Moroi outdated?

loffenx

Warlord
Joined
May 6, 2008
Messages
267
First I'd like to thank the developers for a fantastic mod! I haven't had this fun with a computer game for a looong time. Beats the original by far.

i wondered though, is the Moroi made obsolete by anything, the Governours Manor for example? If so, anyway to undo this?

They used to make such nice food for my elite soon-to-be vampiric shadowriders, though now I can't seem to build them :(
 
They count as axemen, so champions would obsolete them (enabled by Iron Working I believe).
 
Champions for the Calabim are Vampires. So yes, Moroi become bosolete when you can build vampires.
 
That seems like it shouldn't be so; Vampires fill a different role from Moroi. Namely, Burning Blood makes Moroi into perfect suicide units, whereas Vampires tend to be powerhouse units that are few and far between due to the cost, both in hammers and population, to get them going.

I think I agree with the idea that has been put forth a couple times that unique units should in general never obsolete.
 
That seems like it shouldn't be so; Vampires fill a different role from Moroi. Namely, Burning Blood makes Moroi into perfect suicide units, whereas Vampires tend to be powerhouse units that are few and far between due to the cost, both in hammers and population, to get them going.

I think I agree with the idea that has been put forth a couple times that unique units should in general never obsolete.

Exactly my problem, some blood-boiled Moroi's are the perfect fix for a unit just a few xp's from lvl 6.
 
Dead easy to fix (even easier since the BtS conversion) - set bNeverObsolete (IIRC) to 1 for the Moroi.
 
i almost think vampires should be a mage UU, and vampire lords their archmages

Hmm, which tech takes longer to get to, Iron Working + Code of Laws or Sorcery? I think Sorcery is faster if you beeline it (Ancient Chants -> Mysticism -> Education -> Writing -> KotE -> Necromancy/Divination/Elementalism/Alteration -> Sorcery) than Iron Working (Ancient Chants -> Mysticism -> Education -> Code of Laws + Crafting -> Mining -> Bronze Working -> Smelting -> Iron Working), meaning that Calabim would get Vampires even sooner, and we all know that the moment Calabim gets a few well-fed vampires into the field it's pretty much game over.

I do have <bNeverObsolete> set to 1 for all units though, since losing the ability to build lower-level units is such a pain. It slows down my Mutation/Arena process too much when I lose the ability to build warriors or scouts :P
 
I would probably wait until .32 is released on the 23rd since chances are that it will overwrite the file you need to modify.

I know it's one of the xml files, but I forget the exact name, unit something. Try doing a search in the FFH mod directory for obsolete as that should find the appropriate files.
 
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 031\Assets\XML\Units\CIV4UnitInfos.xml

Using Replace All is probably the fastest way to it, although if you want to only make certain units not go obsolete you'll have to change their <bNeverObsolete>0</bNeverObsolete>'s one by one.
 
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 031\Assets\XML\Units\CIV4UnitInfos.xml

Using Replace All is probably the fastest way to it, although if you want to only make certain units not go obsolete you'' have to change their <bNeverObsolete>0</bNeverObsolete>'s one by one.

Ah great, thank you!
 
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