Great general mechanism from warlords?

Would you prefer Great generals generated by combat to the current Great Commander?


  • Total voters
    76
I quite like the great commander. Its a free army every time!

I remember having 2 stockpiled in my capital when I was attacked by Jonas. He bought along an army that would have completely wiped me out - but for me suddenly producing 2 giant armies of my own to counter it.

However, I can't recall ever using a great commander in a different way to recruit or golden age - attachment only seems good as a temp measure to provide a little bonus to exp speed before then using recruit.

It would be nice if the units recruited cuold be affected by what buildings are in the cities as atm I often get units I haven't even researched yet (and often with good reason)

It is not so good that great commanders are generated by points as this stops other GPs. But other than that I think they're fine.

That is quite interesting, because I almost exclusively use Commanders for attachment and for Command Posts :)

The only time that I used the Recruit Function was when I played an Organized Leader, but that was it.
 
I almost never use recruit, and when I do it is usually because I click it by accident. I usually join the commander to a unit for some xp farming, and them split it and make a command post later just before I start building a lot of units (if I'mnot organized). (I aslo often have the join cities as military instructor specialists from warlords/BtS, but that required some modmoding to allow)

I have always found recruit (and righteous cause) almost useless, because it tends to give a relatively small number of weak units. You don't get the free promotion of xp that building them would give you. I think it should take into account the buildings in the city where it is cast, and preferably give the promotions and xp as if they were built there. It would also be nice if the caster's xp was divided among the recruited units (granted, this matters mostly for Donal, not great commanders.)
 
Yeah I know what you mean.

A bunch of unexperienced 2 Axemen, 2 Archers, 1 Horsemen, 1 Chariot whatever with no mobility, no +40%, +X against special units etc... they are slow, they do not survive the first battle in FFH and you have to micromanage to upgrade them in the city with the appropiate building .. in short they are simply not worth the trouble.

But like you rightly said, Joining is ALL FUN. In the beginning you exchange the Commander between a bunch of state of the art-units.Always benefitting the least experienced one.
(Later .. much later .. you settle him, this becomes important when the Mages hit the stores.

Moreover ... One Comander is actually 2 Commanders :), because you can attack with the first unit, then you cast split and then you join with the next unit and attack with the same.Therefore 2 units have the benefit of 1 Commander :) :)
 
Yeah I know what you mean.

A bunch of unexperienced 2 Axemen, 2 Archers, 1 Horsemen, 1 Chariot whatever with no mobility, no +40%, +X against special units etc... they are slow, they do not survive the first battle in FFH and you have to micromanage to upgrade them in the city with the appropiate building .. in short they are simply not worth the trouble.

But like you rightly said, Joining is ALL FUN. In the beginning you exchange the Commander between a bunch of state of the art-units.Always benefitting the least experienced one.
(Later .. much later .. you settle him, this becomes important when the Mages hit the stores.

Moreover ... One Comander is actually 2 Commanders :), because you can attack with the first unit, then you cast split and then you join with the next unit and attack with the same.Therefore 2 units have the benefit of 1 Commander :) :)

I agree that using Recruit is a last ditch only way to get shock troops if you really need them.

Rod, I think when you split/join the Great Commander, you have to wait one turn before attacking. But, yes, you can move him back and forth between units...you just cannot attack twice on one turn using the same Great Commander. In fact, I don't think you can split the Great Commander from one unit with it that has already attacked.
 
Well, it seems we have finished this topic. Let me summarize then ;)

Regardless of the discussion on the actual abilities of the great commander (with prevailing opinion to keep it more or less as it is now) most of us seems to prefer the great general spawning mechanism. I know that there may be higher percentage of people liking GC as it is, just bieing content with current state thye do not see the need to vote... Well, but result is result :D

Too bad Kael said a few times that he doesn't like tieing great people to combat experience. However, it was before conversion to BtS so I hope he will soon see the truth in our words... :mischief:

Anyway, if not, it is perfect thing to do in a modmod. So, my question is: does anybody know what have to be changed to activate the spawning of the GG. The counter seems to work as intended (well, we should increase base xp needed, but that is another story), just nothing pops out.
Or, while asking such questions, any ideas how to get the year back in FfH? Not just the turns?

Kael or anyone with knowledge on what has been changed, if you read this please tell us what has to be done. I am not so good with python and SDK is currently simply black magic for me, but I will do my best ;)
Thanks in advance. And thanks to everyone that voted/expressed their opinion
 
I finally have found the way to bring great generals to FfH and decided to post it here to save some problems if anyone want to do it for himself. It took me a while to discover how to.

The answer is so simple that I dismissed it at first. All you need to do is just add great general unit to CIV4UnitInfos.xml and CIV4UnitClassInfos.xml (one of those may be enough) and also appropiate leader promotion in CIV4PromotionInfos.xml (or point to an existing one). This promotion is used to determine which unit it can be attached to, but great commander attaching method can be used instead.

Ok, that is it. I proclaim this thread dead ;) And going to look for a way to restore back year in FfH or enable displaing the turn of founding at cities/corporations/religions...
 
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