BTS Heroes (Wonder Units)

Also, come to think of it, I've noticed that your mod has had a slight eurocentric slant - not that theres wrong with that, and its very understandable. I've just thought I'd throw out a couple of random ideas for some more "exotic" heroes:

- Guan Yu - Chinese hero of the Three Kingdoms, worshipped as a deity in later times

- Paladins

- Gurkhas - famous warriors from Nepal, so strong and fierce that even the British Empire used them in its armies

What would you recomend for bonuses over the standard unit. One unit I have been toying with was Sherpas, (not sure how I will incorperate it). Give them the ability to cross montain ranges and such.

Regarding the Page, if you can use it, by all means. I actually "borrowed" the code from FFH, which is actually confusing me, because in FFH they have the pedia page were I would like mine to be, however when I copy the code, it doesnt seem to work.

@ Cybah
Yea the Bismark was actually the first unit I made for this mod. (major reason why the Button is the same as the battleship, I never got around to changing it). I didnt want to give it a +25 or 50% vs other Naval, It would give the Bismark a 60 attack vs the 40 of the standard Battleship/Missile Cruiser, I thought it would be over-powering.
 
Foreign Legion: rifleman or marine unit
HMS Warrior: ironclad meets Frigate: ironclad that can enter ocean
Nimitz class carrier: stonger, bigger carrier (carry 5 units?)
Big Bertha: WWI artillery (Dicke Bertha in German): extra city attack
Little Boy: bomb droped on Hiroshima, free short range tactical nuke given to builder of manhattan project
Piet Hein's Neptunus: ship of Dutch privateer, stonger privateer that gets gold when it sinks ships?
 
I just looked at this concept of Heroes and really like it alot, is there anyway you can go thru everything and renmae the Heros to Heroes throughout the Text/python etc? And may i say, thank you every much for placing the Begin Heros / End of Heros in your python, i wish everyone would do their python that way.:goodjob: Wish you would do it in all of your extra stuff also.
 
Hey was trying to merge this in, and add in the concept of Legend units into my mod. I found this in the Pedia python files:

## BTS HEROS - START ##
if isWorldUnitClass(gc.getUnitInfo(self.iUnit).getUnitClassType()) == False:
## BTS HEROS - END ##

What does iWorldUnitClass refer to? I want to make sure that the legends I include, or add are defined as legends (heros), but I"m not sure how to define this for a unit, can't find it's reference anywhere else.

Basically what I'm trying to do is add in the functions where you get a notification that a unit is a Wonder Unit, but nothing else, I'd rather add in specific hero's myself, just trying to use your code and get it to work in my mod.
 
Hey was trying to merge this in, and add in the concept of Legend units into my mod. I found this in the Pedia python files:

## BTS HEROS - START ##
if isWorldUnitClass(gc.getUnitInfo(self.iUnit).getUnitClassType()) == False:
## BTS HEROS - END ##

What does iWorldUnitClass refer to? I want to make sure that the legends I include, or add are defined as legends (heros), but I"m not sure how to define this for a unit, can't find it's reference anywhere else.

Basically what I'm trying to do is add in the functions where you get a notification that a unit is a Wonder Unit, but nothing else, I'd rather add in specific hero's myself, just trying to use your code and get it to work in my mod.

I can't say for sure, but I assume it functions the same as isWorldWonderClass for buildings. Which classifies anything as a World Wonder if in CIV4BuildingClassInfos the <iMaxGlobalInstances> tag is used. So the same for units but in CIV4UnitClassInfos. isNationalUnitClass should refer to national units.
 
That would be cool, so just this tag:
Code:
		<UnitClassInfo>
			<Type>UNITCLASS_BISMARK</Type>
			<Description>TXT_KEY_UNIT_BISMARK</Description>
			[B]<iMaxGlobalInstances>1</iMaxGlobalInstances>[/B]
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>-1</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_BISMARK</DefaultUnit>
		</UnitClassInfo>
Is all I need to account for and the rest of the python code I merge will take care of the rest for me? I had to ask, because I couldn't find any relevant XML tag refering to "Hero" in the XML from this mod. If this is what it refers to, that would be great though.
 
What tom said is correct. the function just pulls out all the units that are classified as "World Units". They are defined with <iMaxGlobalInstances>. Basically the same as the Wonders.

also just FYI, I successfully edited the pedia and was able to move the Heroes Page between Units and Buildings. the update should be up before I go to bed tonight. Right now I am just working on a button.
 
Thanks for the quick response Edgecrusher. Unfortunately I have been unable to merge this with the Sevopedia that is used in BUG. Tried to just cut and paste the relevantly tagged python code, and while it doesn't cause any errors, there is no icon that shows up. Any ideas?
 
I am not familiar with the SevoPedia. I never liked the setup.

It might be with UnitPedia.py file. That file creates each individual page, the standard Pedia and SevoPedia have different setups, that might be the conflict. If thats the case I am not sure how to fix it. But you mention that it works without errors.

Regarding the icons. I dont believe I have defined any. the standard Pedia does not have icons for each category.

Edit:
One thing I am going to test the next time I actually play a game,... is having the Santa Maria be a "gift" to the first civ that discovers Optics. Thus this civ would have a jump in discovery/circumnavigating the globe. However, since all the Heroes are announced when they are built, The Santa Maria's creation would let everyone know a civ has discovered optics.
 
I just tried the Heroes comp and found out in the Civilopedia now, my Wonders do not show up??

Everything has moved up one slot? It goes from Buildings to Base Terrain, Terrain Features etc It says Wonder after Buildings but again all thats there is the Base Terrain etc.
 
Along the lines of your Paris Gun idea, though, I'd love to see the Helepolis ("City-taker"), the massive metal-armored siege tower built by Demetrius the Besieger to take Rhodes in the wars of the Diadochoi, from the scrap of which the Colossus of Rhodes was forged.
you could make it so you must defeat the helepolis before you can build the colossus and make the colossus much better (free exp for naval units built in the city and greatly increased vision range for the city plus 50% trade routes):goodjob:
 
It should be all set. I uploaded the Zip here.

just FYI, Its the same pedia that I have in with the National Wonders.

Mine just says Wonders, nothing about National etc????
 
The Spartacus unit is a Great General that has already been attached to a unit, which is actually a new unit called "Gladiator".
The Gladiator is unbuildable. The Gladiator is an Axeman with only +25% vs Melee, and 1 First Strike Chance. This may change, it was more to test out some concepts. I want the unit to be a "skirmisher" type unit. Weaker than a standard military, but to have some use. Every Combat Victory this "Spartacus" Unit wins, there is a 50% chance to "Recruit" an additional Gladiator. In this way, one can build an army of Gladiators, similar to the history of Spartacus and his uprising.


I toyed with the idea of making this a Barbarian Hero Unit, that will cause some problems for a Civ that build a Colosseum (not the first, a random one). However I felt it defeated the purpose of the Mod.

No that's a great idea, there should be more penalties/prizes and interaction at home for our actions in the game. Slave states have escapees. Bandits could spring up for countries drawing high level of trade revenue, and Rebels where you have multiple religions/cultures. This balances more powerful states.

I'm working on a Great Generals list with individual ratings that grant special abilities, and are associated uniquely with their particular culture. And if you upset them enough, or go against their basic alignment; they may be receptive to counteroffers from other states. This could be on the basis of religion, acts of atrocity, casualties, or regional loyalty to their home town. Great Generals should be able to pull coup d'etat after excessive casualty rates, but they don't become your enemies, it just means the AI takes over some of your armies till the general dies.

Individual units should have names after the city they come from. When a city's units win, war unhappiness goes down and unit production up. When they lose, it first stimulates an aggressive response. If they continue to lose, the city may simply withdraw from the war effort, meaning the city and its cultural boundaries becomes a neutral state, until something else changes.

Each nation should have a different leader for each era, and become represented by succeeding dynasties each with their unique units for each era, : Ancient - Bronze Age - Classical - Imperial - Medieval - Renaissance - Gunpowder - Industrial - Modern - Near Future.
Cultures may not have a unique dynasty for each era. Example: Greek
Ancient - Bronze Age - Classical - Imperial - Medieval - Industrial.
Dynasty: Minoan-Achaean-Classical Greek-Macedonian-Byzantine-Independent Greece.
Units: Cretan Archer & Greek Bireme - Hoplite & Peltast - Trireme & Spartiate - Phalangite & Companions - Cataphract & Fire Dromon - Evzone & Averoff (cruiser).
And in each era, your empire can revolt against you entirely. This only happens with excessive losses in battle, extreme unhappiness, or having your units on strike two turns in a row, or some combination of these. At this point the AI takes over and tries to fix the mess you are in, while your direct control is limited to the capital and any units in its cultural boundaries. But you still get to choose civics, research, alliances, and religion. After a time, you may regain control of your empire, or by the next era, but civilizations did not evolve without civil wars.

I know this is a pretty tall order- and it would be hard to do for every civilization, but would be ideal for a Classical, European, Far East or Old World scenario.

Finally, nearly all ships should carry at least one unit, and naval battles up to the gunpowder age need to include the boarding maneuver. Those ships with more units have a better chance of defending or capturing the enemy ship in a boarding attempt.

I think the concept of taking prisoners would be great, when the disparity between unit strengths in battle is too high. These can be kept as slaves or returned for money and favours.

And dynastic marriages are a way to improve your standing with other empires. If you are trying to curry favor with an antagonistic power, a small dowery is required. This improves the attitude of the state towards you, as well as any of its great generals. Failing that - you can also offer hostages (great people) for a promised behaviour, returned when the terms are met, such as ceasefire for 10 turns, declaration or cessation of war with other parties, adoption of religion. If you renege too soon you lose that hostage to the other power.
 
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