Heroes

sorry just my bad english. i mean we have the unit artstyles of the heros. but we could use this artstyles for more than just for heros. the hero artstyles can be used as artstyles for regular units of different nations as well. for example the artstyle of the king arthur hero could be used as the artstyle of the regular unit holy roman knight.

yes a hero should be unique but we have maybe hundrets of them. every hero have its own unique artstyle and every artstyle consumes memory. but it is a waste of memory if this artstyle is needed just ones in a game. if we use the artstyles for normal units too the different nations military would be more colourfull and unique. i hope this explanation was better in need more english training
 
I finally got another Hero to add, but want input before i add her is what i have:



<TEXT>
<Tag>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_PEDIA</Tag>
<English>A combat medic is a trained soldier who is responsible for providing first aid and frontline trauma care on the battlefield.

Combat medics are officially known by a variety of names. In the United States Army, medics have often been called 68Ws since December of 2005. In the United States Navy, they are known as Corpsmen and fill the combat medic role of the United States Marine Corps, which does not have its own medical personnel. Combat Medical Technicians (CMTs) in the British Army are members of the Royal Army Medical Corps. The general NATO description is Combat Lifesaver (CLS).

In most armies, medics wear specific insignia, with a prominent Red Cross on a white background. Islamic countries use a red crescent instead while Israeli medics wear the Magen David Adom (a red star of David on a white background). These symbols signify to enemy soldiers that the medic is a noncombatant, providing medical care. For many years, most medics have carried at least a side arm (and now, frequently a rifle, carbine or submachine gun), to be used as a defensive weapon. Medical personnel may be armed, but may only use their weapons to protect themselves or the wounded and sick in their care. If they use their arms offensively (i.e. attacking or assaulting), or carry arms that qualify as offensive (such as a sniper rifle, machine gun or grenade launcher), they then sacrifice their protection under the Geneva Conventions. Generally, a medic holding his/her weapon is considered to be an armed, military threat. According to the Geneva Convention, knowingly firing at a medic wearing clear insignia is a war crime.

During World War II (and before the implementation of the 1949 revision to the Geneva Convention made it illegal), there was an unwritten law of ethics between Allied and German forces whereby soldiers would not knowingly fire at a medic treating a wounded comrade. This was in stark contrast to the policy of the Japanese forces, who regarded medics as primary targets, resulting in Allied medics removing or covering their insignia.
-WikipediA</English>
</TEXT>


Spoiler :
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:SO_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_FLORENCE_NIGHTINGALE</Class>
			<Type>UNIT_FLORENCE_NIGHTINGALE</Type>
			<UniqueNames/>
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			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
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			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE</Description>
			<Civilopedia>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
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					<PromotionType>PROMOTION_MEDIC3</PromotionType>
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				</FreePromotion>
			</FreePromotions>
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@SO:

Is there any other art that could be used for that? I don't like to duplicate art on two units unless it is unavoidable.

I just looked through all of saibotlieh female units and there are None that will work. . .
 
Simply recolor the texture file on him and he'd be good... The ranger plays too important a role to take him out over something as trivial as graphics.
 
Simply recolor the texture file on him and he'd be good... The ranger plays too important a role to take him out over something as trivial as graphics.

I completely agree.
 
Which is exactly why I am going to have to get rid of the ranger unit. Hydro made it exactly like the tracker unit even for people who don't have Single Unit Graphics.

You sure? I thought we fixed it so each unit was unique now in the tracker line.

EDIT: Yeah I found the conversion here. So yeah we did chnage some of them but never got around to fixing the Tacker and Hunter. So the Ranger is just fine graphics wise, its the first 2 units that need to be fixed since they look much too advanced for prehistoric. Also the Chaser could use some work too.
 
Here are some new changes i made to Florence N.(in red), i want to make her a Hero but i can only use Civilian, because of the Promotions i want to give her? Any ideas??

Spoiler :
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:SO_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_FLORENCE_NIGHTINGALE</Class>
			<Type>UNIT_FLORENCE_NIGHTINGALE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>[COLOR="Red"]UNITCOMBAT_CIVILIAN[/COLOR]</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE</Description>
			<Civilopedia>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<[COLOR="Red"]bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>[/COLOR]
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
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				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HOSPITAL_SHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AMBULANCE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
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			<PrereqTech>TECH_MEDICINE</PrereqTech>
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			<PrereqBonuses/>
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			[COLOR="Red"]<iCombat>10</iCombat>[/COLOR]
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			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			[COLOR="Red"]<iExtraCost>2</iExtraCost>[/COLOR]
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MEDIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
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			<bCtrlDown>0</bCtrlDown>
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			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				[COLOR="Red"]<FreePromotion>
					<PromotionType>PROMOTION_HERBAL_CURES</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>[/COLOR]
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			[COLOR="Red"]<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
					<RelationType>RELATION_SAME_PLOT</RelationType>
					<iAmountPerTurn>-20</iAmountPerTurn>
				</PropertySource>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
					<RelationType>RELATION_SAME_PLOT</RelationType>
					<iAmountPerTurn>-10</iAmountPerTurn>
				</PropertySource>
			</PropertyManipulators>[/COLOR]
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>

More suggestion/ideas??:)
 
Here are some new changes i made to Florence N.(in red), i want to make her a Hero but i can only use Civilian, because of the Promotions i want to give her? Any ideas??

Spoiler :
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:SO_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_FLORENCE_NIGHTINGALE</Class>
			<Type>UNIT_FLORENCE_NIGHTINGALE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>[COLOR="Red"]UNITCOMBAT_CIVILIAN[/COLOR]</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_RESERVE</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE</Description>
			<Civilopedia>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_FLORENCE_NIGHTINGALE_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<[COLOR="Red"]bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>[/COLOR]
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bRenderBelowWater>0</bRenderBelowWater>
			<bRenderAlways>0</bRenderAlways>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			[COLOR="Red"]<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_HOSPITAL_SHIP</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_AMBULANCE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>[/COLOR]
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_MEDICINE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>200</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
			[COLOR="Red"]<iCombat>10</iCombat>[/COLOR]
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			[COLOR="Red"]<iExtraCost>2</iExtraCost>[/COLOR]
			<iAsset>2</iAsset>
			<iPower>4</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>2</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_MEDIC</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC1</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_MEDIC3</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				[COLOR="Red"]<FreePromotion>
					<PromotionType>PROMOTION_HERBAL_CURES</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>[/COLOR]
			</FreePromotions>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
			[COLOR="Red"]<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
					<RelationType>RELATION_SAME_PLOT</RelationType>
					<iAmountPerTurn>-20</iAmountPerTurn>
				</PropertySource>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
					<RelationType>RELATION_SAME_PLOT</RelationType>
					<iAmountPerTurn>-10</iAmountPerTurn>
				</PropertySource>
			</PropertyManipulators>[/COLOR]
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>

More suggestion/ideas??:)

Use Sub combats?
 
Yes. Make her both Combat Classes. ;)

As per functionality given to us in the Combat Mod (this part is fully capable at this time although could still use a tweak in the display portion) you can give a unit multiple combat classes.

Directly under the <Combat> tag, add the SubCombat tag. I would do it like this:
Code:
<Combat>UNITCOMBAT_HERO</Combat>
<SubCombatTypes>
	<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
</SubCombatTypes>
 
Use Sub combats?

Yes. Make her both Combat Classes. ;)

As per functionality given to us in the Combat Mod (this part is fully capable at this time although could still use a tweak in the display portion) you can give a unit multiple combat classes.

Directly under the <Combat> tag, add the SubCombat tag. I would do it like this:
Code:
<Combat>UNITCOMBAT_HERO</Combat>
<SubCombatTypes>
	<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
</SubCombatTypes>

Fandamntastic news:goodjob:, whom ever did this thx. Now, how many SUB combats can ONE unit have then??
 
No limit. The combat mod as a whole will rely on this ability extensively. Additional Combat Classes may even be awarded to a unit via promotions!

Under Combat Mod structures, we're going to have units having a number of layers of combat class definitions.
 
No limit. The combat mod as a whole will rely on this ability extensively. Additional Combat Classes may even be awarded to a unit via promotions!

Under Combat Mod structures, we're going to have units having a number of layers of combat class definitions.

BTW, please PM me the details about what you and AIAndy came up with for the option, thanks.
 
I'll actually be posting the full explanation probably later tonight for all to read. I'll include some code examples to show you what's going on there too.
 
I'll actually be posting the full explanation probably later tonight for all to read. I'll include some code examples to show you what's going on there too.

Now that would be very useful, thx.;)
 
Are the heroes upgradable in any way, or are they intended to be "retired" as great military instructors when they are no longer competitive on the battle field?
 
For balance reasons we should

1 Cut off heroes ability to attack multiple times per turn

NIw we have ridiciulus situation where one hero can take down 22 pop city with abive 100% city defense in few turns. Hero conquare 3 units per turn and AI can built only one per turn. And on GEM you are able to get entire army of heroes (two or three per culture). They are powerfull enought without multiple attack ability.
 
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