Adventurers

James009

Warlord
Joined
Nov 13, 2002
Messages
278
I think the Adventurer unit is such a great idea and concept, however, only one civilization, the Grigori, have access to it.

I have two question:
1) Is there a way that I can create a map script so that players start with an adventurer?
2) Is there any way to obtain an adventurer as any other race (random events, abilities... or something)?
 
Yes, I've gotten an adventurer from a dungeon/lair when I had a hero exploring it. Best day ever for my fledgling tribe of ne'er do wells.
 
I don't really know anything about mapscripts.

If you wish, you could edit add
Code:
                <FreeUnitClass>
                    <UnitClassType>UNITCLASS_ADVENTURER</UnitClassType>
                    <iFreeUnits>1</iFreeUnits>
                </FreeUnitClass>
in for each civ in CIV4CivilizationInfos.xml to make them start with free adventurer units.

Edit: Now that I think of it, you also have to remove all the
Code:
                <Unit>
                    <UnitClassType>UNITCLASS_ADVENTURER</UnitClassType>
                    <UnitType>NONE</UnitType>
                </Unit>
s. I really don't know why that is even there, seeing how adventurers cannot be built. I don't think it even stops other civs from getting adventurers if they have Grigori UBs in their cities.



You can cheat in worldbuilder

You can get lucky from exploring a Dungeon.


(In my version Grigori Heroes, i.e., adventurers who have been upgraded, can cast a spell that lets them turn back to adventurer units again, to choose a different upgrade path.)
 
(In my version Grigori Heroes, i.e., adventurers who have been upgraded, can cast a spell that lets them turn back to adventurer units again, to choose a different upgrade path.)

I've been noticing entropy in just about everything recently for some reason, especially with money, and this seems like an example... If you keep reverting back to the adventurer unit, and it still costs money to upgrade it, money is going to keep being lost... sorry, tangent.

But I agree, Adventurers are too valuable to be unique to one civ. Maybe if there were some way to give Grigori adventurers an advantage. Or we could bring back random hero promotions... that would work too. sorry, i'm tired... i blather when i'm tired.

edit: And I have a pretty uber adventurer story... As the Amurites, I started next to a dungeon. I was doing advanced start in the medieval era, so i was one tech away from Govannon. I explored the dungeon and got an adventurer. I had recently discovered that govannon's true strength lay not is his spellcasting, but in his teaching to spellcast (especially when considering that if you stay neutral, your druids can become Archmages after teaching rank I spells, and you can get pretty much free combat mages by training firebows, allowing them to get rank II of any sphere), so I upgraded my adventurer to an adept, got him combat V and twincast and upgraded him to an archmage. He pretty much was a one man army (with the help of summons of course). It rocked.
 
I knew about using Worldbuilder... I honestly do that every game (love the heroes) but I had no idea about the cave!

I don't really know anything about mapscripts.

If you wish, you could edit add...
<Unit>
<UnitClassType>UNITCLASS_ADVENTURER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>

(In my version Grigori Heroes, i.e., adventurers who have been upgraded, can cast a spell that lets them turn back to adventurer units again, to choose a different upgrade path.)
I think that's exactly what I was looking for!

Thanks Magister, I'll defiantly try that!

Also, what is your version where adventurers can switch classes? Thats sounds rather fun.

I tend to play on Orbis FfH mod now.
 
But I agree, Adventurers are too valuable to be unique to one civ.

Whut? Does that mean that every advantage a FfH civilization has needs to be as minor as possible, lest it becomes "too valuable to be unique?" Are you saying that strong civ-specific advantages should not exist?
 
Whut? Does that mean that every advantage a FfH civilization has needs to be as minor as possible, lest it becomes "too valuable to be unique?" Are you saying that strong civ-specific advantages should not exist?

I agree with this

I like adventurers being mostly grigori-specific

Although it would be nice to have a buildable wonder/ritual that grants the builder a single adventurer unit.

I think making all civs start with an adventurer would be a bit much. It would marginalize other troops, and severely penalize the early-rush nations like doviello.

that said, it's your modmod. happy modding :)
 
I concur. Adventurers are the main advantage that the Grigori have and in making Adventurers more common you devalue the main strength of the Grigori. I wouldn't mind all Grigori Great people to have a spell which costs 100 Gold and converts them to an Adventurer though.
 
Not quite true. That's FF only, and it's the adventurer promotion, not the unit. The promotion just gives you better results from exploring lairs.

Oh, thanks for correcting me. I was wondering why I hadn't seen Foxford in a while. :)
 
I concur. Adventurers are the main advantage that the Grigori have and in making Adventurers more common you devalue the main strength of the Grigori. I wouldn't mind all Grigori Great people to have a spell which costs 100 Gold and converts them to an Adventurer though.

I said that the Grigori adventurers need an advantage. I didn't want to take away the uniqueness of the Grigori, I just wanted to add more heroes to the game.
 
Ok, one more question. Anyone know how I can add an Adventurer into a map or mapscript while still using Advanced Build?

Perhaps under "BeginTeam" I can add something similar to what Magister suggested?
 
I said that the Grigori adventurers need an advantage. I didn't want to take away the uniqueness of the Grigori, I just wanted to add more heroes to the game.

Giving everyone a weaker version of adventurers takes away from the uniqueness of Grigori, just like giving everyone a weaker version of Crusade civic would take away the uniqueness of the Bannor, giving everyone a weaker equivalent of Vampires would take away from the uniqueness of Calabim etc.
 
Giving everyone a weaker version of adventurers takes away from the uniqueness of Grigori, just like giving everyone a weaker version of Crusade civic would take away the uniqueness of the Bannor, giving everyone a weaker equivalent of Vampires would take away from the uniqueness of Calabim etc.

I have to agree with Lone Wolf. Adventurers are super cool and I can see how you'd like to have them playable with your favorite civ (if it happens to not be grigori). but making them more common would take a large chunk of the uniqueness of the grigori and in my opinion do the game a disservice.

also, the whole "too valuable to be unique" argument makes no sense to me.

I would like to see the adventurer occurance not be tied to great people tho. I don't have any suggestions to implement that, I just think it doesn't make sense for the civ that produces adventurers, in effect has less great people than other civs.
 
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