fire.
--- +2 happiness to city that he is stationed in (this bonus is countered on palace change, ie palace change ignores the +2 happiness bonus)
--- Counts as an elector.


It would be cool if, if you choose one leader (ie Karl Franz) then you can CHOOSE to build either of the other two (ie Sigmar or Magnus), and once you build one it obsoletes the other.
 
and here are woodelf Heroes:

Spoiler :

-Hero 1: Orion (Req Ariel as Leader)
-Era 1: On foot model, 2 movement, 3 strength. 5% retreat chance.
-Era 2: On foot model, joined a pack of wolves, 2 movement, 6 strength. 10% retreat chance.
-Era 3: On foot model, joined a unit of wild riders, 3 movement, 9 strength. 10% retreat chance.
-Unique items:
---&#8216;Spear of Kurnous&#8217;: +2 physical strength. Animal units defeated in combat convert to your team.
-Other Bonuses:
--- Causes Terror
--- &#8216;Spirit of Kurnous&#8217; promotion. Immune to psychology. But if Orion retreats from battle, he loses 1 strength permanently if not next to a forest. Cannot enter tundra or ice squares. if Orion dies at any point in the game he will be reborn at the Oak of ages (or capital if that&#8217;s easier) as though he had the immortality promotion (but with none of the previous EXP or promotions gained through levelling up.( Keeps unique items on death though))
--- &#8216;Wild Attraction&#8217; promotion. If Orion is in a forest, 5% chance of recruiting a random animal unit, and 1% chance of that unit being a &#8216;forest spirit&#8217; (ie Dryad) (units gained this way cannot exceed current nationality limit).
--- 'Woodland Defender' promotion
--- Cities he is stationed in produce units +10% faster and city gets +10% GP points.

-hero 2: Ariel (Req Orion as Leader)
-Era 1: On foot model, 2 movement, 2 strength.
-Era 2: on foot / flying model, 2 movement, 4 strength. Can turn into her &#8216;Sylph&#8217; form for a turn and gain flying but cannot turn into sylph form again until 3 turns.
-Era 3: flying model (always in sylph form), 3 movement, 6 strength. +20% magic resistance to all units in stack,
-Unique items:
---&#8216;Wand of the Wych Elm&#8217;: spells can&#8217;t miscast; can cast the &#8216;Wand of the Wych Elm&#8217; ability which is the same as &#8216;spellstaff&#8217;.
-Other Bonuses:
--- Mage Lord &#8211; can learn to cast all Athel Loren Spells.
--- &#8216;Dodge&#8217; promotion&#8211; ignore first strike attacks, 25% chance to avoid collateral damage, 15% retreat chance.
--- 'Woodland Defender' promotion
--- &#8216;Spirit of Isha&#8217; promotion. Immune to psychology. Cannot enter tundra or ice squares. if Ariel dies at any point in the game she will be reborn at the Oak of ages (or capital if that&#8217;s easier) as though they had the immortality promotion not only one rebirth (but with none of the previous EXP or promotions gained through levelling up. Keeps unique items on death)
--- Cities she is stationed in get +10% boost to all research and +10% GP points.
NOTE: because Ariel and Orion are reborn at the oak of ages when they die, and they take their unique items with them, the only way to truly kill them (and get their items) is to station a unit on the Oak of ages, or have the Oak of Ages in your cultural boarders when they are kill. The unit that killed A or O get the unique items.


--- + if Ariel or Orion die at any point in the game they will be reborn at the Oak of ages as though they had the immortality promotion (but with 50% less EXP. )

 
Darkelf Heroes:

Spoiler :

-hero 1: Malekith the Witch King (Req Morathi as Leader)
-Era 1: On foot model, 1 movement, 3 strength.
-Era 2: Mounted on Coldone model, 2 movement, 6 strength.
-Era 3: Mounted on Black Dragon model, 3 movement, ignore impassable terrain, 9 strength, Breath Attack.
-Unique items:
---&#8216;The Spellsheild&#8217;: 25% chance that any spell cast on the bearer is reflected back to the caster.
OR
---&#8216;The Destroyer&#8217;: if the wielder of this sword kills a caster unit, the wielder is now able to cast 1 random spell that the destroyed caster knew. This spell is replaced the next time the wielder kills a caster.
-Other Bonuses:
--- Immune to psychology (immune to fear etc)
--- causes Fear
--- Sorcerer Lord &#8211; can learn to cast all Dark magic Spells.
---when stationed in a city, that city gets +2 happiness &#8220;our Lord is here!&#8221; and +25% production.
--- hates Highelves

-Hero 2: Morathi the Hag Queen (Req Malekith as leader)
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on Coldone model, 2 movement, 4 strength.
-Era 3: Mounted on Dark Pegasus model, 3 movement, 6 physical and 2 Unholy strength.
-Unique items:
---&#8216;The Amber Amulet&#8217;: grants the unit the &#8216;regeneration&#8217; promotion permanently.
-Other Bonuses:
--- Sorcerer Lord &#8211; can learn to cast all Dark magic Spells, and can learn all Slaanesh spells.
--- subject to Frenzy
---when stationed in a city, that city gets +25% research, and new caster units built get +2 EXP
--- hates Highelves

 
Bretonnian Heroes:

Spoiler :

-hero 1: King Louen The Lionhearted (req Gilles as leader)
-Era 1: Mounted on horse, 2 movement, 2 strength.
-Era 2: Mounted on Warhorse model, 2 movement, 5 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 9 strength, 1-2 first strike chances.
-Unique items:
---&#8216;The Lion's Shield.&#8217; immune to fear, +15% magic resistance, +15% defence strength.
-Other Bonuses:
--- &#8216;Great Tactician&#8217; Promotion. +1 first strike, +10% withdrawal chance
---&#8216; Grail Legend&#8217; promotion, +15% heal rate, +10% vs undead
--- increase city defence by 15% and military unit production by 10% when stationed in a city


-hero 2: King Gilles Le Bretton (req Louen as leader)
-Era 1: Mounted on horse, 2 movement, 2 strength.
-Era 2: Mounted on Warhorse model, 2 movement, 5 strength.
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, 9 strength, 1-2 first strike chances.
-Unique items:
---&#8216;Sword of the Lady&#8217; +x% vs copper iron and meteoric iron weapons (effectively cancelling their effects out)
-Other Bonuses:
--- &#8216;The First Grail Knight&#8217; promotion. Grail knights in his stack get +15% strength.
--- &#8216;Quell Disorder&#8217; is able to stop cities from rebelling, even directly after they have been captured.
--- +20% vs greenskins.
--- +1 Happiness, +10% hammers when stationed in a city with the Palace.
--- When Gilles dies events regarding the &#8216;Green Knight&#8217; should begin occurring. Ie if there are enemies in your lands there should be a chance that the green knight will cause some damage to them and disappear again.
 
Lets start with just 1 hero per faction, shall we, for all leaders?
And lets keep the design pretty simple. Lots of these are way too complicated for a single unit. 1 ability, 1 promotion and 1 equipment are plenty.
And ideally we shouldn't have to create new promotions just for a single unit; its easier just to hardcode be benefit into the unit.

Hero promotion should be the same as FFH, but also gives "immune to psychology". Ie fear immunity and the like.

I'll edit these with balance suggestions.

Spoiler :


NOTE: Please use the suggestions in post 101. These kept here for archival purposes, they have not been updated as the design has evolved.

Empire
Spoiler :
Karl Franz
-Era 1: On foot model. Requires Warfare tech.
1 movement point. Strength 4, can use metal weapons. Melee class. +20% vs melee units. Hero promotion.
Has a spell "Presence of the Emperor".
Functions like FFH Inspiration spell; creates an "Imperial Residence" building that gives +15% beakers, +25% GPP income. Building removed if he is not present at end of turn.

Starts with equipment item "the Silver Seal". Gives +25% magic resistance, +20% withdraw chance.

Upgrades to (with Tactics tech and stirrups tech):
-Era 2: Mounted on horse model, 2 movement, 6 strength, can use metal weapons. Shock cavalry class. +20% vs archery units. Hero promotion.
Has a spell "Presence of the Emperor".

Upgrades to: (with military tradition tech AND monster breeding tech)
-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, ignore terrain movement costs, 8 strength, can use metal weapons, 1 first strike. Shock cavalry class. Hero promotion.
Has a spell "Presence of the Emperor".

Magnus the Pious
-Era 1 [requires ceremonial burial tech]: On foot model, 1 movement, 3 strength + 2 holy strength, no metal weapons. Disciple class.
Can inquisition religions (without sacrificing himself). Hero promotion.

Starts with equipment: "Shroud of Magnus". Gives immune to disease, 100% death resistance, 100% unholy resistance, +25% vs undead. Disciple class.
[I don't think immunity to specific magic types is easily implemented.]

-Era 2 [requires tactics tech and priesthood tech]: On foot model, joined unit of warrior priests, 1 movement, 5 strength +2 holy strength. Disciple class. Hero promotion.
Can cast Prayers of Sigmar spells. Can inquisition religions (without sacrificing himself).

-Era 3 [requires fanaticism tech]: Mounted on horse model, joined a unit of warrior priests, 2 movement, 6 physical and 2 holy strength, no metal weapons. Disciple class. Hero promotion.
+25% magic resistance. Can cast Prayers of Sigmar spells. Can inquisition religions (without sacrificing himself).


Woodelves
Spoiler :
Orion.
-Era 1: Requires Nature Lore tech.
On foot model, 2 movement, 4 strength, no metal weapons,can use wartattoos. Class: recon.
20% withdraw chance. Hero promotion. Wood elf racial promotion.
Cause terror promotion.
Starts with equipment: Spear of Kurnous. +1 strength, +25% vs beast class units, defeated animals (not beasts) are captured.

Upgrades to: (with Tracking tech)
-Era 2: On foot model, joined a pack of wolves, 2 movement, 6 strength, no metal weapons. 30% withdraw chance. Class: recon. Hero promotion. Cause terror promotion. Defender of the Forests promotion: acts as immortality, but revives the unit ONLY if it dies within friendly cultural borders.

Upgrades to: (with Tournaments tech AND military tradition tech)
-Era 3: On foot model, joined a unit of wild riders, 3 movement, 8 strength, no metal weapons. Class recon. Hero promotion. Cause terror promotion. Defender of the forests promotion.

Ariel
-Era 1 requires lore of athel loren: On foot model (with wings), 2 movement, 3 strength, no metal weapons.
Class: Arcane.
Starts with channeling 1, starts with lore of athel loren 1. Wood elf racial promotion.
Immune to first strikes. Immune to collateral damage. 30% withdraw chance.

Starts with Equipment: "Wand of the Wych Elm". Spells can't miscast. can cast the &#8216;Wand of the Wych Elm&#8217; ability which is the same as &#8216;spellstaff&#8217;.

-Era 2: [Requires tracking tech]. on foot model (with wings), 2 movement, 5 strength, no metal weapons. Class: Arcane. Starts with channeling 2 promotion. Starts with Lore of Athel Loren 2. Starts with Lore of Beasts 1.
Immune to first strikes. Immune to collateral damage. Defender of the Forests promotion.

-Era 3: Requires monster bonding tech. On foot model (with wings), 3 movement, 6 strength.
Immune to first strikes. Immune to collateral damage. Defender of the Forests promotion.


Dark elves
Spoiler :

Morathi the Hag Queen
-Era 1 (requires Dark Magic tech): On foot model, 1 movement, 4 strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Dark magic 1 promotion, Hero promotion, Twincast promotion.
Dark Elf racial promotion.

Starts with equipment: the Amber Amulet. Gives "can heal while moving" and heals +10% per turn.

-Era 2 (requires Literacy tech, requires Tactics tech): Mounted on Coldone model, 2 movement, 5 strength, no metal weapons or tattoos.
Starts with channeling 2, Dark Magic 2, Slaanesh magic 1, hero promotion. Twincast promotion.

-Era 3 (requires Arcane lore tech): Mounted on Dark Pegasus model, 3 movement, 5 physical and 2 Unholy strength, no metal weapons.
Starts with channeling 3, Dark Magic 3, Slaanesh magic 2, hero promotion, twincast promotion.



-hero 1: Malekith the Witch King (Req Morathi as Leader)
-Era 1 [requires warfare tech]: On foot model, 1 movement, 4 strength, can use metal weapons.
Class: melee
Case fear. Starts with Dark magic 1. (NO channeling). Hero promotion. Dark Elf racial promotion.

Starts with equipment: The Destroyer Blade. Heals 20% (like cannibalize promotion) every time the wielder wins a battle against a living unit.

-Era 2 [Requires tactics tech, requires Dark Magic tech]: Mounted on Coldone model, 2 movement, 6 strength, can use metal weapons.
Class: shock cavalry
Starts with Dark magic 1 (NO channeling, not dark magic 2)
Hero promotion.
Cause fear

-Era 3 [requires Monster bonding tech]: Mounted on Black Dragon model, 3 movement, ignore impassable terrain, ignore terrain movement cost, Class: Beast. 10 strength, no metal weapons. Does collateral damage.
Cause fear. Starts with Dark Magic 1 (NO channeling, not dark magic 2). Dragon racial promotion.



Brettonnia
Spoiler :

King Louen The Lionhearted
-Era 1 [requires horseback riding tech]: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Shock cavalry class. +25% vs archery units. +25% vs undead. Starts with flanking 1 promotion, starts with medic 1 promotion. Hero promotion.

-Era 2 (requires Stirrups tech]: Mounted on Warhorse model, 2 movement, 6 strength, can use metal weapons.
Shock cavalry class. +25% vs archery units. +25% vs undead. Hero promotion.

-Era 3: Mounted on Griffon model [requires Tournaments tech, requires Monster Breeding tech], 3 movement, ignore impassable terrain, ignores terrain movement costs, 8 strength, can use metal weapons, 1 first strike. Shock cavalry class. +25% vs archery units. +25% vs undead.

Starts with equipment:
The Lion's shield. +30% magic resistance, +20% defense strength. Immune to fear.


King Gilles Le Bretton
-Era 1 [requires horseback riding]: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Class: shock cavalry.
Can cast "Quell disorder". Ends civil disorder in the city (like implaccable order from FFH, but does NOT remove all unhappiness in the city).
Can cast "Quest for the grail". Adds permanent "questing knight" promotion to all shock cavalry units in the stack (like FFH flame weapons for archery units or enchanted blades for melee), gives +10% strength.

Starts with equipment: "Sword of the Lady". Gives +25% strength vs copper weapons promotion, +25% vs iron weapons promotion.

-Era 2: Mounted on Warhorse model, 2 movement, 5 strength, can use metal weapons. Class: shock cavalry. Hero promotion.
Can cast "Quell unrest".
Can cast "Quest for the grail".

-Era 3: Mounted on Griffon model, 3 movement, ignore impassable terrain, ignores terrain movement costs, 9 strength, can use metal weapons, 1 first strike.
Shock cavalry class.
Hero promotion.
Can cast "Quell unrest".
Can cast "Quest for the grail".



Kislev
Spoiler :

Tzarina Katarin
-Era 1 (warfare tech [Kislev can't research elemental magic]): On foot model, 1 movement, 4 strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Ice magic 1 promotion, Hero promotion, Twincast promotion.
Kislev racial promotion (bonus in tundra and ice).

Starts with equipment: &#8216;Cloak of Winter&#8217; Invisible on Ice and Tundra, damages adjacent enemies by 5% cold damage to a maximum of 10%, like Empryean high priests aura.


-Era 2 (requires Literacy tech, requires Tactics tech): On foot, 1 movement, 3 strength, 2 cold strength. no metal weapons or tattoos.
Starts with channeling 2, Ice Magic 2, hero promotion. Twincast promotion.

-Era 3 (requires Arcane lore tech): Mounted on Polar Bear model, 2 movement, 6 physical and 2 Cold strength.
Starts with channeling 3, Ice Magic 3, hero promotion, twincast promotion.

Ice Magic 1:
------- Frost Bolt &#8211; 10% Cold damage to a max or 20%, adds "frozen" promotion, reduces movement rate by 1.
------- Chill land &#8211; Temporarily turns the 9 squares adjacent to the caster to tundra for 5 turns.
Ice magic 2:
------- Frozen Gifts &#8211; cast in city. Creates a frozen gifts building (removed if caster leaves the city) that gives +3 food.
------- Wall of Ice &#8211; summons a wall of ice, strength 0/10, immobile, lasts 1 turn.
Ice Magic 3:
------- Ice Castle &#8211; cast in city only. Builds &#8216;Ice Castle&#8217; building which increases defence by 20%, all units garrisoned inside are immune to cold damage, has a chance to generate a &#8216;frost bolt&#8217; when enemies are nearby.
------- Blizzard &#8211; 30% cold damage to all tiles within 2 squares of caster to a max of 40%, including friendly units. Reduces their movement by 1 temporarily.


Tzar Boris Bokha
-Era 1: On foot model. Requires warfare tech.
2 movement point. Strength 4, can use metal weapons. Melee class. +20% vs melee units, promotion. Kislev racial promotion. Hero promotion.
Can cast: Call of the Bear. Summons a bear (1 bear, permanent summon, tied to caster.)

Starts with equipment item "The Paw of Ursun". Grants Blitz, +1 cold strength.

Upgrades to (with tactics tech and monster taming tech):
-Era 2: Mounted on Polar Bear model, 2 movement, 6 strength, can use metal weapons. Shock cavalry class. +20% vs archery units. Kislev racial promotion, Hero promotion.
Can cast: Polar Call. Summons Polar bear. (1 bear, permanent summon, tied to caster)

Upgrades to: (with military tradition tech AND monster breeding tech)
-Era 3: Mounted on Polar Bear model, 2 movement, 9 strength, can use metal weapons. Shock cavalry class. +20% vs archery units. Kislev racial promotion, Hero promotion.
Can cast: Polar Call. Summons Polar bear. (1 bear, permanent summon, tied to caster)


Dwarves
Spoiler :

High King Thorgrim Grudgebearer
-Era 1: On foot model. Requires bronze working tech.
1 movement point. Strength 4, Can use metal weapons. Melee class. +20% vs melee units. Hero promotion. Dwarven racial promotion.
Starts with Iron weapons promotion.

Hammer of Laihtendrung
+1 Meteoric iron affinity.

Upgrades to (with iron working tech):
-Era 2: On foot model, 1 movement, 6 strength, can use metal weapons. Melee class. +20% vs melee units. Starts with Gromril Armor promotion. Hero promotion.

Upgrades to: (with advanced smithing tech)
-Era 3: Mounted on Throne of Power model, 2 movement, 9 strength, can use metal weapons. Melee class. +20% vs melee units. Starts with Gromril Armour promotion and Steel Weapons promotion. Hero Promotion.
Has the promotion &#8220;Azamar, the Rune of Eternity". Has a one off Immortal effect.

Baragor
-Era 1: On foot model. Requires bronze working tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. +20% vs beast units. Hero promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions (regular slayers can also have this promotion)

Starts with equipment item "The Slayers Axe" +25% vs Beast units. Ignores terrain defensive modifiers.

Upgrades to (with iron working tech, monster breeding tech):
-Era 2: On foot model, 1 movement, 7 attack strength, 5 defence can use metal weapons. Melee class. +20% vs beast units. Hero promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions)

Upgrades to: (with monster bonding tech)
-Era 3: On Foot model, 1 movement, 10 attack strength, 7 defence, can use metal weapons. Melee class. +20% vs beast units. Hero promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions)


Sylvania
Spoiler :

Vlad von Carstein
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. Strength 4, can use metal weapons. Melee class. +20% vs melee units. Vampire Promotion. Hero promotion.

Starts with equipment item "The Carstein Ring" Grants immortality like Losha Valas in FfH. Only immortal after they kill a unit.

Upgrades to (with Necromancy tech and tactics tech):
-Era 2: On foot model, 2 movement, 6 strength, Melee class. +20% vs melee units. Vampire Promotion. Starts with necromancy magic 1 promotion. Hero promotion.

Upgrades to: (with Arcane Mastery tech)
-Era 3: On foot model, 3 movement, 9 strength, can fly (ignore terrain movement can cross impassable). Melee class. +20% vs melee units. Vampire Promotion. Starts with Necromancy 2 promotion. Hero Promotion.


Mannfred von Carstein
-Era 1: On foot model. Requires Eternal life tech.
1 movement point. Strength 3 +1 death strength, can use metal weapons. Arcane class. Vampire Promotion. 'Master of the Black Arts' promotion (summons start with 'strong' promotion.) Starts with Necromancy 1 promotion. Hero promotion.

Starts with equipment item "Sword of Unholy Power" converts defeated enemies into skeletons under wielders control.

Upgrades to (with Necromancy tech, AND tactics tech):
-Era 2: Mounted on Horse, 2 movement, 5 strength +1 death strength, Arcane class. Vampire Promotion. 'Master of the Black Arts' promotion (summons start with 'strong' promotion.) Voice of Nagash 2 promotion (allows necromantic magic) Hero promotion.

Upgrades to: (with monster bonding tech)
-Era 3: Mounted on Zombie Dragon, 3 movement, 7 strength +2 Death strength (no metal weapons), can fly (ignore terrain movement can cross impassable). arcane class. Vampire Promotion. 'Master of the Black Arts' promotion (summons start with 'strong' promotion.) Voice of Nagash 3 promotion (allows necromantic magic) Hero promotion.


Tilea
Spoiler :

Marie Varusla, Pirate Princess of Sartosa
-Era 1: On foot model. Requires fishing tech.
1 movement point. Strength 4, can use metal weapons. Ranged class (gunpowder unit). +10% vs naval units. Buccaneer Promotion (can board and capture enemy ships, +1 gold from combat). Hero promotion.
Can enter foreign territory without open borders.

Starts with equipment item "Broach of Sartosa&#8221;
Gives Water walking, double moves in coastal tiles.

Upgrades to (with navigation tech):
-Era 2: On foot model, 1 movement, 6 strength, Ranged class (gunpowder unit) +10% vs naval units. Buccaneer Promotion (can board and capture enemy ships, +1 gold from combat). Hero promotion.
Can enter foreign territory without open borders.

Upgrades to: (with astronomy tech AND military tradition tech)
-Era 3: On foot model, 1 movement, 9 strength, Ranged class (gunpowder unit) +10% vs ships. Buccaneer Promotion (can board and capture enemy ships, +1 gold from combat). Hero promotion.
Can enter foreign territory without open borders.

Borgio the Besieger (req leader not Borgio)
-Era 1: On foot model with catapult. Requires bronze working tech.
1 movement point. Strength 3, can use metal weapons. Siege class. Hero promotion. +25% city attack. +25% withdraw chance. Can bombard city walls 10%.

Starts with equipment item "Borgio's Hand Mortar&#8221; increases bombard range by 1. +20% bombard strength, +10% collateral damage. (can give to siege units to enhance thier power and can give to no siege units to give them minor siege benefits.)

Upgrades to (with metal casting tech and invention tech):
-Era 2: On foot model with trebuchet, 1 movement, Strength 5, can use metal weapons. Siege class. Hero promotion. +25% city attack. +25% withdraw chance. Can bombard city walls 15%.

Upgrades to: (with Cannons tech)
-Era 3: On foot model with cannon, 1 movement, Strength 8 , can use metal weapons. Siege class. Besieger Promotion. Hero promotion. +25% city attack. +25% withdraw chance.
Can bombard city walls 20%.


Estalia
Spoiler :

Tomás Ojeda, Inquisitor General of Estalia
-Era 1: Requires words of salvation tech
On foot, 1 movement, 4 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs undead +25% vs demons. Hero promotion.
Can cause inquisition without sacrificing himself.

Starts with equipment item "Magickus Rex&#8221;
How about +1 fire strength, +25% vs arcane units, +25% vs disciple units.

Upgrades to (with Priesthood tech and Tactics tech):
-Era 2: Mounted on horse, 2 movement, 5 strength +2 holy strength, no metal weapons. Shock cavalry class. +25% vs archery units. +25% vs undead +25% vs demons. Starts with flanking 1 promotion, starts with inquisition promotion. Hero promotion.
vs undead +25% vs demons. Hero promotion.

Upgrades to: (with Fanaticism tech)
-Era 3: Mounted on horse, 2 movement, 8 strength +2 holy strength, no metal weapons. Shock cavalry class. +25% vs archery units. +25% vs undead +25% vs demons. Starts with flanking 1 promotion, starts with inquisition promotion. Hero promotion.

Dardelan, The Witch Hunter
-Era 1: Requires words of salvation tech
On foot, 1 movement, 4 strength + 1 holy strength, no metal weapons. Recon class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion.
Can cause inquisition without sacrificing himself.

Starts with equipment item "Torch of the Pure&#8221; Increases line of sight by one square, +1 fire strength, Immune to Unholy

Upgrades to (with Priesthood tech and Tactics tech):
-Era 2: on foot, 2 movement, 5 strength +1 holy strength, no metal weapons. Recon class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion.

Upgrades to: (with Fanaticism tech)
-Era 3: On Foot, 2 movement, 8 strength +1 holy strength, no metal weapons. Recon class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion.


Kurgan/Norsca/Hung
Share 4 heroes. Each may only have 1 of the 4 heroes, and there may only be one copy of each hero, and if they die the hero is gone. So if Kurgan builds the Khorne champion, then Norsca can build any of the other three.
Spoiler :

Haargroth, the Blooded One
On foot model. Requires corruption of chaos tech.
2 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Cause fear. Starts with Blitz.
Starts with equipment item "The Axe of Khorne" +20% heal after battle, ignores defensive terrain modifiers.

Promotion 1: (with bloodlust of khorne tech)
+2 strength.

Promotion 2: (with chaos incursion tech)
+3 attack, +1 defense.
Becomes Demon race.


Feytor the Tainted
On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 strength +2 poison. Melee class. +20% vs Melee units. Hero promotion.
Immune to poison. Immune to disease.

Starts with equipment item "Censer of Nurgle" all adjacent enemy units have a chance to become diseased and a VERY small chance of becoming plagued.

Promotion 1 (with Gifts of the Plagued One tech)
+1 strength, +1 poison strength

Promotion 2 (with Chaos Incursion tech)
+2 strength, +1 poison strength
Becomes demon race.


Styrkaar of the Sortsvinaer
-Era 1: On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 attack strength, 5 defence, Cannot use metal weapons, can use wartattoos. ranged class. Hero promotion. Can enter foreign territory without open borders.
Can cast "Cult of Slaanesh" spell. Creates "cult of slaanesh" building in the city that lasts as long as Strykaar is present (ie standard building create spell). The Cult building gives -50% influence -10% hammers and +1 unhappy.
Can bombard as longbowmen.

Starts with equipment item "Crown of Slaanesh" 20% chance to convert defeated enemies to the bearers team.

Promotion 1 (with slaanesh's pleasures tech):
+2 strength.

Promotion 2:(with Chaos incursion tech)
Mounted on Steed of Slaanesh model
+1 movement. +2 strength, +20% vs melee.
Change to missile cavalry class.
Change to demon race


Melekh the Changer
On foot model. Requires corruption of chaos tech.
1 movement point. 3 strength, Cannot use metal weapons. arcane class. Hero promotion. Channeling 1 promotion. Twincast promotion. Tzeentch magic 1 promotion.

Starts with equipment item "Familar of Tzeentch"
Allows caster to use FFH "Wonder" spell, suitably altered to cast Warhammer spells.

Promotion 1 (with Lore of Change tech):
Model mounted on Disk of Tzeentch.
+1 movement, flying (ignore terrain cost, can move impassable terrain)
+2 strength. Channeling 2. Tzeentch magic 2 promotion.

Promotion 2 (with Chaos incursion tech)
+2 strength. Channeling 3. Tzeentch magic 3 promotion.


Ork
Spoiler :

Azhag the Slaughterer
On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Discipline promotion (quells animosity).

Starts with equipment item "Crown of Sorcery" .
[The easiest way to do this would just be to have it give the user a magic missile spell, that summons eg a strength 3 fireball type unit. But I don't really like this, because it doesn't scale well; its good early game, but weak late game.
And I don't really like the spell damage bonus, hero equipment should ideally have synergies with the hero in question, and be better on the hero than on someone else. You don't want the best strategy to be to hand off the equipment to one of your shamans immediately.
So, either some other ideas or different equipment I think.]

Promotion 1 (requires iron working tech, monster taming tech)
Model mounted on warboar.
+1 movement, +2 strength, shock cavalry class.


Promotion 2 (with monster bonding tech)
Model mounted on Wyvern,
+1 movement.
Flying (ignore terrain cost, impassible terrain movement)
+2 strength.
Cause terror.


Grimgore Ironhide
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Quell animosity. +20% withdraw chance [much cleaner than the alternatives]

Starts with equipment item "Gitsnik the Foe Killer" . immune to first strikes, +1 first strike

Promotion 1 (with tactics tech):
+2 strength.

Promotion 2: (with military tradition tech)
+3 strength.


Goblin
Spoiler :

Skarsnik, Warlord of the Eight Peaks
-Era 1: On foot model. Requires nature lore tech.
1 movement point. 4 strength, Cannot use metal weapons. Recon class. Hero promotion. Goblin race. Discipline (Quell animosity).
Can enter foreign territory without open borders. Can use spy espionage abilities.
The trap sounds very complex to code, problematic for the AI and very spammable.

Starts with equipment item "Skarsnik's Prodder" +25% vs shock Cavalry, +25% vs Beast units, +1 poison strength.

Promotion 1 (with tracking tech and monster taming tech):
On foot model, with voracious pet Squig, Gobbla (purely graphical).
+2 strength.
Gets Little Waagh promotion.

Promotion 2 (with monster bonding tech)
Model mounted on Gobbla.
+1 movement
+2 strength.
Gets Big Waagh! promotion.

Grom the Paunch
Era 1: Mounted on Wolf. Requires horseback riding tech.
2 movement point. 4 strength, Can use metal weapons. Shock Cavalry class. Hero promotion. Discipline (quells animosity). Goblin race. permanent regeneration.

Starts with equipment item "Elf-Biter" +25% vs high elf, wood elf, dark elf. Gives +10% collateral damage vs 2 units.

Promotion 1 (with tactics tech):
Model Mounted on Wolf Chariot.
+2 strength.

Upgrades to: (with military tradition tech)
+3 strength.


Khemri
Spoiler :

High Queen Khalida
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. 2 Strength +2 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion.
Immune to poison. Cause terror. Regeneration. Immune to first strike. +1 first strike.
Hero promotion.

can cast 'Blessing of the Asp' (gives Blessing of Asp permanent promotion to ranged units in the stack (like flaming arrows), grants -1 strength +1 poison, +10% strength).

Starts with equipment item "The Venom Staff" summons a 'Venom Bolt' causing 30-40% damage to a single enemy unit, and adds the 'held' promotion to the enemy.

Promotion 1 (with bowyers tech):
+1 strength, +1 poison strength.

Upgrades to: (with advanced archery tech)
+2 strength, +1 poison strength


Settra the Imperishable
On foot model. Requires Eternal life tech.
1 movement point. Strength 3+1 unholy, no metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Disciple class. 'heirophant' Promotion (can cast all liche priest incantations, summons get 'strong' promotion). Cause terror. Hero promotion.

Starts with equipment item "Armour of Golden Magnificence"
+2 defense strength, allows unit to cast the blinding spell from the Lore of Light magics (I forget the name)

Promotion 1 (with priesthood tech and tactics tech):
Model mounted on chariot.
+1 movement, +1 strength +1 unholy strength.

Promotion 2 (with fanaticism tech)
+2 strength +1 unholy strength.


Araby
Spoiler :


Sultan Jaffar
-Era 1: Requires Elemental Magic tech
On foot, 1 movement, 4 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 1 promotion, Elemental Fire magic 1 promotion, Elemental Air magic 1 promotion, Hero promotion.
[removed twincast, too strong with the lamp]

Starts with equipment item The Djinni Lamp
Allows summon permanent Dao (with channeling 1 promotion)
Allows summon permanent Djinn (with channeling 2 promotion)
Allows summon permanent efreet (with channeling 3 promotion)
See http://forums.civfanatics.com/showthread.php?t=290972 for stats.

Promotion 1 (with Master of Fire tech and master of air tech):
Gives +2 strength.
Channeling 2.
Elemental Fire magic 2 promotion, Elemental Air magic 2 promotion

Promotion 2 (with Elemental mastery)
(mounted on flying carpet)
+1 movement
Gives +2 strength.
Channeling 2.
Elemental Fire magic 3 promotion, Elemental Air magic 3 promotion


Mulhaed al-Quyat
Requires Philosophy tech
On foot, 1 movement, 3 strength + 1 holy strength, cannot use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Medic 1, Can cast Cure Disease.

Starts with equipment item "Flaming Scimitar of Ormzad&#8221; +1 fire strength, +20% desert strength

Promotion 1 (with Priesthood tech and Tactics tech):
+1 strength, +1 holy strength

Promotion 2 (with Fanaticism tech)
+2 strength, +1 holy strength.



High Elf.
Spoiler :

Teclis, Loremaster of the White Tower
-Era 1 (requires High Magic tech): On foot model, 1 movement, 3 strength, no metal weapons or tattoos. Arcane class.
Starts with Channeling 1 promotion, High magic 1 promotion, Hero promotion, Twincast promotion.
High Elf racial promotion [remember that this gives +1 movement]

Starts with equipment: "The Sword of Teclis". +1 lightning strength. Reduces miscast probability by 50%.

Promotion 1 (requires Literacy tech):
+2 strength.
Gains channeling 2, high magic 2, Aqshy 1 promotion, Hysh 1 promotion

Promotion 2 (requires Arcane lore tech):
+1 movement
+1 lightning strength
flying
channeling 3
High Magic 3, Aqshy 2 promotion, Hysh 2 promotion

Tyrion, Champion of the Everqueen
[Requires Horseriding tech]: mounted on elven steed, 2 movement, 4 strength, can use metal weapons. Shock Cavalry class. Hero promotion. High Elf racial promotion [remember that this gives +1 movement].

Starts with equipment: "Sunfang, Runesword of Tyrion". +1 Holy strength, +25% vs Deamons,

Promotion 2 [Requires Monarchy/Lordship tech]:
+2 strength

Promotion 3 [Requires Tournaments]
+3 strength


 
Nice Ahri :) i put lots of ideas on each cause i knew you would make them more reasonable. but now i know a decent level at which to design ill stick to that ;) save you some work haha.

however i dont see the harm in designing all the heroes now. we can code one for each civ first and then go back and do the rest later.

ill make a new concise thread for all of these hero designs later.

------------------

I like what u have to Karl and Louen. nice.

maybe give Orion Immortal as well, but a bit less retreat chance.

Era 3 morathi should have flying (aka ignore impassable terrain, ignore terrain movement costs)

Hows this for Katarin of Kislev:

Spoiler :
Tzarina Katarin
-Era 1 (requires Elemental Magic tech): On foot model, 1 movement, 4 strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Ice magic 1 promotion, Hero promotion, Twincast promotion.
Kislev racial promotion (bonus in tundra and ice).

Starts with equipment: &#8216;Cloak of Winter&#8217; Invisible on Ice and Tundra, damages adjacent enemies by 5% cold damage to a maximum of 10%.


-Era 2 (requires Literacy tech, requires Tactics tech): On foot, 1 movement, 3 strength, 2 cold strength. no metal weapons or tattoos.
Starts with channeling 2, Ice Magic 2, hero promotion. Twincast promotion.

-Era 3 (requires Arcane lore tech): Mounted on Polar Bear model, 2 movement, 6 physical and 2 Cold strength.
Starts with channeling 3, Ice Magic 3, hero promotion, twincast promotion.

Ice Magic 1:
------- Frost Bolt &#8211; 10% Cold damage to a max or 20%, makes target immobile.
------- Chill land &#8211; Temporarily turns the 9 squares adjacent to the caster to tundra, then Ice for 20 turns.
Ice magic 2:
------- Frozen Gifts &#8211; cast in city. Ice and tundra provide +1 food while the caster is garrisoned within.
------- Wall of Ice &#8211; turns the casters square into an impassable Glacier for 10 turns
Ice Magic 3:
------- Ice Castle &#8211; cast in city only. Builds &#8216;Ice Castle&#8217; building which increases defence by 20%, all units garrisoned inside are immune to cold damage, has a chance to generate a &#8216;frost bolt&#8217; when enemies are nearby.
------- Blizzard &#8211; 30% cold damage to all tiles within 2 squares of caster to a max of 40%, including friendly units. Reduces their movement by 1 temporarily.
 
PL, if you keep digging up hero designs I'll keep refining them. Ok, I'll try to make 2 hero designs. The problem with heroes though is that it can be too hard to make them different.

I'm unsure about Immortal.... it really is *very* powerful particularly in the early game. We could make the 3rd era one immortal though.

You'll probably also have to help out with these in terms of the spell coding.
 
I'm unsure about Immortal.... it really is *very* powerful particularly in the early game. We could make the 3rd era one immortal though.
this is very true. id settle with the 3rd era only having immortal.

You'll probably also have to help out with these in terms of the spell coding.
id be ok with that :)

heres Thorgrim Grudgebearer of the Dwarves
Spoiler :

High King Thorgrim Grudgebearer
-Era 1: On foot model. Requires Mining tech.
1 movement point. Strength 4, Has Iron weapons? Melee class. +20% vs melee units. Hero promotion.

Starts with equipment item "The Dammaz Kron " allows the caster to read aloud from the Book of Grudges, making all friendly units adjacent to the caster have the &#8216;bloodlusted&#8217; promotion for one turn (+x% attack strength, -x% defence strength, immune to fear.)

Upgrades to (with ??? tech):
-Era 2: On foot model, 1 movement, 6 strength, Melee class. +20% vs melee units. Gromril Armour and Gromril Weapons. Hero promotion.

Upgrades to: (with ??? tech)
-Era 3: Mounted on Throne of Power model, 2 movement, 9 strength. Melee class. +20% vs melee units. Gromril Armour and Gromril Weapons. Hero Promotion.
 
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