Heroes in the mod

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

Should give skarsnik +1 move too. (hes riding gobbla now)

Starts with equipment item "Elf-Biter" [I dislike this idea a lot. It makes him massively imbalanced vs elven civs, and useless vs others. This is not fun, or balanced.]

ok how about this. the actual rules for Elf-Biter are: "Each wound inflicts not 1 but 2 wounds, no armour saves allowed." how about 10%(?) collateral damage vs 2 other units, ignore armour saves +25% vs Elves?

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

i have an ammendment to make to this item: replace the +1 poison strength with 'can summon a fireball/blast each turn'

How about we make it allow casting a single spell that is the same as FFH Wonder?
perfect, i forgot about that spell. its agreed.

EDIT:

Starts with equipment item "Armour of Golden Magnificence"
[this doesn't quite work; the only units affected will be those that withdraw from or KILL the unit. So this encourages you to give the armor to other units, which isn't really a good idea. How about this gives the ability to cast the Lore of Light spell that adds blindness?]

thats a good compromise, giving +2 defense and can cast the Lore of light spells that cause blindness.

im really liking how you refine my haphazard ideas to something that works Ahri :D great job :)
 
there aren't any other equipments i could see otherwise id have chosen somethign more fitting. how about the crown doing large area damage (within 2 squares) anywhere between 0 and 25% strength up to a maximum of 25% damage, and have the damage type vary randomly (ie poison, fire, cold etc) that would be pretty nasty and we could then can the extra spell damage.

Still too strong in the early game, this would allow the hero with some melee support to pretty much steamroll other civs far too easily. Area of effect damage is incredibly powerful.
Maybe we should just invent something that seems orky? How about something that boosts beast units, with either a haste type effect or a permanent bonus?
 
Re Jaffar's equipment:

Starts with equipment item "The Djinni Lamp" Allows the caster to summon a permanent Djinn (not sure how much strength) that starts with Bodyguard promotion, and can cast randomly selected spells (the same as Mobius Witches). perhaps allow the summoned djinn to get the 'strong' promotion when literacy is recearched, and the heroic strength/defence 1 promotions when elemental master is researched?


Starts with equipment item "Flaming Scimitar of Ormzad” +1 fire strength .....
how about: Can Cast 'Scorching Storm/Desert Storm' turns tile into desert and damages adjacent units (including friendly) by 5% fire damage to a max of 30%
 
Added most of the comments above, had some different ideas for the Araby items.

i have an ammendment to make to this item: replace the +1 poison strength with 'can summon a fireball/blast each turn'

Again problematic in that good early game, weak late game.
There is also a problem with giving items that allow extra spells to spell-casting heroes. They can still only cast 1 spell per turn, so either the new spell is better than their old ones (in which case they won't case their main spells) or it is worse (and the item is weak).
It encourages you to give the item to someone else, so that you can get both sets of spellcasting.
 
Maybe we should just invent something that seems orky? How about something that boosts beast units, with either a haste type effect or a permanent bonus?

:hmm: something Orky...

'Crown of Discordance' forces enemy units adjacent to the bearer to suffer from 'animosity' effects and quells animosity in friendly units?'

Again problematic in that good early game, weak late game.
There is also a problem with giving items that allow extra spells to spell-casting heroes. They can still only cast 1 spell per turn, so either the new spell is better than their old ones (in which case they won't case their main spells) or it is worse (and the item is weak).
It encourages you to give the item to someone else, so that you can get both sets of spellcasting.

ahh trueee... keep it as it was then :)

(dont forget about the highelf heroes in post #65 ;))
 
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)

Niiiice :)

Starts with equipment item "Flaming Scimitar of Ormzad” +1 fire strength, +20% desert strength

Wayyy simpler than my idea and works wonderfully. nice :)
 
(team forum crosspost)
See my post in Mutations thread for an example of how FF promotions change Unitcombat type:

Quadruped
Melee unit gains +1 move and changes to the Mounted combat type
<TempUnitCombat>UNITCOMBAT_MOUNTED</TempUnitCombat>
<iMovesChange>1</iMovesChange>

what about the HUGE promotion clutter that will come from multiple promotions for each different hero step? as it is the promotion list is insanely long and its a royal pain to find any one promotion

That's a good point; we still definitely need to draw a line against accumulating huge amounts of clutter in this game and I don't think you have to make yourself code 3 different promotions for every single possible hero. To help with this and hugely save coding time, make as many as possible of the promotions ones that can be reused where appropriate. E.g., at TECH_STIRRUPS Karl Franz could automatically gain the Warhorse promotion, and several Bretonnian and other heroes would have access to a Warhorse mount too. Heroes could also have some unique abilities/promotions unlocked with whatever tech or resource prereq you want

Warhorse
<TempUnitCombat>UNITCOMBAT_MOUNTED</TempUnitCombat>
<iMovesChange>1</iMovesChange>

Griffon Mount
Flying, etc.

This would be a lot more understandable to players than reams of things named "Karl Franz I Karl Franz II Karl Franz III GromthePaunch I GromthePaunch II GromthePaunch III" etc etc, cut down on list bloat/clutter and XML loading time, and hero upgrades could come in a more natural way with time instead of suddenly lurching forward between only 3 possible stages. Look through the Fall Further promotions XML tags & you can customize as desired, make only specific civs or units eligible for the promotion and set specific tech or resource conditions to get it, etc.
 
Heres Karl:

Spoiler :
Civ4UnitClassInfos
Spoiler :

Code:
		<UnitClassInfo>
			<Type>UNITCLASS_KARL</Type>
			<Description>TXT_KEY_UNIT_KARL</Description>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<bUnique>1</bUnique>
			<DefaultUnit>UNIT_KARL</DefaultUnit>
		</UnitClassInfo>


Civ4UnitInfos
Spoiler :

Code:
			<UnitInfo>
			<Class>UNITCLASS_KARL</Class>
			<Type>UNIT_KARL</Type>
			<Combat>UNITCOMBAT_MELEE</Combat>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_KARL</Description>
			<Civilopedia>TXT_KEY_UNIT_KARL_PEDIA</Civilopedia>
			<Strategy></Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<PrereqTech>TECH_WARFARE</PrereqTech>
			<iCost>200</iCost>
			<iMoves>1</iMoves>
			<iCombat>4</iCombat>
			<UnitCombatMods>
				<UnitCombatMod>
				<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>20</iUnitCombatMod>
				</UnitCombatMod>
</UnitCombatMods>
			<iCityAttack>0</iCityAttack>
			<UnitClassAttackMods>
			</UnitClassAttackMods>
			<iConscription>0</iConscription>
			<iCultureGarrison>4</iCultureGarrison>
			<iAsset>10</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
		<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FreePromotions>
				<FreePromotion>
				<PromotionType>PROMOTION_SILVER_SEAL</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_HERO</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<iTier>3</iTier>
			<iWeaponTierMax>3</iWeaponTierMax>
			<PrereqBuildingClass>NONE</PrereqBuildingClass>
		</UnitInfo>


Civ4PromotionInfos
Spoiler :

Code:
<PromotionInfos>
		<PromotionInfo>
			<Type>PROMOTION_WARHORSE</Type>
			<Description>TXT_KEY_PROMOTION_WARHORSE</Description>
			<TechPrereq>TECH_TACTICS</TechPrereq>
			<iPower>10</iPower>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>20</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<TempUnitCombat>UNITCOMBAT_MOUNTED</TempUnitCombat>
			<iMovesChange>1</iMovesChange>
			<iWithdrawalChange>10</iWithdrawalChange>
			<Button>,Art/Interface/Buttons/Promotions/Flanking1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,6,3</Button>
			<iExtraCombatStr>2</iExtraCombatStr>
			<iExtraCombatDefense>2</iExtraCombatDefense>
			<iMinLevel>-1</iMinLevel>
			<PromotionNextLevel>PROMOTION_GRIFFON</PromotionNextLevel>
		</PromotionInfo>
		<PromotionInfo>
			<Type>PROMOTION_GRIFFON</Type>
			<Description>TXT_KEY_PROMOTION_GRIFFON</Description>
			<bAmphib>1</bAmphib>
			<bRiver>1</bRiver>
			<PromotionPrereq>PROMOTION_WARHORSE</PromotionPrereq>
			<TechPrereq>TECH_MILITARY_TRADITION</TechPrereq>
			<iPower>10</iPower>
			<TempUnitCombat>UNITCOMBAT_MOUNTED</TempUnitCombat>
			<iMovesChange>1</iMovesChange>
			<iWithdrawalChange>10</iWithdrawalChange>
			<iFirstStrikesChange>1</iFirstStrikesChange>
			<Button>Art/Interface/Buttons/Promotions/Dragon.dds</Button>
			<bFlying>1</bFlying>
			<iExtraCombatStr>2</iExtraCombatStr>
			<iExtraCombatDefense>2</iExtraCombatDefense>
			<iMinLevel>-1</iMinLevel>
		</PromotionInfo>
	<PromotionInfo>
			<Type>PROMOTION_SILVER_SEAL</Type>
			<Description>TXT_KEY_EQUIPMENT_SILVER_SEAL</Description>
			<iPower>5</iPower>
			<iWithdrawalChange>20</iWithdrawalChange>
			<Button>Art/Interface/Buttons/Equipment/SilverSeal.dds</Button>
			<bEquipment>1</bEquipment>
			<iResistMagic>25</iResistMagic>
			<DamageTypeResists>
				<DamageTypeResist>
					<DamageType>DAMAGE_COLD</DamageType>
					<iResist>20</iResist>
				</DamageTypeResist>
				<DamageTypeResist>
					<DamageType>DAMAGE_DEATH</DamageType>
					<iResist>20</iResist>
				</DamageTypeResist>
				<DamageTypeResist>
					<DamageType>DAMAGE_FIRE</DamageType>
					<iResist>20</iResist>
				</DamageTypeResist>
				<DamageTypeResist>
					<DamageType>DAMAGE_LIGHTNING</DamageType>
					<iResist>20</iResist>
				</DamageTypeResist>
			</DamageTypeResists>
		</PromotionInfo>


Civ4SpellInfos
Spoiler :

Code:
<SpellInfo>
			<Type>SPELL_EMPEROR</Type>
			<Description>TXT_KEY_SPELL_EMPEROR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<UnitPrereq>UNIT_KARL</UnitPrereq>
			<bAllowAI>1</bAllowAI>
			<bInCityOnly>1</bInCityOnly>
			<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
			<bHasCasted>1</bHasCasted>
			<CreateBuildingType>BUILDING_EMPEROR</CreateBuildingType>
			<Effect>EFFECT_CREATION</Effect>
			<Sound>AS3D_SPELL_INSPIRATION</Sound>
			<Button>Art/Interface/Buttons/Buildings/Inspiration.dds</Button>
		</SpellInfo>
	<SpellInfo>	
			<Type>SPELL_TAKE_SILVER_SEAL</Type>
			<Description>TXT_KEY_SPELL_TAKE_SILVER_SEAL</Description>
			<Civilopedia>TXT_KEY_SPELL_PLACEHOLDER_PEDIA</Civilopedia>
			<Help>TXT_KEY_SPELL_TAKE_EQUIPMENT_HELP</Help>
			<PromotionInStackPrereq>PROMOTION_SILVER_SEAL</PromotionInStackPrereq>
			<bAllowAI>1</bAllowAI>
			<iAIWeight>50</iAIWeight>
			<bHasCasted>1</bHasCasted>
			<bAbility>1</bAbility>
			<PyResult>spellTakeEquipmentPromotion(pCaster,'PROMOTION_SILVER_SEAL')</PyResult>
			<PyRequirement>reqTakeEquipmentPromotion(pCaster,'PROMOTION_SILVER_SEAL')</PyRequirement>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_TRAIN</Sound>
			<bGraphicalOnly>1</bGraphicalOnly>
			<Button>Art/Interface/Buttons/Equipment/SilverSeal.dds</Button>
		</SpellInfo>


Civ4GameText
Spoiler :

Code:
<TEXT>
		<Tag>TXT_KEY_UNIT_KARL</Tag>
		<English>Karl Franz</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_KARL_PEDIA</Tag>
		<English>The Emperor Karl Franz is said to be the greatest statesman in the Old World. He is acclaimed as a patron of arts and science, as a military innovator, and as a valiant warrior. Thanks to his efforts, the Empire has flourished during his reign. The Imperial Engineers' School has grown, the Colleges of Magic have thrived, and the army has marched from victory to victory. The Emperor takes personal command of his army whenever possible and has earned himself an impressive record of victories and conquest. The Emperor wears a full suit of armour made for him by Dwarf smiths. It incorporates some of the actual armour worn by Magnus the Pious at the battle of Kislev and is richly gilded and splendidly adorned with plumes and silken ribbons. The Emperor wears an enchanted medallion, the Silver Seal, upon a chain around his neck. The Silver Seal wards away harmful blows and even countermands magic spells cast against the Emperor. It was made for Magnus the Pious by the Warrior Mage Fredrik von Tarnus after the Great War against Chaos.</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_EQUIPMENT_SILVER_SEAL</Tag>
		<English>Silver Seal</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_SPELL_TAKE_SILVER_SEAL</Tag>
		<English>Take Silver Seal</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_PROMOTION_WARHORSE</Tag>
		<English>Warhorse</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_PROMOTION_GRIFFON</Tag>
		<English>Griffon</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_SPELL_EMPEROR</Tag>
		<English>Presence of the Emperor</English> 
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_BUILDING_EMPEROR</Tag>
		<English>Imperial Residence</English> 
	</TEXT>


Civ4BuildingInfos
Spoiler :

Code:
<BuildingInfo>		<!-- Imperial Residence -->
			<BuildingClass>BUILDINGCLASS_EMPEROR</BuildingClass>
			<Type>BUILDING_EMPEROR</Type>
			<Description>TXT_KEY_BUILDING_EMPEROR</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Advisor>ADVISOR_SCIENCE</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
			<iGreatPeopleRateChange>25</iGreatPeopleRateChange>
			<bNeverCapture>1</bNeverCapture>
			<iConquestProb>0</iConquestProb>
			<iAsset>1</iAsset>
			<iPower>2</iPower>
			<fVisibilityPriority>1</fVisibilityPriority>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>15</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<bGraphicalOnly>1</bGraphicalOnly>
			<bRequiresCaster>1</bRequiresCaster>
		</BuildingInfo>


BuildingClassInfos
Spoiler :

Code:
<BuildingClassInfo>
			<Type>BUILDINGCLASS_EMPEROR</Type>
			<Description>TXT_KEY_BUILDING_EMPEROR</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iExtraPlayerInstances>0</iExtraPlayerInstances>
			<bNoLimit>0</bNoLimit>
			<bMonument>0</bMonument>
			<DefaultBuilding>BUILDING_EMPEROR</DefaultBuilding>
			<VictoryThresholds/>
		</BuildingClassInfo>


I don't think that transferred over well to this forum, some of the text is weird in places.

The warhorse and griffon promos are in there but there's no way for a unit to get them yet.

I used an icon from your pack PL (but converted to .dds), put the folder in assets.

All Karl needs is some art and a few tweaks and he's good to go :D
 
Awesome job Mimic! :king: That was quick work. BTW is your name a Nethack reference?


In coming up with new leader promotions don't forget to take advantage of MinionPromotion to grant some temporary benefits to nearby regular units the hero leads. e.g the following:

Inspiring Commander
Temporarily grants Courage promotion to nearby units the Hero leads
<MinionPromotion>PROMOTION_COURAGE
<iCommandRange>1
<iCommandLimit>5

Cunning Tactician
Temporarily grants Skirmisher promotion (+10% withdraw chance) to nearby units the Hero leads
<MinionPromotion>PROMOTION_SKIRMISHER
<iCommandRange>1
<iCommandLimit>5


Also could consider some flavorful side benefits for ruler-type heroes when they're within their empire (useful for AI since it will be defensive with heroes after 1 Immortal death). Maybe e.g. the following, available with TECH_FEUDALISM to Karl Franz, Emperor Wu, and the Lahmia Queen:

Beloved Sovereign
Bonus to happiness in nearby friendly cities, automatically active within own borders.
<bAutoAcquire>1</bAutoAcquire>
<bMustMaintain>1</bMustMaintain>
<bNoXP>1</bNoXP>
<CityBonuses>
<bApplySelf>1</bApplyRival>
<iBonusRange>3</iBonusRange>
<fHappy>2</fHappy>
<fDecayrate>-1</fDecayrate>
</CityBonuses>

and the following, possibly available to many heroes at Military Tradition or Tyranny:

Conqueror
This should hopefully enable a unit to erode enemy Influence in nearby tiles and cities.
<CityBonuses>
<bApplyEnemy>1</bApplyEnemy>
<iBonusRange>3</iBonusRange>
<fCulture>-5</fCulture>
<fDecayrate>1</fDecayrate>
</CityBonuses>
 
To help with this and hugely save coding time, make as many as possible of the promotions ones that can be reused where appropriate.

This is a very good idea, and also one that will save time when coding. I will go through all the existing hero designs with an eye to implementing this kind of efficiency.

However, how exactly will it work with the upgrades and different units?
That is, how do we make the right promotions available at the right time to the right

For example, we might have an "Lord" promotion that gives +2 strength, and is available to lots of different heroes as their Promotion 1, but with different techs, and not to all heroes.

How would we go about implementing this? So, Hero A might get the Lord promotion from tech X, while hero B might get the Warhorse promotion and the Channeling 2 promotion and the Magic level 2 promotion, all from tech Y.

Also, do we need to have only a single tech requirement for the Promotion 1 and Promotion 2?

In coming up with new leader promotions don't forget to take advantage of MinionPromotion to grant some temporary benefits to nearby regular units the hero leads.
How do these work? Is this the thing where the units (up to the commandLimit) have to join the hero and get some benefit in return? I'm not sure about this, it feels potentially cluttered and that it will make the heroes too strong. Does the AI use this well?
Also could consider some flavorful side benefits for ruler-type heroes when they're within their empire (useful for AI since it will be defensive with heroes after 1 Immortal death)

So we will go with 1 immortal death? Or a event-based relplacement method?
I will think about some of these, but again I worry about clutter. 1 piece of equipment and 1-2 abilities is probably enough for a hero.
I also worry about transparency. It can be unclear to the player why they are getting a bonus.
 
Example with Karl Franz:

Aggregate promotions
Heroic resilience. When this unit is killed, it respawns in the capital city (as immortality) and the promotion is removed.
Champion: +2 strength.
Lord: +3 strength
High Priest: +1 strength, +1 holy strength
Archpriest: +2 strength, +1 holy strength.
Footman. Gives +20% vs melee.
Mounted: +1 movement, shock cavalry class, +20% vs archer, REMOVES Footman.
Aerial mount. +2 movement, flying, +1 first strike. Beast class. REMOVES Mounted, Removes Footman.
Champion of venom. +1 strength, +1 poison strength.
Venom lord. +2 strength, +3 poison strength.
Summoner. Summoned units start with the Strong promotion.
Champion of chaos. +1 strength, +1 unholy strength.
Favored of chaos. +2 strength, +1 unholy strength.
Any others?

Karl Franz
On foot model. Requires Warfare tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman. Hero promotion. Heroic resilience 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.

With Stirrups tech, gains:
Model on warhorse.
Mounted Promotion, Champion promotion.

With Tournaments tech, gains:
Model on griffon.
Aerial mount promotion. Lord promotion.

Is this the kind of idea you had? I can continue with this if you think it will work.

(Alternatively, the footman promotion could be removed with the stirrups tech, rather than having the mounted promotion overwrite it).
 
Also: can you *remove* promotions with the upgrades?

Yes. You could make the unit itself unable to have the promotion anymore or you can have promotions replace other promotions.
 
I think that's basically a good / more elegant approach - heroes could automatically upgrade through one of the standard "strength" promotion tiers (Champion->Lord , High Priest->Archpriest etc), and could also be given access to some appropriate items from a menu of more specialized promos and a few unique powers as desired.

In FF there is very wide scope for customizing your promotion prereqs including both AND & OR prereqs for techs, resources, buildings; also civics, religions, alignments, unit age, etc etc. You can also use <PromotionExcludes> , <PromotionOverwrites> , <PromotionReplacedBy> to replace old promos as desired. Once your above criteria are satisfied, specific unittypes can be made eligible or ineligible using <PrereqPermission> in promotionsinfos and <AllowPromotions> in unitinfos. So you could even use a single UNITCLASS_NATIONALHERO which would be replaced by that civ's specific hero unit.

Promotions like Warhorse don't have to come at the same time as the generic Champion etc strength bump; you could have:

Champion with TECH_FEUDALISM
Lord with TECH_TOURNAMENTS (replaces Champion)
Warhorse with TECH_STIRRUPS and access to Horses (use mounted graphic)
Griffon Mount with TECH_MONSTERBONDING and access to Aerie (replaces Warhorse. use Griffon mounted graphic)

Instead of Warhorse, a Darkelven or Lizardman Hero might have access to something like:
Cold One Steed with (TECH_STIRRUPS OR TECH_MONSTERBREEDING) and access to Breeding Grounds

Bear in mind that a single promotion will always have the same criteria set; so the tech at which you would earn High Priest is consistent for anyone that can earn it. You could easily set up some standard ones, like Champion = Feudalism, Lord = Tournaments etc. Alternatively, it might be worth considering a dedicated tech or two (Heroic Might? Epic Might?) that would allow building/upgrading the National Hero; since compressing a lot of Karl Franz powers/upgrades onto something like Stirrups could seriously distort it. Or, some of these upgrades, especially the basic strength ones, might simply be earned through gaining XP as normal.

Be sure to go though the available FF XML in advance of deciding on promotion design; there are plenty of interesting features beyond a flat strength bump, such as unit training up to a cap; a % chance per turn to apply a temporary promo like Enraged, change to upkeep, temporary changes to nearby yields, etc.

http://forums.civfanatics.com/showthread.php?t=292532
 
Can the promotions have multiple tech requirements? Or should they just be a single tech?

Yes. You would use <TechPrereq> for the first one, and if I figure the xml correctly you would use <PrereqTechANDs> for the other tech requirements.
 
This is very enlightening I can already see many ways to improve Karl Franz xml, FF is very versatile it seems.
Awesome job Mimic! That was quick work. BTW is your name a Nethack reference?

Thanks Orlanth :D actually I've no idea what Nethack is :lol:
 
This is very enlightening I can already see many ways to improve Karl Franz xml, FF is very versatile it seems.


Thanks Orlanth :D actually I've no idea what Nethack is :lol:

FF is awesome-o. Xienwolf and whoever else worked on improving the XML did a great service for the modding community in general. Even just the tag names are a lot better. Looking at the old xml for WH while working on converting them over to .51, sheesh no wonder modding was so slow.
 
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