Change idea for injuries for a 1.1 expansion

I had this idea: have them wear off over time (like say 50-100 turns, an additional 50-100 for each additional injury)

 

However, enough injuries at once can cause death

 

6,500 views 10 replies
Reply #1 Top

maybe they should rename some of the injuries then, missing eye/ear seems hard to wear off :P

However nothing that a little magic cant fix

Reply #2 Top


I say a building to fix these things. A special building 1 per empire that will have a chance of removing an injury each turn. This way a highly wounded champion could play governor and get healed to be and adventurer again. Makes it a mid to late game construction at a decent cost, not relying on mana, so the AI will be able to utilize it with little coaxing.

Reply #3 Top

I'd rather a fixed set of turns instead of a chance to remove an injury. Easy injuries could go away easier, while stronger stuff such as "lost an eye" could take a bit longer. Randomness makes it difficult to make choices on where you want to employ the unit. And finally, if I have to watch over a unit every turn to see if its injuries are removed that's going to be a hassle. Yes, there should be a "notification" but sometimes I just spam 4-5 turns in a row.

Reply #4 Top

I would prefer a fixed turn limit for each injury. The chance thing was something I know could be easily modded at present. Do you know if with the current tools that a fixed turn limit on indvidual injuries could be implemeneted right now?

I also think it should be also remove only the earliest injury and as injuries are removed move down the line. As old wounds are hard to heal. Notifications are a must in this area so people know when the hero has been healed.

Ideally, I would suggest build a building which adds a new action for champions on their bar called heal injury (or something) and incapacitate the hero while the injury is being healed. The biggest problem here is getting the AI to use such a feature.

I just thought of a random event... a prophet appears preaching kindness and goodness to all. Send your champions to visit his humble house. When you do that champion is healed of all afflictions and injuries. :D

Reply #5 Top

Removing injuries is fairly limited at the moment using the XML available to modders.

Reply #6 Top


That's what I suspected from my knowledge of the .xml. Thus, expansion time is needed for this good feature. But for now time a small chance 5% each turn to remove ALL injuries on the champion would be the only way to go for modding at the moment.

Reply #7 Top

500 mana or 1000 gildar to remove all injuries is the best I could do modding wise. My next attempt will be a larger selection of injuries that do less harm. So getting the big ones will be less likely at least.

Reply #8 Top

Quoting seanw3, reply 8
500 mana or 1000 gildar to remove all injuries is the best I could do modding wise. My next attempt will be a larger selection of injuries that do less harm. So getting the big ones will be less likely at least.

Can you get the AI to use this?

Reply #9 Top

There is also another round-about way, although it requires that there's no real way to remove injuries. What I did was give champions with injuries a chance to remove them when they level up. The new trait counter-acts the injury, each injury has a specific counter-trait.

Reply #10 Top

Quoting parrottmath, reply 9
Can you get the AI to use this?

Yes. I just make it think it is a really powerful enchantment.