Hero Units?

CrimsonChaos

Chieftain
Joined
May 20, 2007
Messages
6
How do you program xml to make a "hero unit" and have it disappear after
it is built once? Is it some kind of special unit tag, or do you have to create
in its own special unit class?

Thanks! ;)
 
If by "have it disappear" you mean make it only buildable once, the go to the VIV4UnitClassInfos.xml file and set that unitclass's <iMaxGlobalInstances> to 1

So yeah, it has to be in its own unitclass. You shouls also probably edit the CIV4CivilizationInfos.xml to make all the civs you don't want to have access to this hero have a "NONE" set for that unitclass (assuming you wanted it to be a national hero, and not available to everyone).
 
You shouls also probably edit the CIV4CivilizationInfos.xml to make all the civs you don't want to have access to this hero have a "NONE" set for that unitclass (assuming you wanted it to be a national hero, and not available to everyone).

OR create an empty unitclass, which has NONE in its default unit. Then go to CIV4CivilizationInfos.xml and edit only one civ, chosen by you to have new hero, inserting info about your unitclass and replacing NONE value with appropriate data.
 
Actually, setting NONE to the default doesn't work in BtS. This is how it was done in Vanilla FfH, but now the game it checks and makes sure that the default unit exists before loading. Having the Default unit be none causes errors. Thus, they had to go to the new, less efficient method of making a default unit and setting all but one civ to have NONE in its place.
 
Just to keep from having a TON of unitclasses (1 each hero), couldn't you create a "Hero_Placeholder" unit and then give each Civilization a UU for that Unitclass which happens to be their Hero? Should reduce the number of unitclasses required for the files dramatically, but I suppose it might destroy the ability to display Hero units seperately in the Civlopedia...
 
Well it would also break some of the heroes unique effects as for instance, the barnaxus code upgrading golems is tied to the barnaxus unitclass instead of unit, same with donals not-dieing-when-requits code and loshas imortal code...
 
It would work except for one thing: only one civ would ever be able to build its hero. Once the first civ to builds its hero, then UNITCLASS_HERO is maxed out. This would be a huge disadvantage for civs with late game heroes.

If you didn't care about a civ being able to replace their hero when it dies, then you could create a single unitclass for all national heroes and make it a national unit with a limit of 1 per civ.

(it would also work if they decided to make heroes un-buildable, only obtained through events like in AoI)
 
(Why am I always the one who kills the thread?)

Another use for a bReplacable flag could be world units that can be rebuilt. Something like how religious patriarchs are now, but with new unit types instead of just a promotion.

Maybe each of the Arcane Towers could have a semi-unique supermage associated with it, like Lord of Alteration, Lord of Divination, etc., that only one civ could have at a time but can be replaced should you ever lose them. That way if you really wanted a specific mage but someone pulls the rug out from under you, you could hunt down and destroy their mage and free the slot up again. This could be a really interesting mechanic for arcane types.
 
I like the idea of the mages for each tower. But the replaceable tag wouldn't be needed really in terms of the heros, since it was already decided that my idea is not really needed at all (if it ain't broken....).

I imagine if they did implement a mage for the head of each tower, it would be just like the Perpentarch, a promotion available only to the most experienced mage.
 
what about giving a lvl 4 sphere spell to the 'meta-mage' of each arcane school ???

and the meta mage needing to be : 1 archmage or sorcerer,
have at least lvl 2 for each mana sphere of the arcane school, 2 at lvl 3, being the most experienced of those maintaining the conditions (thus not lich/not druid/not vampire lord/hero)

then "meta mage of X" promo gives :
-allows summoning
-allows sorcery
-allows summoned units stay 1 turn more.
-allows 1 super sorcey spell for the arcane school X (costs xp)
-allows 1 super summon for the arcane school X (costs xp)
-in a city, allows building of the "metamage tower of X" giving free resistance promo to X arcane school for unit produced, disabled when another version of the tower is build (if another civ build thakes the meta mage promo and build the tower elswhere) (using the tallest building mechanics)

only issues are to
-monitoring the promotions to know who can be applicants (5 promo needed per arcan school before being applicant to a school)
-monitoring the mage that have the promos for their xp
-avoiding that calabim always be the metamages with their vampiric-boosted-experienced-archmages/sorcerers.
-inventing "lvl 4 spell" for each arcan school...

the brainstorm was fun
 
Personally, I think a fourth level of magic would be nice. Of course, we would need to come up with good fourth level spells before we add the units with these abilities.


I would rather the "tower mages" be actual units, not just a promotion. Also, either summoners or Archmages should be able to become these units, so you have to choose between sorcery or summoning IV spells.

I also think the Amurites should get a new UU: The Cassawallawn. This would be an upgrade of an Archmage with access to all fourth level Sorcery spells. It would be a national unit with a limit of 1. It would need to be the highest level arcane unit in the game. (Perhaps it would be easier to create it with a spell than a standard upgrade. This would also allow for Hemah or Govannon the Cassawallawn)


Also, I would like to see the Patriarch added back as a unit with access to level 4 divine spells and a relations boost with civs of that state religion, but not with the holy war ability. (Although a spell allowing you to "convene a holy council," tied with an "AP" (which would need to be a religion specific like in BtS, seperate from the Overcouncil and UNdercouncil) would also be nice)
 
Tower Mages as units isn't tough to mod in now - have them require the tower in question and be world units (or national units, perhaps, depending on the abilities you give them) and you're off.

World Spells not enough for you, MC? :P
 
Nope ;)

I'll require level 4 spells, civ specific world spells, religion specific world spells, civ specific rituals, religion specific rituas.........
 
The tower mages are a great idea! It could actually give an incentive for building the magic towers. Like the chanelling 4 idea too.
 
I also think the Amurites should get a new UU: The Cassawallawn. This would be an upgrade of an Archmage with access to all fourth level Sorcery spells. It would be a national unit with a limit of 1. It would need to be the highest level arcane unit in the game. (Perhaps it would be easier to create it with a spell than a standard upgrade. This would also allow for Hemah or Govannon the Cassawalan

Awesome idea.
 
Cassawallawn means the leader of the magical army AFAIK, and that's already Dain their leader...
 
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