Please add female henchmen

I have gotten far enough with the race of "Men" to acquire henchmen only to find they are locked to males only.  Please add the ability to create female henchmen.  Thanks.

On a side note.  Sometimes when trying to edit a male henchmen the skills will "lock" and you can't remove or add any skills. 

19,475 views 14 replies
Reply #1 Top

Henchfolk, in 'reality' generally come in two varieties, female, and male.  So, henceforth, (smile) I also ask that 'henchmen' be modified so as to give the player a choice between genders of the henchfolk trained [henchwomen, henchmen]. 

Reply #2 Top

also, don't forget to add female slaves for the quendar. and female juggernauts for the trogs (lol). not sure about female iron golems for ironeers, though. 

J/K ;)

 

Reply #3 Top

This thread makes me chuckle and reminds me of the time when War of Magic had a faction that was the only one to build female troops as a genuine faction trait. Which one was it? Tarth? I am not sure.

Elemental has come a long way concerning gender equality...

Reply #4 Top


With all the sex slave and trafficking stuff in the news lately and those three poor girls who were just found alive after 9 years, I'm thinking it's probably "too soon" to be making the jokes floating around in my head right now that this thread has conjured up....lol.

Doh!! Too soon Raven, too soon....

Reply #5 Top


I have gotten far enough with the race of "Men" to acquire henchmen only to find they are locked to males only.  Please add the ability to create female henchmen.  Thanks.

On a side note.  Sometimes when trying to edit a male henchmen the skills will "lock" and you can't remove or add any skills. 

If they don't I'll port over my female henchwomen mod over to LH. I'm just waiting for the balance stuff to settle a little bit before I delve into all that code make it happen. I'd like it if stardock added another race option

<GenericUnitType_Male>

<GenericUnitType_Female>

<GenericUnitType_Other>

Like

<GenericUnitType_Other2>

or something along these lines, so I'd have a clean and finished option to create female henchmen instead of the current system of editing. At the moment it is just not happening the way I'd like to see it happen.

Reply #6 Top

Well the percent of henchwomen should reflect the player percentages. I think SD reported 5% female customers. so to reflect our community, 5% of the henchpeople/heros encountered/trained should be female.

 

O:) :grin:

Reply #7 Top
5% ok, so how many 'elanas' and 'ahovas' will there be? ... rofl. henchmen names = parrot, math, borg, phazonlad, Azuni, etc.
Reply #8 Top

IF they don't and you end up doing that parrottmath, I will love you forever!  I looked at the guts of your mod and there was much more code involved than I expected.  I'm currently not clear how to open the core files to see how its currently designed.  Do you know of a good mod site that explains how to do this type of "Core" modding?

Reply #9 Top

The guts are basically this... the game has a particular model type (say henchmen in this case). Then the game has a large number of art definition files that say what a henchmen model will support or what particular looks it will take. For example, when they made the female breastplate vs. male breastplate, they added things for the female that the male just doesn't have. In turn, I had to go through every piece of armor (which is a lot) and every item (which is not so much) and all the abilities (not so much) and add a new model type for the female henchman. In turn, this is how I produced the female henchmen mod that I currently have available.

So, when LH is released that will be one of the first things I port over, since my snaking mod already works and my bridge mod already works. I'll look at bringing over my swamp tiles over and a few other things and making things compatible. But first I'm looking at getting a complex quest editor up and running. I think I've got the guts working and most of the annoying bugs out. I was able to produce a 6 objective quest in a matter of minutes. It was rather nice. Got a few more things to add in there.

There is nothing that explains this core modding really except what heavenfall has produced. But I just looked and guessed and tried and saw.

Reply #10 Top

I'll have to google heavenfall and see what I turn up.

I'm used to modding in games like Skyrim (some skinning, special effects, and general modifying of behavor) and some tidbits of Civilization IV tuning.  In civilizations you can open their raw XML files to see what the contents are and modify/add accordingly (overriding with a mod preferable).  And in skyrim you can open the datafiles.

I'm just not sure what you do in Elemental yet ;-) 

Reply #11 Top


Why don't they just add in a random generator? Does a player really need to pick male or female henchmen?

I'd be fine with just a random givings of each...

Reply #12 Top

If they made it so the system randomed male or female then yes that would be a perfectly find fix.  And it might be easier for them to implement (less UI).

Reply #13 Top

There is a female model type and a male model type. You can make feminine males or you'd get masculine females. Heavenfall is on the forums here, look under FE Modding. He has a guide and such.

Reply #14 Top
Hey parrot, my bad, got playing the new scenario... and the weekend went by, sun eve, almost midnight... and not gotten to quest maker...my bad... OR blame it on the scenario....