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Zarax
05-07-2016, 15:24
first of all, a video showing the results:

https://onedrive.live.com/redir?resid=92EDFFB560671C09!19032&authkey=!AOp2wTelaUIUd38&ithint=file%2cflv

It really looks impressive and is actually easy to implement as shown below.

limitations of this trick:

1) it's limited to 2 models at best
2) you must use 2 different models in the unit other wise the texture will not load
3) it's extremely memory intensive, it will cause CTDs and slow-downs if too many units are on the battlefield
4) you will loose control of part of the unit (just like vanilla wardogs!) and it cannot have missile weapons or shields

now, on the coding part:

descr_animals.txt:

change the wardog unit to another model of your liking. For example, XC5 generic "rebel rabble" unit uses greek crew:

type wardog
class wardog
model greek_crew
radius 1.0
x_radius 1.0
height 1.0
mass 1.0

export_descr_units.txt:

the unit has to be set-up in a similar way to vanilla wardogs.
"Dogs" max number is handlers*4-1
Use secondary weapon to define "dog" stats.


type barb rebels
dictionary barb_rebels ; Warband
category handler
class light
voice_type Light_1
soldier barb_infantry, 60, 239, 0.8
animal wardogs
mount_effect horse -6, camel -6, elephant -8 ; western barb, garrison
attributes mercenary_unit, is_peasant
formation 1, 1, 2, 2, 4, square
stat_health 1, 0
stat_pri 5, 4, no, 0, 0, melee, simple, piercing, spear, 25 ,0.325 ; Spear, barbarian
stat_pri_attr light_spear, spear_bonus_4
stat_sec 5, 4, no, 0, 0, melee, other, piercing, none, 25 ,1
stat_sec_attr no
stat_pri_armour 0, 7, 4, flesh; garrison, barbarian, no armour, thureos
stat_sec_armour 0, 7, flesh
stat_heat 3
stat_ground 2, -2, 3, 2
stat_mental 1, low, untrained
stat_charge_dist 30 ; Foot
stat_fire_delay 0
stat_food 60, 300
stat_cost 99, 475, 225, 30, 60, 400
ownership barbarian, nomad, slave