Request for mod from expansion:

Xanikk999

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Forgive me if this has been asked. If its been asked you dont need to go into a great discussion with me.

But could you try to incorperate the warlord as it is in the warlords expansion instead of the great general we have now? If thats possible and not to much trouble i think we all would like that. :)
 
I dont apprecaite having my brains eaten. It puts me in a foul mood, just for future referance Xanikk.
-Qes
 
QES said:
I dont apprecaite having my brains eaten. It puts me in a foul mood, just for future referance Xanikk.
-Qes

Hehe it took me awhile to figure out what you were talking about, i forgot about the link in my sig. :D
 
They allready agreed that they wouldn't. I support this as I don't think that the advantages are worth the cost of a full priced expansion pack.
 
Tortanick said:
They allready agreed that they wouldn't. I support this as I don't think that the advantages are worth the cost of a full priced expansion pack.

It was my understanding that kael was going to incorporate some of the things from the expansion? Of course not the whole thing.

But if not this then what are we getting from the expansion? :confused:
 
Yeah we are backreving the things that wopuld work well for FfH and are easy to backrev. I certainly dont mind recommendations for things from warlords that you would like to see, I'll check them out and see if it can be done.

I cant do the neat graphical effect of seeing the warlords in the group (man I love that effect, I would use it to make imps join with mages, mmmm).

But I can probably make the great commander distribute the 20 xp to the units in the stack.

I can probably make it joined to a unit as a promotion and have it grant free upgrades and allow access to special promotions if they have it.

Hmm.. I could probably make it so you could join the great commander with a unit, the unit would gain a benifit why he is with them (maybe increased strength and xp gain) and also allow the commander to be seperated from the group whenever you want. So you could break him and use him for a recruit, sac for fast xp or join him with a different unit.

May be interesting.
 
Aren't warlord GC's generated differently, by XP gain? That's what I read awhile back. That could be useful, but then again, They be covering the ground like wildflowers in most FfH games between barbs and Hero/arcane points, etc.
 
Nikis-Knight said:
Aren't warlord GC's generated differently, by XP gain? That's what I read awhile back. That could be useful, but then again, They be covering the ground like wildflowers in most FfH games between barbs and Hero/arcane points, etc.

Ahh.. your right. Yeah, I dont think I would want to tie a GPP to xp gain in FfH.
 
Warlords don't trigger from barbarian xp. It'd be easy enough to exclude mage/hero xp as well, I'd think. Just add in a function to the unit combat that checks for vs barb and if not adds the xp to the civ's great general pool.
 
Kael said:
Yeah we are backreving the things that wopuld work well for FfH and are easy to backrev. I certainly dont mind recommendations for things from warlords that you would like to see, I'll check them out and see if it can be done.

I cant do the neat graphical effect of seeing the warlords in the group (man I love that effect, I would use it to make imps join with mages, mmmm).

But I can probably make the great commander distribute the 20 xp to the units in the stack.

I can probably make it joined to a unit as a promotion and have it grant free upgrades and allow access to special promotions if they have it.

Hmm.. I could probably make it so you could join the great commander with a unit, the unit would gain a benifit why he is with them (maybe increased strength and xp gain) and also allow the commander to be seperated from the group whenever you want. So you could break him and use him for a recruit, sac for fast xp or join him with a different unit.

May be interesting.


But don't forget to set it so that attaching and detaching a commander to a unit multiple times doesn't give free xp or too many free promotions...


BTW any chance of the tech conquest or cultural decay mods being incorporated?
I would love to see the tech conquest...
If for nothing else then for the hippus... for being a nomad civ, they should contain some research boost... also are you going to implement the camp/city as in warlords for the hippus?
 
Moon Hunter said:
But don't forget to set it so that attaching and detaching a commander to a unit multiple times doesn't give free xp or too many free promotions...


BTW any chance of the tech conquest or cultural decay mods being incorporated?
I would love to see the tech conquest...
If for nothing else then for the hippus... for being a nomad civ, they should contain some research boost... also are you going to implement the camp/city as in warlords for the hippus?

I read the writeup on the cultural shock mod and Im not getting it. I see that it effects the culture in an area so it seems like if you lost a city and then got it back it would be at a significantly lower culture rating. But what is the real game value of adding the mod?

I dont have any plans to add the tech conquest mod. Warmongering is rewarding enough, warmongers shouldnt be able to recieve a tech advantage as well.
 
I can't remember which mod it was in...either Sevomod or Total Realism...but they had incorporated a great leader which seemed to spawn based on amount of xp gained by one unit in a single battle. This was a couple of months ago, so I am pretty sure it wasn't Warlords derived. I don't know the exact mechanics, but I think that something along these lines might be reasonable:

Spoiler :


Great Leaders are generated when one unit gains an excessive amount of experience in a single turn. (I don't know what value this should be or if it should require more as the game progresses). I would imagine a lone archer who gains a couple of levels defending against 5 or 6 units in a single turn could generate a Great Leader. GLs gain promotions and modifiers for being in command of unit(s) which gain enough xp that would normally generate an additional leader, with a significantly reduced chance of creating an additional leader until the Great Leader reaches a higher level (-90% Lieutentant, -70% Captain, -50% Commander, -30% General, no mod for Marshal/Warlord)


Great Leaders

Str: 3 (promotable strength) initially easy for Shadow or Marksman to eliminate.

[I think that Kael's idea of attaching the leader to a specific unit could replace this (if it is easier to code) making the unit the personal bodyguard of the GL, but I like the idea of my Marksman taking out someone's Warlord after cutting through the chaff of catapults, summoned tigers and adepts...rather than having to contend with a GL attached to a heavily promoted heavy crossbowman]

unit can only defend
can be sacrificed to recruit

Promotions:

(personal to Great Leader)

Hero I +1 Strength
Hero II +1 Strength
Bodyguard Immune to First Strikes
Medic I, II and III additional healing opportunities

(propogated to units in same tile)

Defensive Specialist I + 5% Defense Modifier to all units in tile
Def Spec II + 10% Defense Mod
Def Spec III + 15% Defense Mod
Offensive Specialist I + 5% Attack Mod to all units in tile
Off Spec II +10% Attack Mod
Off Spec III +15% Attack Mod
Blitz +1 movement to all units in tile
March all units heal while moving
Command and Control I +5% xp to all units in tile
C&C II +10% xp
C&C III +15% xp

Modifiers:

(free: initially determined by terrain location where Great Leader spawns, additional terrain mods added by great victories in other terrain that would normally spawn another Great Leader)

Desert I, II and III double, treble and quadruple promotion values in this terrain type or for amphib assault
Snow/Tundra
Grassland/Plain
Hills
Forest/Jungle
Amphibious

Military Rank assigned based on level/civ ?

levels 1 & 2 Lieutenant / Drill Master
2, 3, & 4 Captain / Boss
5, 6, & 7 Commander / Battle Lord
8, 9, & 10 General / Chieftan
11+ Marshal / Warlord


Examples:
-------------------------------------------
Field Lieutenant Qthzandra
Desert Defensive Specialist I

Lvl 1
Str 3

promotions and terrain modifiers:

Def Spec I: +5% def mod to all units
Desert I Terrain Mod: +10% def mod in desert tile

---------------------------------------------
Field Commander Qthzandra
Desert Defensive Specialist III

Lvl 6
Str 4

promotions and terrain mods:

Def Spec III: +15% def mod to all units
Desert III Terrain Mod: +100% def mod in desert tiles
Hero I: +1 strength (GL only...Str 4)
Blitz: +1 move all units in same tile
C&C I: +5% xp all units in tile

---------------------------------------------
Field Marshal Qthzandra
Desert Specialist III

Lvl 15
Str 5

promotions and terrain mods:

Def Spec III: +15% def mod to all units
Off Spec III: +15% attack mod all units in tile
Desert III Terrain Mod: +100% def mod all units in desert tiles/+100% attack mod in desert tiles
Plains I Terrain Mod: +30% def and attack mod all units in plains tiles
Hero I: +1 strength (GL only...Str 4)
Hero II: +1 strength (GL only...Str 5)
Blitz: +1 move all units in tile
C&C III: +15% xp all units in tile



Just an idea...
 
Here are two requests from my steal-it-from-warlords-wishlist:

  1. Decimals with two post decimal positions in city screen (first screen shot)
  2. Displaying of retreat odds for units. (second screen shot)

Would be nice if this would be somehow possible. :mischief:
 

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Kael said:
I read the writeup on the cultural shock mod and Im not getting it. I see that it effects the culture in an area so it seems like if you lost a city and then got it back it would be at a significantly lower culture rating. But what is the real game value of adding the mod?

I dont have any plans to add the tech conquest mod. Warmongering is rewarding enough, warmongers shouldnt be able to recieve a tech advantage as well.

the cultural shock mod makes it so that it is easier to defend a city you have just conquered from fliping due to culture...

right now if you do manage to conquer a city near the border and in the vicinity of bigger cities the only thing you accomplish is that you set the border to go through your city and flip a coin as to which of the 2 rivals the city will go...

with no tiles to work upon the city goes to size one before the unrest is gone...
 
Moon Hunter said:
right now if you do manage to conquer a city near the border and in the vicinity of bigger cities the only thing you accomplish is that you set the border to go through your city and flip a coin as to which of the 2 rivals the city will go...

with no tiles to work upon the city goes to size one before the unrest is gone...

Plop down a thane/disciple/zealot and have them do their "Great Work", or try dumping in multiple ones if necessary. I was actually surpised to discover that not only does this expand your radius a bit, it also actually immediately stops any unrest -- not sure if that was the intended effect or not or just what the Civ4 engine does when culture is increased in a city, but it does work.
 
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