Heroes in the mod

Redesigned with promotion method (edits completed)

Aggregate promotions
Heroic resilience. When this unit is killed, it respawns in the capital city (as immortality) and the promotion is removed. Requires tech: nil. Heroes start with this promotion.
Champion: +2 strength. Requires tech: Feudalism.
Lord: +3 strength. Requires tech: Military tradition.
High Priest: +1 strength, +1 holy strength Requires tech: Tactics (priesthood is too early).
Archpriest: +2 strength, +1 holy strength. Requires tech: fanaticism
Footman. Gives +20% vs melee. Requires tech: nil, some heroes will start with this.
Mounted: +1 movement, shock cavalry class, +20% vs archer, REMOVES Footman. Requires tech: Stirrups.
Aerial mount. +2 movement, flying, +1 first strike. Beast class. REMOVES Mounted, Removes Footman. Requires tech: Monster bonding.
Champion of venom. +1 strength, +1 poison strength. Requires tech: feudalism
Venom lord. +2 strength, +3 poison strength. Requires tech: Military tradition.
Summoner. Summoned units start with the Strong promotion. Requires tech: nil, some heroes start with this.
Champion of chaos. +1 strength, +1 unholy strength. Requires tech: Feudalism.
Favored of chaos. +2 strength, +1 unholy strength. Becomes Demon race. Requires tech: Chaos incursion.
Inquisitor promotion. Can inquisition cities without sacrificing self. Requires tech: nil (some heroes start with this).
Defender of the forests promotion: acts as immortality, but revives the unit ONLY if it dies within friendly cultural borders. Requires tech: tracking.
Mage. +2 strength. Requires Education tech.
Archmage +2 strength. Requires Arcane lore tech.
Warlock +2 strength. Requires Arcane mastery tech.
Sorceror +2 strength. Requires Chaos incursion tech.
Elementalist +2 strength. Requires Elemental magic tech.
Elemental master. +2 strength. Requires elemental mastery tech.
Shaman +2 strength. Requires WAAAGH! tech.
Sigmar priest. Gives sigmar spells. Requires priesthood tech.
Liche priest. Gives khemri spells. Requires necromancy tech.

Ice mage. Can cast level 1 ice spells. Requires: nil.
Ice princess. +2 strength. Can cast level 2 ice spells. Requilres Education tech.
Ice Queen. +2 strength. Can cast level 3 ice spells. Requires military tradition tech.
Bearmaster promotion. Can cast the polar call, summons a permanent polar bear. (1 bear, permanent summon, tied to caster). Requires monster breeding tech.

Empire
Spoiler :
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.

Gains for free:
Mounted. (Warhorse model)
Champion.
Lord.
Aerial mount. (Griffon model)


Magnus the Pious
Requires Words of Salvation tech]: On foot model, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. Inquisitor promotion. Hero promotion. Heroic resilience promotion.

Starts with equipment: "Shroud of Magnus". Gives immune to disease, 100% death resistance, 100% unholy resistance, +25% vs undead. Disciple class.

Can learn:
High priest.
Archpriest.
Mounted. (warhorse model)
Priest of sigmar (warrior priest model)


Woodelves
Spoiler :
Orion.
Requires Nature Lore tech.
On foot model, 2 movement, 4 strength, no metal weapons,can use wartattoos. Class: recon.
20% withdraw chance. Hero promotion. Heroic resilience 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.

Can learn:
Defender of the forests. (On foot model, joined a pack of wolves
Champion promotion.
Mounted promotion. (On foot model, joins group of wild riders.)
Lord promotion


Ariel
Requires lore of athel loren: On foot model (with wings), 2 movement, 4 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. Hero promotion. Heroic resilience promotion.

Starts with Equipment: "Wand of the Wych Elm". Spells can't miscast. can cast the ‘Wand of the Wych Elm’ ability which is the same as ‘spellstaff’.

Can learn:
Champion.
Archmage.



Dark elves
Spoiler :

Morathi the Hag Queen
Requires Dark Magic tech: On foot model, 1 movement, 3+1 unholy strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Dark magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Dark Elf racial promotion.

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

Can learn:
Mounted. (Cold one)
Aerial mount. (Black pegasus)
Mage
Archmage.


Malekith the Witch King (Req Morathi as Leader)
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. Heroic resilience promotion. Dark Elf racial promotion. Footman promotion.

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

Can learn:
Mounted. (cold one)
Champion.
Aerial mount. (Black dragon)
Lord.

With Monster bonding, gains:
Dragon promotion.
Collateral damage +10% vs 3 units.



Brettonnia
Spoiler :

King Louen The Lionhearted
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. Heroic resilience promotion. Mounted promotion.

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

Can learn:
Champion
Lord.
Aerial mount. (griffon)

With Lordship/Monarch tech, gains:
Flanking 2 promotion.

King Gilles Le Bretton
Requires horseback riding: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Class: shock cavalry. Mounted promotion. Heroic resilience promotion. Hero promotion.
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), questing knight gives +10% strength.

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

Can learn:
Champion.
Lord
Aerial Mount. (Griffon model)



Kislev
Spoiler :

Tzarina Katarin
-Era 1 (warfare tech [Kislev can't research elemental magic]): On foot model, 1 movement, 2 strength +2 cold strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Ice mage promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Kislev racial promotion (bonus in tundra and ice).

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

Can learn:
Mounted (polar bear)
Ice princess
Ice queen

Ice Magic 1:
------- Frost Bolt – 10% Cold damage to a max or 20%, adds "frozen" promotion, reduces movement rate by 1.
------- Chill land – Temporarily turns the 9 squares adjacent to the caster to tundra for 5 turns.
Ice magic 2:
------- Frozen Gifts – cast in city. Creates a frozen gifts building (removed if caster leaves the city) that gives +3 food.
------- Wall of Ice – summons a wall of ice, strength 0/10, immobile, lasts 1 turn.
Ice Magic 3:
------- Ice Castle – cast in city only. Builds ‘Ice Castle’ building which increases defence by 20%, all units garrisoned inside are immune to cold damage, has a chance to generate a ‘frost bolt’ when enemies are nearby.
------- Blizzard – 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. Footman promotion. Kislev racial promotion. Hero promotion. Heroic resilience 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.

Can learn:
Mounted promotion. (polar bear)
Champion promotion.
Lord promotion.
Bearmaster.



Dwarves
Spoiler :

High King Thorgrim Grudgebearer
On foot model. Requires bronze working tech.
1 movement point. Strength 4, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Dwarven racial promotion.
Starts with Iron weapons promotion.

Starts with equipment: Hammer of Laihtendrung. +1 Meteoric iron affinity.

Can learn:
Champion promotion.
Lord promotion.

With iron working tech, gains:
Gromril Armor promotion.

With advanced smithing tech, gains:
Mounted on Throne of Power model
Mobility 1 promotion.
Steel weapons promotion.
Promotion “Azamar, the Rune of Eternity". Has a one off Immortal effect. (Alternatively, just give him Heroic Resilience again if he doesn't already have it.)

Baragor
On foot model. Requires bronze working tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions (regular slayers will also have this promotion)

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

Can learn:
Champion promotion.
Lord promotion.


Sylvania
Spoiler :

Vlad von Carstein
On foot model. Requires Eternal Life tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Vampire Promotion. Hero promotion. Heroic resilience promotion.

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

Can learn:
Lord promotion.
Mage.


Mannfred von Carstein
On foot model. Requires Eternal life tech.
1 movement point. Strength 3 +1 death strength, can use metal weapons. Arcane class. Vampire Promotion. Summoner. Starts with Necromancy 1 promotion. Hero promotion. Heroic resilience promotion.

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

Can learn:
Mounted
Mage.
Warlock.
Aerial mount (zombie dragon)


Tilea
Spoiler :

Marie Varusla, Pirate Princess of Sartosa
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. Heroic resilience promotion.
Can enter foreign territory without open borders.

Starts with equipment item "Broach of Sartosa”
Gives Water walking, double moves in coastal tiles.

Can learn:
Champion
Lord

Borgio the Besieger (req leader not Borgio)
On foot model with catapult. Requires bronze working tech.
1 movement point. Strength 3, can use metal weapons. Siege class. Hero promotion. Heroic resilience promotion. +25% city attack. +35% withdraw chance. Can bombard city walls 10%.

Starts with equipment item "Borgio's Hand Mortar” 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.)

Can learn:
Champion
Lord.

With invention tech, gains:
Accuracy 1 promotion (improved wall damage)

With Cannons tech, gains:
Accuracy 2 promotion.


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.
Inquisitor

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

Can learn:
Mounted (warhorse)
High priest
Archpriest

With Tactics tech:
Flanking 1 promotion.

Dardelan, The Witch Hunter
Requires words of salvation tech
On foot, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion. Marksmen promotion. Inquisitor.

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

Can learn:
High Priest
Archpriest.



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. Heroic resilience promotion. Cause fear. Starts with Blitz.
Starts with equipment item "The Axe of Khorne" +20% heal after battle, ignores defensive terrain modifiers.

Can learn:
Champion of chaos
Favored of chaos


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. Heroic resilience 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.

Can learn:
Champion of venom.
Venom lord.


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. Heroic resilience 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.

Can learn
Champion of chaos
Favorered of chaos.

Promotion 1 (with slaanesh's pleasures tech):
Champion of chaos

Promotion 2:(with Chaos incursion tech)
Mounted on Steed of Slaanesh model
Mobility 1
Favored of chaos
+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. Heroic resilience 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.

Can learn:
Aerial mount (disk of tzeentch)
Mage
Sorceror


Ork
Spoiler :

Azhag the Slaughterer
On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Discipline promotion (quells animosity).

Starts with equipment item ???

Can learn:
Champion
Mounted (warboar)
Aerial mount
Lord.

With Monster monding tech, gains:
Cause terror.

Grimgor Ironhide
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Quell animosity. +20% withdraw chance [much cleaner than the alternative implementation of bodyguards]

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

Can learn:
Champion
Lord.




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. Heroic resilience 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.

Can learn:
Champion of venom
Venom lord.
Mounted (squig)
Shaman


Grom the Paunch
Mounted on Wolf. Requires horseback riding tech.
2 movement point. 4 strength, Can use metal weapons. Shock Cavalry class. Hero promotion. Heroic resilience promotion. Mounted 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.

Can learn:
Champion
Lord.


Khemri
Spoiler :

High Queen Khalida
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. 3 Strength +1 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.

Can learn:
Champion of venom
Venom lord.


Settra the Imperishable
On foot model. Requires Eternal life tech.
1 movement point. Strength 2+2 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. Heroic resilience 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)

Can learn:
Mounted (bone chariot)
Champion of chaos (yeah, its not chaos, but the effect we want is the same.)
Lord



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. Heroic resilience promotion.
[removed twincast, too strong with the lamp]

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

Can learn:
Elementalist
Elemental master
Aerial mount (flying carpet)


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. Heroic resilience promotion. Medic 1, Can cast Cure Disease.

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

Can learn:
High Priest
Archpriest



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, Heroic resilience 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 100%.

Can learn:
Mage
Archmage.
Aerial mount (pegasus)


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

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

Can learn:
Champion
Lord

 
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 ninjaed me. Will edit above keeping this in mind.
So, I should include the Tech requirement for each generic promotion with the promotion, then I can just write "can get champion" promotion in the hero if that hero is eligible.

I think minor things like training and such could be added as tweaks later to buff weak heroes and nerf stronger ones, but we will get the main stats and powerful effects done now. Will need some playtest, there are just too many here.
 
PROBLEM:
How will this work for channeling?

I need to be able to give different heroes the channeling 2 promotion at different techs. The civs can't all research the same techs, or use different techs to get their magic.

Can I still have promotions given to particular heroes with particular techs?
 
if its necessary we can make new promotions for channeling for heroes that cant normally access it (ie Sylvania), with identical effects just differen names and tech requirements.

also fantastic work there Mimic :)
 
You ninjaed me So, I should include the Tech requirement for each generic promotion with the promotion, then I can just write "can get champion" promotion in the hero if that hero is eligible.
hiyahh! :ninja: yes, any tech or resource requirements remain consistent, and then specific units can be made eligible or not. Also there's no need to have generic Aerial Mount or Mounted promotions if a set of specific ones (Griffon Mount, Dragon Mount, Warhorse, Cold One Steed etc) are given.

Maybe it's best for at least some of the Hero promotions (esp the generic strength ones like Champion etc) to be earned through XP as usual (they could still have the tech prereqs if desired); if getting all of the Hero promos for free, people will load up on generic unit promos like Medic and City Garrison not really suitable for WH Heros. Are we planning to have heroes earn 1XP/turn to 100 cap a la FfH Heroism, or just spellcaster heroes earn this through Channeling?

BTW how about "Assassin" and "Master Assassin" instead of Venom Champion/Lord.

How I need to be able to give different heroes the channeling 2 promotion at different techs. The civs can't all research the same techs, or use different techs to get their magic
I thought you were planning to create new magic techs enabling Mage and Archmage level casters, if so you could use these techs to enable Channeling. Otherwise if you really need to grant free Channeling at different techs, sounds like a job for python. EDIT: P_L is right as well, it would be possible to grant a new promotion with the same effects as Channeling if you really need to.

It sounds like these heroes are being planned to appear a lot earlier than FfH heroes, like right at the start of the game. Is the build cost also going to be low? If you're concerned to help save the AI from burning through one life too quick, might be better to hold off till at least the early midgame. Alternately, if you have one Lesser and one Greater hero per civ, you could make the Greater one buildable midgame; one-shot Immortality on each of those is more than enough chances for anyone.
 
Finished the edits as best I can, there are a handful of units that have some extra issues, and the channeling/spell slot issues can be problematic.

I think all mounted units can use the same promotion and all aerial mounts can use the same promotion, they just trigger different art upgrades for different heroes. The differences in mount can be purely cosmetic.

Assassin I think can have too many connotations with the Marksmen promotion for FFH, and assassin in Warhammer tends to mean anti-hero. I agree that "Venom champion" is very clumsy, so alternatives would be appreciated.

I had assumed heroes were all getting the +1 xp per turn from the hero promotion.

The problem with having some of the promotions *not* be free is that you could be punished by gaining levels and promotions before you meet the requirements.
Eg suppose your hero gets to level 10 or so before you get to military discipline tech; then you won't be able to earn the Lordship promotion without reaching level 11, which could be really hard once you're above the 100xp cutoff, particularly if you're stuck at the lower strength level.

THe point of providing channeling is that channeling is a requirement for other magic promotions.

So for eg, Morathi with channeling 2 and dark magic 1 and 2 could also choose to spend normal promotions on getting Lore of death magic 1 and 2.
Lore of death magic 1 should require Channeling 1 AND [dark magic OR high magic].
Lore of beasts magic 1 should require Channleing 1 AND [high magic OR lore of athel loren 1].
etc.

And then Lore of death magic 2 requires Channeling 2 AND lord of death magic 1.

So the point of channeling was to allow the casters to diversify and upgrade as the player decides while using the existing uprgade requirements.

I wouldn't say "right at the start". It will probably be 50 turns before you get to Warfare tech, or any of the other tech requirements. But yeah, I thought the intention was to have these available pretty early. Basically at the same time as the tier1 units, or slightly after. We could easily push them one tech forward if you wanted, to military discipline rather than warfare.

But anyway, take a look at post 101 and then consider from there.

Lesser and Greater would require a ton of redesign, and I am too burned out right now, so if you really want that, mention it again in a few days. :)
 
That looks good for now; hopefully we can playtest using one or 2 relatively standard heroes per faction & further detail can be figured out later.

THe point of providing channeling is that channeling is a requirement for other magic promotions.
Hm.. in that case, you obviously wouldn't be able to substitute a new promotion with a Channeling effect. You could try to tweak the requirements of the original Channeling so that Morathi and other needed Heroes could be eligible to buy it; otherwise, probably a python thing.

I wouldn't say "right at the start". It will probably be 50 turns before you get to Warfare tech, or any of the other tech requirements. But yeah, I thought the intention was to have these available pretty early. Basically at the same time as the tier1 units, or slightly after. We could easily push them one tech forward if you wanted, to military discipline rather than warfare.
Eh, I'll leave it up to you and we can see how it playtests. My thought was that Heroes will be definitely the most powerful unit in the early game, and human players will be better at using them for an early advantage than the AI.
 
So how do multiple heroes get the Warhorse and Griffon promotions? UnitPrerequirement doesn't work in PromotionInfos :(
 
So how do multiple heroes get the Warhorse and Griffon promotions? UnitPrerequirement doesn't work in PromotionInfos :(

Maybe we could use <PrereqTier>?
 
My thought was that Heroes will be definitely the most powerful unit in the early game

Well, at level 1 they have basically the same stats as an axeman warband or horseman warband, except that they have the hero promotion.
But I'm definitely not fixed on where they should be. Leave it for now and playtest is probably a good idea. Its definitely possible that the AI would use them like FFH Lucian, who always seems to get killed off in an initial rush attack.
Though I think it *would* be pretty cool if at least one of the AIs (ork or Kurgan) basically adopted this tactic; rush their hero and melee units and try to blitz a neighbor.

@mimic
One idea (and I know nothing about xml) would be to make all the generic promotions available at tech X to anyone who has the hero promotion, and then specifically block for each hero all the promotions that they *can't* get.
Kindof clumsy though.
 
Mimic, my take from the MMGFF (great documentation xienwolf!) is that promotions can be set up to have standard criteria (like TECH_STIRRUPS and BONUS_HORSE for Warhorse); and specific unittypes can be made eligible or ineligible to get them by using <PrereqPermission> in promotionsinfos and <AllowPromotions> in unitinfos.

Edit: Wait, even easier. You can simply set eligible unittypes using <PrereqUnits> in the FF promotioninfos.
 
An alternative for the Archmage issue is to create a Warlock promotion that is identical, but comes with Arcane Mastery, and a Chaos Master promotion that is identical but comes with Chaos incursion.

All civs will be able to learn *either* arcane lore OR arcane mastery OR chaos incursion.

Its also not that important for the mage heroes to be able to pick and choose their magics.
We could just hardcode in all their magic access. This would remove the need for heroes to gain channeling higher level channeling promotions.

We would still be faced with having to give them the promotions for the spells at the right places though.

Can we add three OR promotions into a promotion requirement?
Another alternative would be to have a Mage promotion that gives +2 strength instead of using Champion, and then use the Mage/Archmage/Warlock/Chaos Master as OR requirements for particular magics, and have Mage/Archmage/Warlock/Chaos Master give a free promotion.

So for example:

Currently Ariel is a mage caster who needs to access Wood Elf and Beast magic.

Ariel
Spoiler :

Requires lore of athel loren: On foot model (with wings), 2 movement, 4 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. Hero promotion. Heroic resilience promotion.

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;.

Can learn:
Champion.
Archmage.

With tracking tech, gains:
Channeling 2. Lore of Athel Lore 2, Lore of Beasts 1.

With Monster Bonding tech, gains:
Channeling 3, Lore of Athel Loren 3, Lore of Beasts 2.


One way is to use python to add the lore of athel loren and lore of beast promotions at the apporpriate techs.

Another way would be to have Ariel start with Lore of Athel Loren 1 and Lore of Beasts 1, and no channeling.
Then she gains the Mage upgrade with some tech (probably Feudalism) which gives +2 strength and +1 free promotion.
And the we make the Lore of Athel Loren 2 tech require Lore of Athel Loren 1 AND [Channeling 2 OR Mage]
And we make the Lore of Beasts 2 require Lore of Beasts 1 AND [Channeling 2 OR Mage]

Then she gains the Archmage promotion with the Arcane Lore tech.
And the we make the Lore of Athel Loren 3 tech require Lore of Athel Loren 2 AND [Channeling 3 OR Archmage]
And we make the Lore of Beasts 3 require Lore of Beasts 2 AND [Channeling 3 OR Archmage]

This would let us basically achieve what we wanted using only the promotion system.

But it requires promotions to be able to have X AND [Y OR Z] as requirements.

Similarly, we would have:
Mannfred von Carstein
Spoiler :

On foot model. Requires Eternal life tech.
1 movement point. Strength 3 +1 death strength, can use metal weapons. Arcane class. Vampire Promotion. Summoner. Starts with Necromancy 1 promotion. Hero promotion. Heroic resilience promotion.

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

Can learn:
Mounted (skeletal horse)
Mage.
Aerial mount (zombie dragon)
Warlock


And we make Necromancy 2 require Necromancy 1 AND [Channeling 2 or Mage]
And Necromancy 3 require Necromancy 2 AND [Channeling 3 OR Warlock
 
Sure, that makes perfect sense actually - for the spellcasting heroes just use Mage/Archmage/Warlock/Chaos Sorceror promos instead of Champion/Lord etc, and add these promotions as OR prereqs for the appropriate magics. AFAIK the FF XML should be able to handle that through using <TechPrereq> along with several <PromotionPrereqOR>s.
 
Ok, cool.

Here then is a complete set of spell promotions.

(I forget the names of the winds of magic, so I will just use Lore of X; similarly I will put Elemental Y to make these distinct from the colleges even if they end up being Y Magic; the intent should still be clear.)

Generic caster promotions (these promotions are applied for free to any hero or unit who is allowed to learn them as soon as their tech requirement is met.]
Spoiler :

Mage. +2 strength, gives +1 free promotion. Requires Education tech.
Archmage +2 strength, gives +1 free promotion. Requires Arcane lore tech.
Warlock +2 strength, gives +1 free promotion. Requires Arcane mastery tech.
Sorceror +2 strength, gives +1 free promotion. Requires Chaos incursion tech.
Elementalist +2 strength, gives +1 free promotion. Requires Elemental magic tech.
Elemental master, gives +1 free promotion. +2 strength. Requires elemental mastery tech.
Shaman, gives +1 free promotion. +2 strength. Requires WAAAGH! tech.
Sigmar priest. Gives sigmar spells. Requires priesthood tech.
Liche priest. Gives khemri spells. Requires necromancy tech.



Magic promotions (these promotions are normal promotions with tech requirements and promotion requirements, and must be purchased like normal combat promotions when a unit gains a level.
Note that many units get around these pre-requisites by starting with the promotion automatically.

Elemental magic
Spoiler :

Elemental fire 1. Requires [Channeling 1 OR elementalist]. Requires Master of Fire tech.
Elemental fire 2. Requires Elemental Fire 1 promotion AND [Channeling 2 promotion OR Elementalist promotion. Requires Master of Fire tech.
Elemental Fire 3. Requires Elemental Fire 2 promotion AND [Channeling 3 promotion OR Elemental Master promotion]. Requires Elemental mastery tech.

Elemental earth 1. Requires [Channeling 1 OR elementalist]. Requires Master of earth tech.
Elemental earth 2. Requires Elemental earth 1 promotion AND [Channeling 2 promotion OR Elementalist promotion. Requires Master of earth tech.
Elemental earth 3. Requires Elemental earth 2 promotion AND [Channeling 3 promotion OR Elemental Master promotion]. Requires Elemental mastery tech.

Elemental water 1. Requires [Channeling 1 OR elementalist]. Requires Master of water tech.
Elemental water 2. Requires Elemental water 1 promotion AND [Channeling 2 promotion OR Elementalist promotion. Requires Master of water tech.
Elemental water 3. Requires Elemental water 2 promotion AND [Channeling 3 promotion OR Elemental Master promotion]. Requires Elemental mastery tech.

Elemental air 1. Requires [Channeling 1 OR elementalist]. Requires Master of air tech.
Elemental air 2. Requires Elemental air 1 promotion AND [Channeling 2 promotion OR Elementalist promotion. Requires Master of air tech.
Elemental air 3. Requires Elemental Fire 2 promotion AND [Channeling 3 promotion OR Elemental Master promotion]. Requires Elemental mastery tech.


Winds college magic [Intention; college mages can learn only 1 path. Dark elves can learn Death, Shadow or Metal. Wood elves can learn Life or Beasts. High Elves can learn any.]
Spoiler :

Lore of Fire 1. Requires [Channeling 1 OR Mage] AND High Magic 1. Requires Lore of Fire tech.
Lore of Fire 2. Requires [Channeling 2 OR Mage] AND Lore of Fire 1. Requires Lore of Fire tech.
Lore of Fire 3. Requires [Channeling 3 OR Archmage] AND Lore of Fire 2. Requires Arcane Lore tech.

Lore of Death 1. Requires [Channeling 1 OR Mage] AND [High Magic 1 OR Dark Magic 1]. Requires Lore of Death tech.
Lore of Death 2. Requires [Channeling 2 OR Mage] AND Lore of Death 1. Requires Lore of Death tech.
Lore of Death 3. Requires [Channeling 3 OR Archmage] AND Lore of Death 2. Requires Arcane Lore tech.

Lore of Light 1. Requires [Channeling 1 OR Mage] AND High Magic 1. Requires Lore of Light tech.
Lore of Light 2. Requires [Channeling 2 OR Mage] AND Lore of Light 1. Requires Lore of Light tech.
Lore of Light 3. Requires [Channeling 3 OR Archmage] AND Lore of Light 2. Requires Arcane Lore tech.

Lore of Shadow 1. Requires [Channeling 1 OR Mage] AND [High Magic 1 OR Dark Magic 1]. Requires Lore of Shadow tech.
Lore of Shadow 2. Requires [Channeling 2 OR Mage] AND Lore of Shadow 1. Requires Lore of Shadow tech.
Lore of Shadow 3. Requires [Channeling 3 OR Archmage] AND Lore of Shadow 2. Requires Arcane Lore tech.

Lore of Metal 1. Requires [Channeling 1 OR Mage] AND [High Magic 1 OR Dark Magic 1]. Requires Lore of Metal tech.
Lore of Metal 2. Requires [Channeling 2 OR Mage] AND Lore of Metal 1. Requires Lore of Metal tech.
Lore of Metal 3. Requires [Channeling 3 OR Archmage] AND Lore of Metal 2. Requires Arcane Lore tech.

Lore of Life 1. Requires [Channeling 1 OR Mage] AND [High Magic 1 OR Lore of Athel Loren 1]. Requires Lore of Life tech.
Lore of Life 2. Requires [Channeling 2 OR Mage] AND Lore of Life 1. Requires Lore of Life tech.
Lore of Life 3. Requires [Channeling 3 OR Archmage] AND Lore of Life 2. Requires Arcane Lore tech.

Lore of Heavens 1. Requires [Channeling 1 OR Mage] AND High Magic 1. Requires Lore of Heavens tech.
Lore of Heavens 2. Requires [Channeling 2 OR Mage] AND Lore of Heavens 1. Requires Lore of Heavens tech.
Lore of Heavens 3. Requires [Channeling 3 OR Archmage] AND Lore of Heavens 2. Requires Arcane Lore tech.

Lore of Beasts 1. Requires [Channeling 1 OR Mage] AND [High Magic 1 OR Lore of Athel Loren 1]. Requires Lore of Beasts tech.
Lore of Beasts 2. Requires [Channeling 2 OR Mage] AND Lore of Beasts 1. Requires Lore of Beasts tech.
Lore of Beasts 3. Requires [Channeling 3 OR Archmage] AND Lore of Beasts 2. Requires Arcane Lore tech.


Elven magic
Spoiler :

Dark magic 1. Requires: Channeling 1 OR Mage. Requires Dark Magic tech.
Dark magic 2. Requires: [Channeling 2 OR Mage] AND Dark magic 1. Requires Dark Magic tech.
Dark magic 3. Requires: [Channeling 3 OR Archmage] AND Dark magic 2. Requires Dark Magic tech.

Athel Loren magic 1. Requires: Channeling 1 OR Mage. Requires Lore of Athel Loren tech.
Athel Loren magic 2. Requires: [Channeling 2 OR Mage] AND Athel Loren magic 1. Requires Lore of Athel Loren Magic tech.
Athel Loren magic 1. Requires: [Channeling 3 OR Archmage] AND Athel Loren magic 2. Requires Lore of Athel Loren tech.

High magic 1. Requires: Channeling 1 OR Mage. Requires High Magic tech.
High magic 2. Requires: [Channeling 2 OR Mage] AND High magic 1. Requires High Magic tech.
High magic 3. Requires: [Channeling 3 OR Archmage] AND High magic 2. Requires HighMagic tech.


Chaos magic
Spoiler :

Slaanesh magic 1. Requires [Channeling 1 OR Mage] AND Corruption of chaos tech.
Slaanesh magic 2. Requires [channeling 2 OR Mage OR Sorceror] AND Slaanesh magic 1. Requires Slaanesh's pleasures tech.
Slaanesh magic 3. Requires [Channeling 3 OR Sorceror OR Archmage] AND Slaanesh magic 2. Requires Slaanesh's pleasures tech.

Tzeentch magic 1. Requires [Channeling 1 OR Mage] AND Corruption of chaos tech.
Tzeentch magic 2. Requires [channeling 2 OR Mage OR Sorceror] AND Tzeentch magic 1. Requires Lore of change tech.
Tzeentch magic 3. Requires [Channeling 3 OR Sorceror OR Archmage] AND Tzeentch magic 2. Requires Lore of change tech.

Nurgle magic 1. Requires [Channeling 1 OR Mage] AND Corruption of chaos tech.
Nurgle magic 2. Requires [channeling 2 OR Mage OR Sorceror] AND Nurgle magic 1. Requires Gifts of the plaguelord tech.
Nurgle magic 3. Requires [Channeling 3 OR Sorceror OR Archmage] AND Nurgle magic 2. Requires Gifts of the plaguelord tech.


Other magic (incompletely designed)
Spoiler :

Necromancy 1. Requires [Channeling 1 OR MAGE]. Requires necromancy tech
Necromancy 2. Requires [Channeling 2 OR Mage OR Warlock] AND Necromancy 1. Requires necromancy tech.
Necromancy 3. Requires [Channeling 3 OR Warlock] AND Necromancy 2. Requires Necromancy tech.

Little WAAGH! Requires Shaman. Requires WAAGH! tech.
Big WAAGH! Requires [Little WAAGH! AND Shaman]. Requires WAAGH! tech.

Skaven magic 1. Requires [Channeling 1 OR MAGE]. Requires Magic of the Horned Rat tech
Skaven magic 2. Requires [Channeling 2 OR MAGE OR Warlock] AND Skaven magic 1. Requires Magic of the Horned Rat tech
Skaven magic 3. Requires [Channeling 3 OR MAGE OR Warlock]. Requires Magic of the Horned Rat tech

Gut magic. Not designed.
Old ones magic. not designed.
 
Post 101 updated; that is the one I will keep updated with edits.

The hero upgrades are now very clean; only a handful of heroes have issues that are NOT fully solved by the generic free hero promotion mechanic.
 
All right, I'll upload an updated pack of heroes (including karl Franz) within a few days, now I have a better idea of what to do.
 
one thing though ahri: human civs cant get high magic so making high magic an AND requirement for the winds of magic should be removed i think.

You might think that :)
But college mages automatically start with the level 1 promotion of their own college. So they don't need to be able to purchase the promotion as an upgrade.

The AND requirement is deliberate; it stops college mages from learning the level 1 promotion of other colleges. If I removed it, then a Fire mage would be able to learn death magic if the owner of the civ had researched that tech.

Continue to look closely at this for bugs, but there are a lot of subtleties that are actually intended.
 
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