![]() |
Re: What Makes a Good Hero?
Hmm, I disagree about limiting human heroes more than supernatural beings.
There are mythological human heroes that won against SC gods or would qualify as thugs. For example Siegfried or Perseus. Besides combat heroes make little sense if they are only a beefed up normal unit. You could make these extremely rare though. |
Re: What Makes a Good Hero?
Can you really make a hero more or less "rare"? Obviously you can decide not to make them multiheroes, but that doesn't effect the likelihood of their showing up, right?
|
Re: What Makes a Good Hero?
AFAIK, you can't control the rarity of particular hero events. In one of the "heroes" threads that I read, someone suggested that there seemed to be a preference for certain kinds of heroes given certain scales. But, I never saw any statistically-significant evidence or anyone's analysis of Dominions code to support this or any other kind of preference or weighting.
I think maybe Illuminated just meant that one should create "superhumans" sparingly in mods. |
Re: What Makes a Good Hero?
With the Lizardmen mod, I intended to add some weaker heroes to balance out the really amazing ones. So for every ubermage demigod you get, there are other games where you'll get the incredibly stealthy scout guy. Of course I wouldn't go making any heroes worthless, but you can certainly make amazing ones rarer by adding more average or below average ones to the same nation, along with multiheroes that aren't anything special.
|
Re: What Makes a Good Hero?
Quote:
1) He's actually demi-human (Like Son of Titans), son of gods/demons/undead/angels/moose or whatever. Just give the guy demon/undead/magical tag and you could give him att & def 20 if you wanted to. 2) He's somehow blessed by supernatural forces (Green Knight) 3) He has found some sort of artifact (Frodo? King Arthur with Excalibur?), should be combined with kick-*** custom weapon or armor. 4) Magical experiment gone wary? A wizard did it? 5) A mount so awesome that the guy riding it couldn't possibly be human. Tiger? Dragon? Giant Crocodile? A chariot drawn by Wyverns? 6) He's just that badass. Jet Li reincarnate. The basic idea is that once you manage to free the character from the weak bounds of humanity, he can have the stats you want him to have. Quote:
Hard one. I've made a few that I think are okay, but those probably really don't count. Seriously, I can't think of any decent* human fighter heroes. Some help guys? Quote:
Quote:
"Oh sweet, I got an hero! But apparently I wasn't lucky enough... *sigh*" Not that every hero needs to have 10 picks of magic, but each and every one of them should be awesome in their own ways. I have hard time thinking of a scout hero doing something couldn't be done by regular scouts. *decent = being actually glad about getting the hero, instead of just going "okay, he can ferry troops, I guess". |
Re: What Makes a Good Hero?
Quote:
|
Re: What Makes a Good Hero?
Quote:
In my opinion you need one of these: -a thematic special ability (immortal for Ulm vampires, stealthy or assassin, sqtandard, good researcher, even patrol bonus), -an otherwise unobtainable magic path or H3/4, -boosting a strong chassis (van/giant) - for fighter chassis, add an aura or magic item to make it worthwhile -autosummons -recycle an existing monster theme or summons to give a thug to a nation that lacks recruitables (I always thought that Asterion the minotaur was a cool idea for Arco, even though his combat stats are not that good - T'ien Ch'i could have a Celestial Servant hero too) |
Re: What Makes a Good Hero?
Oh, I don't know. The EH fighter heroes get you expanding very rapidly: at least, Beowulf can take pretty much any non-trampler indies straight away (might need to be a little circumspect about heavy cavalry too), and would have a decent chance of defeating an early SC if you get rushed. You wouldn't want to take most of the mage heroes expanding, as they need to research necessary spells to be effective.
By and large, the EH heroes seem a bit too tough for an ordinary national hero, though. |
Re: What Makes a Good Hero?
Thanks to everyone who shared their thoughts.
I detected some recurring themes in the responses, such as mage heroes who provide a magic path that is unnatural for a nation. I will try to follow some of these suggestions in the mod that I'm working on. |
Re: What Makes a Good Hero?
I think if you want heroes good enough to warrant taking luck scales, they have to redefine the nation in some way. Things that do that are:
New magic path(s) or ability to forge new boosters Forge bonus for non-earth nation Stealthy preacher, or L3 holy for a nation with weak priests Assassin with good default equipment Hero that attracts chaff units each turn etc. For a slightly boosted human hero, most of the time I'd rather have someone with high leadership/high movement and possibly a standard to boost morale. Human units are just going to die, it's not very useful to have a hero who is basically an inefficient thug. Hope this helps. |
All times are GMT -4. The time now is 04:38 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.