Don't you dare. 'Sides, watching as my pikeman trounces a boar rider is kinda fun.
vxma said:
I would vote to remove the Plague. When I got the new biq and started a new game, I got Plague first turn and the first civ I met was also in Plague. Samitation is a ways off and it is just arbitary event.
If it came 150 turns into the game, it would be one thing, but so far it is right out of the gate.
Edit: BTW my next town got the Plague, even though I did not send any units to it. As soon as the borders touched, it hit.
Plague will be gone, the plague settings are probably in the BIQ causing this.
vxma said:
The tech tree shows Magic, but the advisor says to research Creatures, not listed.
Edit1: I see the game did not start the tech tree in the first age. I scrowled back two ages to see Creatures.
Edit2: It seems to always take me to the 3rd page of the tech tree. At least now I know what I am looking at.
The tech tree isn't set to go from era to era. Every era can be researched at any time. I haven't put the lines in yet (to connect the boxes), but each era is set to be Might, Magic, and Creatures. So w/e you go to the tech tree, it goes to the era that your civ is set in (which is either the 3rd or 4th era). This had to be done since the game uses 9 city graphics, and there is only 5 culture sets.
You should be able to research Magic though.... To research Magic or Might Heroes you need to research up to Creatures Level 1 through 6 at this time first. I did this temporarily because I haven't had time enough to test Heroes yet. AI seems to only build these units if they are available too early. This gives AI time to build it's creature structures first. Some changes will have to be made here.
Roland Ironfist said:
I take it back. My magic arrows have just been blown into dust by Duke Boragus.
I would say get rid of the Plague and civil disorder, though. They are a major hindrance in the earlygame.
Many huts are still using terms from Earth like "the Apache tribe". would you like a list of organizations in Antagarich to replace these terms with? You could have, "The Brotherhood of the Sword offer you a settler", and things like that.
I did put names of different tribes into the editor.

For barbs, I put locations of antagarich. Such as Azure Peaks, Tularean Forest, Frostpoint, etc. I'll have to find where else this may be.
EDIT: Something must have happened where the names weren't saved, I'll have to re-enter them with the next BIQ.
Can't really get rid of civil disorder completely. I could give the Palace ability of extra happiness to all cities. Since cities grow somewhat quickly early on, I have noted this to see what can be done.
vxma said:
Looking in the Concepts, the pedia and elsewhere, I do not find the mechanism to upgrade units. Pikes do not show an upgrade option after the Guardhouse is build. Is there a structure that is required?
The guardhouse and some gold, should be all I need to stay within the Homm world. BTW I can build Halberdier units.
The Castle is your main 'barracks' building. So you need to build Fort -> Citadel -> Castle. There are some other buildings that provide ability to upgrade also. The overhaul on Civilopedia is still taking place and I will add the info to the upgrades page.
It could be made to have the Fort give upgrades for units instead.
underpaid said:
I love this mod! Although I've never played HoMM, I still enjoy this mod a lot, I haven't played a fantasy mod for a while.
I think it's the castle that acts as a barracks, not the guardhouse.
Once you build a Fort (which seems to take the longest), the Citadel and Castle can be built after that a bit quicker. I initially made Castle give upgrades, so this way the AI is more likely to have a more diverse set of units, and not upgrade everything so quickly. It's always nice when there is more variety.
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A few notes from observations I have made. The AI usually seems to research Creatures, Level 1 and 2 units first before branching out. The AI will build it's creature producing improvements also pretty quickly.
I have found that doing the same is sometimes helpful to keep up with the AI. If playing on an epic map, the AI had Level 4 and 5 creatures around turn 225 (IIRC). I got attacked by the invisible Dendroid Guards of the Rampart in that test game.
Also note, scouts and workers can see invisible units. I did this, because Rogues are invisible and have HN. And they are an Advanced Barbarian unit. They can also be made available to the player by building the Thieves' Guild. To build Thieves' Guild, you need to build the Tavern, which requires that you get a Hero (Army) through successful combat with an elite unit; and the Army gained must be successful in combat. Tavern also lets you build Tavern of Might and Tavern of Magic to gain additional Army units.

It pays to go to war!