Heroes

I understand you already can... I was just saying that rather than have the unit perish, it should automatically be made to join its home city from wherever it is when its 'time has run out'. Then again, is it necessary? At a point, the unit has been strength obsoleted anyhow and there's little further use for it but to take it back to a city.

Though I must admit it wouldn't bother me either way because I use them for the city as soon as I get them.

I'd be against this. On obsolescence sure, but not on combat death. There should be a tension between whether you risk them in combat or save them for their buildings.
 
I wasn't suggesting combat death. It was a counter proposal to age death as we've been discussing here. I would agree with you regarding combat death - the risk should be real.
 
The_J just posted his modcomp version of dying heroes.

It adds two things

1 Add era reqiuirement to build hero
2 Hero can die after x turns whan that era ends

It is in BUG/WoC style now
http://forums.civfanatics.com/showpost.php?p=11948405&postcount=1150

Can we add this era requiremant to heroes during the long freeze please.
It is important from balance perspective?
 
The_J just posted his modcomp version of dying heroes.

It adds two things

1 Add era requirement to build hero
2 Hero can die after x turns when that era ends

It is in BUG/WoC style now
http://forums.civfanatics.com/showpost.php?p=11948405&postcount=1150

Can we add this era requirement to heroes during the long freeze please.
It is important from balance perspective?

No offense but i really dont like that idea, i like it better if a Hero could Upgrade to another Hero for that Era or what ever the genius' for modders /player come up with, but the dying part for me, NOT so much.
 
@strategy


I am not talking about dying heroes (it is optional just set turn timer to -1 ) but about
adding era requirement to build hero.

It will prevent for great farmer exploit to build obsolete heroes to have great specialists/achivements from them. That is the reason that i want to add it.
 
No offense but i really dont like that idea, i like it better if a Hero could Upgrade to another Hero for that Era or what ever the genius' for modders /player come up with, but the dying part for me, NOT so much.

I agree, the way that old heroes are dealt with currently is to have them become Achievements. That IMO should stay.
 
Guys

Did anybody read what I wrote.

This modcomp add era requirement to build hero. For ex leonidas can only be build on ancient era.
Now with great farmer you can build obsolete heroes and use them to build achivemets or city specialist
 
Guys

Did anybody read what I wrote.

This modcomp add era requirement to build hero. For ex leonidas can only be build on ancient era.
Now with great farmer you can build obsolete heroes and use them to build achivemets or city specialist

And you need to use a GP to do that (and an uncommon one at that), so I don't think that it's too OP.
 
GP? Great Farmers can be built on demand (albeit only one at a time)

This is the most broken feature if the game. I refuse to not limit myself to one every era, and even that is pushing it.

Please make them unbuildable, and only gotten on a one time basis for certain techs, events, etc.

Seriously, their effects are just as good as the other GP's with the hero stuff, and you CAN BUILD AN UNLIMITED AMOUNT OF THEM?!

Baffles me.
 
GP? Great Farmers can be built on demand (albeit only one at a time)

Plus the time to make only one item is a looooong time(turn times), from what i am seeing??
 
Quick Question about Great Farmers (V26p1): When I finally got him, I noted that I could only build resources that I already had access to. For example, I couldn't build Apples anywhere (north or south of the equator); and as I said I could only build resources that I already had, no new ones.

Is this correct, or is it some other limitation preventing me from creating the resources. I'll also note that the 'pedia entry for the great farmer makes no mention of the limitation on creating resources.
 
Quick Question about Great Farmers (V26p1): When I finally got him, I noted that I could only build resources that I already had access to. For example, I couldn't build Apples anywhere (north or south of the equator); and as I said I could only build resources that I already had, no new ones.

Is this correct, or is it some other limitation preventing me from creating the resources. I'll also note that the 'pedia entry for the great farmer makes no mention of the limitation on creating resources.

Thats is the way i designed it. At first it was that way, you could put any resource anyplace, but thats just pure-imbalance. Then we tried placing resource anyplace you wanted, well that didnt work either, because then you would lose the resource you were going to get in those tile areas. Then DH did a complete turn-around and redesigned it to better suit C2C. SO YES that would be your answer to if you dont have it you cant plant it etc, and the pedia is probably wrong because that was over a year maybe two now??:blush:

It probably does need another over-haul,since alot has happened since we first put it into the game. . .
 
Thats is the way i designed it. At first it was that way, you could put any resource anyplace, but thats just pure-imbalance. Then we tried placing resource anyplace you wanted, well that didnt work either, because then you would lose the resource you were going to get in those tile areas. Then DH did a complete turn-around and redesigned it to better suit C2C. SO YES that would be your answer to if you dont have it you cant plant it etc, and the pedia is probably wrong because that was over a year maybe two now??:blush:

It probably does need another over-haul,since alot has happened since we first put it into the game. . .

It's the advent of resource-in-vicinity triggered cultures that has made it over powered. Perhaps insteadif planting a resource it should be able to create a resource-providing building? That would still preserve it's original purpose of providing you a more reliable source of the resolves, without enabling any new cultures...
 
I dislike the idea of limiting heroes to eras because that assumes you will be ale to get the required culture in that era.

I would like to replace the Great Farmer with an espionage unit! In Sevo's "Faces of God" mod a unit is available which "steals" some resource (eg copper) and delivers it to a place in your territory. As long as the unit remains on the resource you have access to it. This is OK for metals but I have a different idea for plants and animals. Your spy visits a plot with a plant or animal resource you don't have and tries to steal some. If successful you get two special units back home which can plant the crop/herd and then they disappear. Naturally this wont be until the Enlightenment and soon after there needs to be some improvements in counter espionage. Resources in neutral territory would require an explorer to do the same thing.
 
It was a bit of mild/shocking disappointment. The primary reason I built him (though he's cheap, it takes him forever to plant something) was to get a 'missing' resource that wasn't on my continent that I needed to build a culture. Lacking that, the next best use I think is to plant a horse (or camel, or elephant) near a city you want to be able to build mounted units (another gripe of mine).
 
I REALLY don't like the idea of REMOVING the GF entirely! Although I do have some ideas as to how to make him a real GP eventually... And I'm not against another mechanic that can steal resources...

@ls612: I don't think the GF is all that OP... he takes forever and a day to complete his task so you can't get tooooo much out of him in any given game.
 
is it possible to convert the unit artstyles of the heros, to normal artstyles of several civilisations. i dont want to remove heros but we could use the artstyles more intensevly. its just waste of memory if we use an artstyle just ones in a entire game that can last weeks ore months. for example the artsyle of king arthur could also be the artstyle of the holy roman knights as well. we could have more diversification on the battlefield without consumption more memory
 
is it possible to convert the unit artstyles of the heros, to normal artstyles of several civilizations. i dont want to remove heroes but we could use the artstyles more intensely. its just waste of memory if we use an artstyle just ones in a entire game that can last weeks ore months. for example the artsyle of king Arthur could also be the artstyle of the holy roman knights as well. we could have more diversification on the battlefield without consumption more memory

Sorry for my assumption here, BUT i am not sure what you are saying, sorry. . .:blush:
 
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