Why no Baron?

Joined
Jun 27, 2007
Messages
2,248
Location
Hamilton, Ontario
There is an option in the custom game menu to remove Baron Duin Halfmorn from the game. Why is this? What is it about this specific hero that people would want him removed for the game? The only difference I see is that all the other heroes I've looked at have some other requirements other than the technology, except for Baron Duin Halfmorn and Trojan Horse. Is that the reason? Why would that be considered so disruptive a factor that the option would have to exist to remove him?
 
after combat he has a 25% (right?) chance to make a ravenous werewolf which is 5 strength and has the crazed promotion (which gives +1 movement, +20% strength and 3% chance of becoming barbarian every turn) and a 5% chance of making another ravenous werewolf after combat. When the ravenous werewolf defeats another unit, it becomes a Blooded werewolf with 2 movement and 8 strength (the crazed promotion is removed after combat, so no more worrying about it becoming barbarian), a 10% (I think) chance of making a ravenous werewolf after combat, and a 25% (I think) chance of becoming a greater werewolf after combat. Greater werewolves have 11 strength, 3 movement and a 20% chance of making a ravenous werewolf after combat. Baron himself also has 11 strength and 3 movement (no hero though).
 
Actually, Blooded Werewolves have a 5% chance to become greater, and Greater have 15% chane to create Blooded.
 
IIRC it's for an upcoming scenario.
 
Ah, that makes sense. Damn, am I impatient for those scenarios!
 
IIRC it's for an upcoming scenario.

Yeap, I dont want all the global heroes showing up in every scenario. I dont really expect that anyone will be using those options in the "epic" game.
 
I definitly use the ability to turn off the individual religions all the time. Sometiems I want an Order vs Veil slugfest. Sometimes its the Empyrean vs the Council. Other times I go back to only the old 5 religions, or the 3 early religions.
 
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