Snaitf's Great General

Well if the great engineer can finish production of a building, then couldn't a great general finish production of a unit? That seems like that'd be possible to do without too complicated editing.

Tricky though would be giving that unit special characteristics (like an extra 20XP or 100% attack bonus. I don't like the stack bonus, that could be too powerful. And having the person expire after a time would be too weird. Unless it could be implemented like a golden age somehow, that the GG disappears and you get a 10-20% bonus for ALL units for 20 turns.

Or the GG could build one special unit (or several, one for each age) that has some good characteristics.
 
LittleRedPoint said:
You should make fix great general - because he forces building thare is no need of barrack in city. Put this entri to between Buildings tag. Then if city has barrack you may be able to build Military Academy.

The Military Academy bonus will stack with the barracks bonus, giving you both...
 
Lord Olleus said:
added this to B Dive's mod. Thank you so much for adding comment blocks telling us where you edit things. It makes my life so much simpler.

Not only makes your life easier, but if I have to change something makes it easier for me too :p
 
Hey I just figured i'd let you know I had to make some changes to your Great Generals Mod that I included in my Composite mod... Might be something to think about.

I had to remove the Soldier specialist from the palace and the barracks. The reason for this is because GGs started overwhelming all the other great people. Even with a citys specialist automation turned off it still liked to constantly make Soldier specialists at the beginning of the game. So you have about a 100% change of getting a great general as your first 3-4 GPs.

By removing the specialist from Barracks and palace the Great Generals can't start spawning untill about the time you can set specialists for other GPs. Makes it easier to control what GPs you get by specializing citys. That and having 3 Military Academys before i even had Calander researched was rather interesting (Note: I play on a modifyed Epic Speed in my mod)
 
This is a great mod, and I am working on an add-on to the Great Person mod for this. Is it all right to include this mod in the add-on? I will have to modify the General's list some, since there are some duplicates with other Great People. Also, putting a picture and quote for some listed Generals may cause legal problems in some countries and unnecessary controversy in others. And I would like to make sure that at least one General is used from each of the 18 original Civs.
 
I think that Great Generals are best implemented without specialists. Barracks, Castles and possibly some other buildings would generate Great Officer points.

The Great Officer would not be able to settle in a city as a "super specialist". But he would be useful in the battlefield. Suggestions:
* A mediocre combat strength (Let's say 5, with bonuses against guns, mounted units and armor so he doesn't get obsolete). A Great Officer with an enormous combat strength would be able to crush an enemy civilization by himself, which would feel inapropriate.
* Siege ability.
* Sentry, Medic, March and possibly other kinds of bonuses that would make him a useful explorer and support unit.
* Spy abilities.

Maybe we should start thinking of Great Admirals, too?
 
The Great General shouldn't found military technology. It is science that enables military advancement. There is no military person in history that has invented or could conceivably have invented a science technology. Military schools in the past have not focused on science and inventing, but military organization, battlefield tactics and logistics.

Instead the Great General could have an ability to "train" all current units with new "military tactics" that instantly grants +2-4 experience each. Or, elevate 1-3 units to maximum experience. These would be the elite units directly under command of the Great General.

I also am inclined to agree with others about removing the specialists and tend to think the military production facility is overpowered. An idea for the building is to train new units, i.e. Give all new units +4 experience. This reflects the ability of the General to theorize on warfare and pass on the new insights/tactics.
 
I am having a problem with the mod I think, I'm not sure. I can't for the life of me get a Great General to appear, and I am not seeing the new specialist in the cities either. Is there anything special you have to build or tech to discover that unlocks the new specialist?
 
Your mod sounds really cool, I'm really glad seeing it included in Mylons mod :)

I'm really glad you changed the bonuses, they were exagerrated IMHO :goodjob:
 
Is this mod v1.52 compatible?
I can't rename my units when I load this mod.
 
Kieran said:
Is this mod v1.52 compatible?
I can't rename my units when I load this mod.

I don't think so. I used a program to compare the CvMainInterface.py with the stock v1.52 one and I saw differences outside of his "Start modification block" and "End modification block".

What do the changes in the CvMainInterface.py do in this mod? I'm pretty sure I can navigate all of the other files' changes and get this mod installed but I wouldn't want to try and merge the python file since it looks like it's not v1.52 compatible.

Roger Bacon
 
Actually you can copy the stuff he changed (inside his comments) into that exact place in the v1.52 file and it will work just fine. I have been running it in my Composite Mod from day one.

All the other stuff is thing that the v1.52 patch changed.
 
Well done. I had great fun with this mod. :goodjob:
 
Exavier said:
Actually you can copy the stuff he changed (inside his comments) into that exact place in the v1.52 file and it will work just fine. I have been running it in my Composite Mod from day one.

All the other stuff is thing that the v1.52 patch changed.

Yeah, I assumed the stuff OUTSIDE of the modification blocks was patch-related changes but I couldn't be sure EVERYTHING inside the modification blocks was his change and not patch-related. Anyway, I'll give it a try this weekend.

Roger Bacon
 
Has anyone contacted Firaxis on this topic ? It might be worth a shot for the upcoming expansion pack, and maybe they will gladly take any code or ideas which makes it easier for them to implement it. Always wondered why there was no military GP in the game out of the box...

Regards,

Lord Timon
 
Finally a mod that incorporates more militart aspect of Civ

(I think CIV4 is great but it glossed over the combat/military aspect)

This mod seems to rectify this problem...

One question...

is there anyway to name the great generals/soldiers/specialists...

like they do with the great persons...

the reason I ask is that before I knew about this mod...

I decided to rename all the great persons to military soldiers/famous people/fictional characters for my own amusement...

now with this mod.. the names would mean something as opposed to cosmetic changes...

I just thought when a great general/soldier is born... you could see something like

"General George S. Patton Jr was born..." (or the like) flash on the screen and brought up...

any suggestions?

thanks
 
Back
Top Bottom