oops, sorry for the mistake on the Montfort. thanks for the corrections, arian. i'll dl it asap.
as for the hashashin's stats. my current idea is to make them an invisible unit that will be reuseable like spies. however, my plan is NOT to make them like regular units. ideally, they will be able to perform an assassination mission against special non-combat units... but what do i mean by that?
let us consider Medieval 2: Total War. assassin's assassinate generals. currently, the only generals are Great Generals in BTS. i plan on changing that. Kailric dabbling in making code that will allow some sort of passive promotion conferrence to other units in a stack. i would like to add this ability to Great Generals as well as a new General unit I plan on making. what i want is to make the unit add his own promotion bonuses to all other units in a stack. multiple Generals in a stack, however, do not have additional bonuses, with only the most experienced affecting the stack. a Great General that joins a unit loses the ability to confer bonuses. assassinating these guys is a good thing, therefore.
in M2:TW, u can also assassinate princesses, diplomats, priests and inquisitors. Civ4 has missionaries and i can include inquisitors, as they have exist in a modcomp. you can also assassinate spies and merchants. in Civ4, there are Great Merchants and i will also be making Pilgrims and Merchants in the future--both with the ability to add a small chunk of change by going to foreign cities (where the Pilgrim must go to the Holy City).
so now the Hashashin will be a very special assassin available only to Muslim Civs. i will give them added bonuses to be better than a run-of-the-mill assassin (the Assassin unit, i will probably make way down the road). only spies and other assassins can see him. he can perform an Assassinate Mission on Great People, Generals (to be made soon), Pilgrims (upcoming), Merchants (down the road), Diplomats (down the road), Missionaries, and anything else that doesn't do combat that would be considered "SPECIALUNIT_PEOPLE". there will be an assassination chance. success means the assassin remains and the unit is instantly erased. failure means the assassin might die.
there appears to be no completely satisfactory way to determine success since that would incur having to modify a number of things. the easiest method would be set a flat chance for success, though certain factors can be taken into account easily. factors like whether or not the unit is with other combat units, spies, or in a city with or witout a castle or citadel.
anyway, all this is what i would like, but this requires coding. as i know only one coder, this may take a good deal of time to come to fruition. however, the code, i think, will be fairly simple.