Warlord [Modular] 2.7

Please rate the mod.

  • Amazing!

    Votes: 4 30.8%
  • Good Work

    Votes: 6 46.2%
  • Its OK

    Votes: 3 23.1%
  • Useless

    Votes: 0 0.0%
  • This Sucks!

    Votes: 0 0.0%

  • Total voters
    13

vincentz

Programmer
Joined
Feb 4, 2009
Messages
3,614
Location
Denmark
*** WARNING ***
Finding and locating BUGs in 2.7 is hard enough for Zappara without all the modmods.
Adding 4 or 5 modmods will make it nearly impossible. If you want to add this mod,
please do so at your own "risk". I'll try to help at the best of my abillity, but please
remember that I'm no Zappara ;)

See also : Warlords II

Greetings Warlords!

Yet another micromod for RoM 2.7 (WoC). Why? Because I wanted a hero/general that leads troops, not sit in a city (which was where all my great generals ended).

This one adds a buildable Great General type of unit, thou he's far from as powerfull as the Great General.
(Cannot get +2xp in city, cannot build special buildings, only gets 5xp instead of 20xp, only 1 move instead of 2)

Can max build 1 at a time. Can build another one after the first is joined with a unit.
Comes with Military Training. Basecost 100 (150 :hammers: at epic speed)
Graphics same as Great General.

Let the war.... begin....

installation : put WARLORD folder from rar into
...\Civilization4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Custom Units

Simple as that!

Added a reskinned warlord version so there is a difference in Great General created Warlords and Warlord created Warlords. (the golden are genrals and the silver/grey are warlords)
 
Great IDEA and great mod!! :goodjob: I was thinking about something similiar, but this solution is ideal :D
 
I think you are possibly making Johnny Smith a very happy man because you seem to ACTUALLY understand how WoC is supposed to facilitate modmodding! :goodjob: :D

I'm using all of your four 27T2 micromods so far (forest camp, agents, industry, and this one).

Looking forward to your budding modmodding skills to come! I especially love that you decide to work with Zappara's mod because it is, imnsho*, a best mod of Civ4 ever!

*In My Not So Humble Opinion
 
Thanks :)

Though, this mod is a little bit bugged as the counter will reset when the warlord is joining a unit. Meaning that instead of 5 national there is unlimited warlords, and the 50% resets too when joining so the price will go down to 150 :hammers: again (on epic). Dont know why I didnt caught this in my testing. Need to find a way to define a "joined" warlord. The mod still works though, and in my experience the price for the warlord will keep players/AI from spamming them (you can actually buy almost 4 axemen for the same price).
 
A new version (1.1) has been uploaded. Sorry for any inconvenience. The good news is it is compatible with earlier savegames. The bad news is there is no max#/civ counter for "joined" warlords and even if there were it would conflict with great general created warlords, thereby limiting them. Now its only possible to build or have 1 warlord at a time until he joins a unit. Then a new one can be build. etc etc.
 
no, unfortunately that wasnt effective as when the warlord joined a unit, the warlord as a unit seased to exist, therefore starting over from 0%. The best workaround I could come up with was the : only 1 build at a time. I have to look it over after a good nights sleep (usually helps).
 
Saw two files in your attachment section. What is the difference? Or am I too fast? *lol*
 
I just added a quick reskin, so its easier to see which warlord was created with a great general and which was created with the warlord mod. The reason why I put both versions was for people (like me) with low ram graphics (or slow internet connection) doesnt have to suffer extra.
 
Comming Soon : (hopefully, if everything works fine)

1 Warlord - Military Training / 0xp / 1move / cost 100 / 1 build at a time
2 Commander - Leadership / 5xp / 1move / cost 200 / 2 build at a time
3 Officer - Military science / 10 xp / 2move / cost 300 / 3 build at a time
4 General - Logistics / 15 xp / 2 move / cost 400 / 4 build at a time

+ A megapack with ethnic diverse warlords
(ie if you are zulu, you'll get an african looklike warlord and if you are japanese you'll get an asian looklike warlord)
 
Looks nice. Will try it out once a full 2.7x version is released. Do most people settle their generals in cities? I always attach to units.

One thing I always thought was silly in the original game is when you get a warlord as a civ, its random whom you get. I always thought it was better that the game check first to see if an available warlord from your civ is available before assigning a random one. IE if you are China and Cao Cao isn't used yet, you get him instead of another Civ warlord.
 
I think a lot of people use the Great Generals for their Military Production City. That way the starting units can have 20+ xp when they are "born". I know the AI does it. If you give the AI 10 Great Generals they will use them for 10 Military Instructors. Hopefully that will change with the 3.19 patch. Thats also the reason why I created the Warlord mod. Hopefully there will be more AI warlords running around. I'm currently testing a Warlords II mod that will take the warlord a step further.
 
... That way the starting units can have 20+ xp when they are "born". ...

That should be +2 xp per general not 20! Or do you mean 20+ xp in your military city with all the buildings, wonders etc.?

I mostly turn them into city dwellers in my military production city with one going to get a unit above level 6 so I can build the "West Point" national wonder in the same city. But then I usually only get 3 or 4 per game.
 
Yeah yeah, I mean +20 with all the bonuses (westpoint, barracks, archery range, etc etc). I also use the first to get to the buildings that require high xp.
Though lately I kinda changed strategy a bit. With all the military national wonders there is room for an AirForceCommand, Strategic Naval Base and GroundForces Military Base. With the generals spread out, the bonus wont be 20+ but more like 10-15xp/base. That way there is room for combatxp, so the units dont "loose" their xp when upgrading. Which brings me to another reason why I created the mod. I always ended up with a couple of units from ancient era that had 25+ xp and it always pained me to upgrade them and loose that xp. With the warlords mod I use them to upgrade those few ancient units for free and still maintain their hardfought experience. I usually get between 10-15 generals/game + the ones the AI have settled. Maybe because I play with agressive AI and minor civs.
 
... That way there is room for combatxp, so the units dont "loose" their xp when upgrading. Which brings me to another reason why I created the mod. I always ended up with a couple of units from ancient era that had 25+ xp and it always pained me to upgrade them and loose that xp. With the warlords mod I use them to upgrade those few ancient units for free and still maintain their hardfought experience. I usually get between 10-15 generals/game + the ones the AI have settled. Maybe because I play with agressive AI and minor civs.

You could always change the XML (GlobalDefines.XML) tag MAX_EXPERIENCE_AFTER_UPGRADE, other interesting ones are ANIMAL_MAX_XP_VALUE and BARBARIAN_MAX_XP_VALUE which limit the maximum experience you can get from winning against animals and barbarians :)
 
Yeah, but that would be "cheating" ;) I know it sounds stupid, playing singleplayer, but I never cheat (loading savegames if I loose a battle or putting in that extra land on sea in worldbuilder so that I can place a good city, Loading after loosing that first build settler to a wolf that came out of nowhere is not a option for me.)
I really like all the aspects that zappara has put into the RoM mod, and I very rarely change anything. What I do with my mods, IMO, is I'll add those two dices that hangs in the rearview mirror of that Lamborghini called RoM. Not changing the engine or the design. (well, I might have changed the gearing stages a little with the Vincentz View) ;)
 
I did not change them either however the R.O.M.E. mod does;). It also changes the number of national wonders to 5 and great wonders to 12. Which is reasonable given the number of each there are :) and if you add the three from GeneralStaff and set the Holy Shrines back to wonders so you can keep track of which ones you have built.
 
There is a mod BTS Heroes (Wonder Units) which limits a unit like a world wonder is a limited building. I have not looked into it but maybe you can use it for national units. Most of it is XML based but there is some Python code also. Don't know but it may give you some ideas that may help.
 
I think you should make your own megapack, don't you agree? You're doing some remarkable pieces of code, would be nice having it all in one package. Oh, name it Ultrapack or Superpack or Vincentzpack to not mix with Zap's extracivs megapack.
:goodjob:
 
There is a mod BTS Heroes (Wonder Units) which limits a unit like a world wonder is a limited building. I have not looked into it but maybe you can use it for national units. Most of it is XML based but there is some Python code also. Don't know but it may give you some ideas that may help.

Yeah I looked at it a while ago, but the problem is they cannot join with another unit like the great general. Actually my first mod for civ4 was to create a unit like that (Red October, only 1 World unit, Needed the Kremlin. Nuclear Sub gone MAD!).

The warlords II I'm working on will be a little bit different. This time he'll be a mercenary/gun for hire, but already have a small group of barb axe/spear (str5). He can then join another unit if he wishes to, loosing his merc status/xp. He can also be captured, which leaves him in the state of the first warlord mod. But only if he still has his merc status. Sometimes the barbarians will build this unit, so if theres a warlord knocking on your door, you might want to greet him ;)
 
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