Leaders

That seems like a good idea. I like it.

Notwithstanding the fact that we haven't come up with any traits yet...
I'll work on some suggestions, but I won't be able to post them until tomorrow evening, late.
 
I checked and the xml file has 20 names for Great Adventurers. I'm not sure whether I'd like to have that many though. If we are going this way, I would suggest making the adventurers slightly stronger and leaving it at 7.
 
EDITED OUT OUT OF STUPIDITY

I like the immediate + to strength (1 or 2 will depend on the average strength of units throughout the game), and they should get a major bonus from being equipped with a Silmaril or Silmaril+X item.
 
:P :P :P

/failure
 
That is a nice idea. What I didn't realize about the "king" units in FFH2 is that these are just the heroes for these civs and they only have one leader. So we still have to make it ourselves that the king unit is different per leader. As for the strength bonus and limiting them, that is a nice idea (although I would really like to have Celebrimbor in as he made the rings so is also an important figure, maybe the 8th "son"?)
 
Thinking of those king units dying, we can also say that when you lose your king unit, your leader never dears to leave is palace anymore and therefore you cannot build a new one, that way you don't have to lose your traits. The leader switching and the ideas for when there is only one I don't really like. It is possible however in BtS. The Revolution Mod does it.
 
We could put in Celebrimbor as an "8th Son", or we could leave in the Option of 2 Leaders to choose from.

Can we make it so that with the "Great Adventurers" you can only ever get 7? and thus only the sons? I really think that would make it more unique to this Mod, but it is only an idea.

I like your idea on the Leader refusing to leave the Palace anymore if you loose the King Unit and cannot build another (and thus not loose your traits).
 
I think we can make the great adventurers into a national unit with limit 7. But that would mean that if you have a city with only those adventurers as great person type, they will keep on not spawning anything until a slot comes available again. In cities with adventurers and something else (sage for example), they should automatically go to spawn sages. If I have the time I will run a game in FFH2 with the adventurers set to national unit of 2 and see what happens. Cities with only adventurer type GP they will definetly stall and count on into the minus (happened to me before in BtS when you play with espionage off and only have the great wall which gives a great spy, the city will keep counting into the minus until you build something which provides something else than a spy).
 
Any word on how this turned out for you Berenthor? We have just about finalized this list, so it would be good to know if this will work or not, or if we have to come up with a different idea.

Also, on the topic of Leaders for Feanor.

We could still have two Leaders. Feanor and Celebrimbor, if people would prefer that. This way we don't have to force Celebrimbor into the "Sons" idea, yet still have him in the game.
 
I still think Fëanor alone is better. I think Fëanor was way more important to the Fëanorians than Celebrimbor.
 
If we go with the "sons of feanor" idea (great adventurers) instead of heroes than it would be wierd to have the sons of feanor as heroes for Celebrimbor. Maybe it would be better to stick with one leader than and put him as a son. I didn't have the time to run a game this weekend. I'll try to do one this evening to see how it turns out.
 
Should we call them Heirs of Fëanor then?
 
Okay just finished two games to make sure it was not just me. Putting them as national units does not help. They just keep being born. Maybe there is another way to do this because it would really be cool. I don't know one yet, maybe others have suggestions. The national unit really does not work.
 
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