Adding Adventurers to all Races?

James009

Warlord
Joined
Nov 13, 2002
Messages
278
I really like the concept of hero units in this game and would enjoy seeing more of them. I'm curious as to how I can apply that aspect of the Gergori trait on to all the civilizations so everyone gains hero units.

A good alternative would be to increase the number of "Adventurer" units without going overboard.

Does anyone have any insight into how this can be done?

Ideas:
Grant each civilization a free "Unitclass_Adventurer" starting unit
Create an expensive but buildable Hero unit simular to the default Adventurer unit
Apply hero aspect of the Gregori civilization to all civilizations- Likely difficult

Why?
I enjoy the RPG aspect of this game and the Adventurer and Hero units really help explore that aspect of the game. These characters are your own, you build them up, and they are fun to play with.

Eventually, I'd like to have a mini-mod that focuses on player created heroes and leaders. Leaders who could run cities (like Administrators in the Total War series) and Heroes who can fight and lead your armies (like the Generals in the TW series).
 
I really like the concept of hero units in this game and would enjoy seeing more of them. I'm curious as to how I can apply that aspect of the Gergori trait on to all the civilizations so everyone gains hero units.

A good alternative would be to increase the number of "Adventurer" units without going overboard.

Does anyone have any insight into how this can be done?

Ideas:
Grant each civilization a free "Unitclass_Adventurer" starting unit
Create an expensive but buildable Hero unit simular to the default Adventurer unit
Apply hero aspect of the Gregori civilization to all civilizations- Likely difficult

Why?
I enjoy the RPG aspect of this game and the Adventurer and Hero units really help explore that aspect of the game. These characters are your own, you build them up, and they are fun to play with.

Eventually, I'd like to have a mini-mod that focuses on player created heroes and leaders. Leaders who could run cities (like Administrators in the Total War series) and Heroes who can fight and lead your armies (like the Generals in the TW series).

Make sure you balance the Grigori, though.

Best wishes,

Breunor
 
Interesting, but then Grigori would need entirely new mechanics to make them interesting again - this is not only balance reason, but balance is also very important in this case.
 
To allow other civilizations to get adventueres, You'd need to add some buildings or specialists to all civilizations that would provide adventurer points. You may also need to adjust adventurers to be available to all civilizations, not just Grigori. You might also want to change adventurers to allow priest upgrades and/or religious warrior units, to allow a full range of options for upgrades.

For free adventurer's at the start, you'd simply need to adjust each civilization to provide an adventurer as a free unit.

A buildable hero unit would simply involve creating a new unit, that started with the adventurer promotion, and cost a lot of hammers to build.

Balancing and adjusting adventurer's after this would involve adjusting the adventurer great person points of different buildings/specialists/whatever you use to give approximately the amount you want.


If you haven't modded before, all of this can be done using XML files of various types. Adjusting great person points would be through building, buildingclass, and specialist XML files. The new hero unit, and adventurer's as an all civilization unit if needed, would involve the unit and unitclass XML files. The starting adventurer would use the civilizations XML file. If you haven't done any XML adjustments before, check out various modding tutorial and thread, or take notepad++ and start looking/fooling around. Make sure you copy FfH into another mod folder to experiment with, though, to avoid having to redownload the base game.


Your more advanced ideas would involve learning some Python and/or SDK changes, if you don't already know how to do these, so looking up some tutorials for those. Python can be experimented on in Notepad++ as well, but the SDK is quite complicated to start adjusting blind, and you'll at least want to check out a compiler tutorial if you haven't done anything similar.
 
I had thought the same thing.

Adventurers do fit fantasy setting so perfectly that every civ should have this unit.

Grigori would keep balanced just having the unique Great Adventurer, obviously better.
 
My first thought would be to add an item similar to the building/promotion items, you build it at large cost, then pick it up with the unit. but it is unable to transform back to a building. therefore able to add it to any existing unit ( limit it to units with low exp?) classed as a wonder, once built it would be used, maybe class it as a national wonder ... how to teach the AI to use it though?

Edit: Though, in some modmod's adventure points are seperate from GP points .. could borrow that mechanic. In RiFE Maybe.
 
There is no need to make things so complicated imo.

IF we want adventurers for all civs without unbalancing Grigori we should simply make Adventurers units and no more UU.

Then Grigori has the unique Great Adventurer Personage.
 
I would like to see a potion of heroism. A one-time item that you get from a dungeon that gives the Hero promotion. Then you avoid the balance issue altogether.
 
It is a great idea but I don' t think it to be a replacement, rather an addition. ;)

It would allow for more specialized or unique heroes, based of which unit use the potion.

So long an archer could get a precision or distance bonus, a melee more strenght and so on.
 
How about a set of hero's for each race (human, elf ...) that any player can build?
 
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