Awesome units you would like to play with a bit more

Arpymaster

Warlord
Joined
Nov 29, 2006
Messages
102
The one I would like to play more with is the Treant. Just summoning it isn't enough... I would like to build them and let them get xp

It's one of the most impresive units

Well, I have to say that the people doing units for this mod have improved so much the new units are also very impresive... the paladins, the werewolves (though I liked a lot the old "greater werewolf"), amurites, etc

:goodjob:
I love your comment "over 270 (or whatever) more units than the expansion"

One question, is it easy to use the editor to modify the treants to be buildable?
 
Yeah, pretty easy. The reaosn they aren't buildable is because their cost is -1. Set that to any positive number and they will be buildable. You will probably want to add a tech requirment too.
 
I love your comment "over 270 (or whatever) more units than the expansion"

Yeah, thats kinda a cheap shot on my part. I usually don't like be competitive with Firaxis, that statement could be taken to be a dig at Warlords (which isn't its intent) instead of an ad for FfH. But as I went through the metrics for FfH its unbeliveable how much has been done. We tend to focus on the next step and we forget about all of the steps that have been taken to get us where we are. Viewed as aggregate data it is a lot of work, and a lot of cool goodies for people to discover and have fun with.
 
I'd have to agree Paladins look amazing, I was quite quite happy when I first saw them, same with the giant spiders. And the war elephants, can't wait to see Meshabbir of Dis. Though I think Baron needs a new unit look, but hey he does look like a werewolf so its all good xP
 
Giant spider is great, and IMO it deserves almost as much fame as dragon. I dont know much about modeling but it seems that making it was hard. I would personally like more possibilities with animals. They get obsolete in mid game. There should be some more rituals like Natures Revolt to make them stronger.
 
Giant Spiders are great as are the Hill Giants. I play FfH on superlarge maps and the animals are still around at mid-game.

There are so many unique units in the game that look awesome but I think the "awesomeness" would be diminished if they became a common element in the game...too much of a good thing and all that. The only way I think this may work is if you have a specific building that is able to produce one unit every "x" turns. So for Treants, you would need to construct a building called "Forest Meeting Place", which is only available if you have an ancient forest in the city radius, which will produce a Treant every "x" turns...or something like that. That is what I did in my personal civ3 mod to add flavour but this mod has so much to offer as it is, I don't see a need for it.

Just my 2coins.
 
I have taken information from the druids (I almost never use them) so the treants will require the druid's building+fellowship

I'm still thinking if put as a requirement FRUIT OF YGRASILL (don't remember the correct name)...

The problem is they get no exp promotions...

And I'm afraid that all this changes will make them un-summonable, so it will be a crap for summoners.
 
just make an entirely new unit for them

copy paste their entire entry in the unitinfos xml file, and for the uniclassinfos xml file as well, and change the names of the unit and unit class (just add a 2 after the name), and leave the original unchanged.

then, change the unit Combat type for the treants from none to melee or siege.
 
so just copy the following and add it over the copied unit in the main file, the bolded parts (unitcombat_melee and the 2 at the end of the unit class and unit) are changed to allow them to gain XP and to make them a separate unit from the summoned ones, your other changes to make them require a tech and to give them a build cost arent included:
Spoiler :
<UnitInfo>
<Class>UNITCLASS_TREANT2</Class>
<Type>UNIT_TREANT2</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
...
 
just make an entirely new unit for them

copy paste their entire entry in the unitinfos xml file, and for the uniclassinfos xml file as well, and change the names of the unit and unit class (just add a 2 after the name), and leave the original unchanged.

then, change the unit Combat type for the treants from none to melee or siege.

unitclassinfos.xml is a different file? Or a page in the first?
Last night I created the Treant2 but got errors when loading the game. I think I forgot to insert it somewhere else, but could find the word treant on other pages to see where was the first included...

Man, it's not that easy to use the editor as I though. Probably because there are so many entries.
 
im talking about editing the actual xml files

you need to edit eh unitclassinfos.xml file as well to make a new unit. if you only make it in unitinfos.xml only you can only make a Unique Unit of an existing class, which would then require you to edit civilizatioinfos.xml to specifiy which civ gets that as their Unique Unit. easier to create a unitclass.
 
heres a patch on 0.16J that adds a treant unit class and unit, available with commune with nature, grove building, costs 160 production, and is a melee unit so it can gain meaningful promotions.

it involves:
civ4unitinfos.xml
civ4unitclassinfos.xml

look at the beginning of each file, thats where the new unit is added, you can see how it works and adjust that as neccesary. merely unzip it into the ffh folder and let it overwrite.
 

Attachments

Back to the awesome units you love to play with...

I've always loved the dragons, but I think it would be cool if there were a few lesser dragons that you can "call to you" using certain buildings.

Centaurs- I love the concept, could they be built on more as a few unique units instead of just one? Centaur archers, centaur swordsman, etc.

Kraken- awesome unit, just wich there were some more sea beasts for it to battle (leviathan?)
 
Centaurs will eventually replace the entire Kurio mounted line

Krakens-i personally wish they could attack land units on coasts, jus tnot move onto the coasts.
 
Thanks Sureshot!
 
Religion specific units- definatly a good thing, more would be nice

Minotaur- just a suggestion, there was a whole minotaur civ in FFH1 (I apologize if they are already in, I just haven't seen them or forgot them if I have).

Demons- another suggestion, more than a summoning unit, perhaps an Ashen Veil specific?

Sphinx- probably requiring Hero status of a Great Wonder
 
Centaurs will eventually replace the entire Kurio mounted line

Krakens-i personally wish they could attack land units on coasts, jus tnot move onto the coasts.

Is it possible to give them some sort of bombard ability? Perhaps not against cities, but only against units? I could see the kraken taking away a few unwary coastal soldiers, out for a swim perhaps? And then in the folly of trying to save those swimmers, an entire unit gets damaged?

Or, perhaps a 1 round combat situation? Where the kraken gets one round of combat against the shored opponant? Which would damage, but not destroy it - and prevent the kraken from moving ashore?

I understand and empathise with this desire.
-Qes
 
Lol QES is back to his normal insane amount of posting.

Ha.

This is to say that none were around to fill that void whilst I was away?
A shame and disapointment to all... I'm quite sure.

Still, much has changed since I've been gone, and with the dawn horizon of Erebus speaking in tones of fire and flame- I too have needs to express my joys - and also my questions and insights.

As a Developer - certainly you cannot begrude me my antici..

pation.
-Qes
 
Nobody is quite like you QES. :)
 
Back
Top Bottom