Red Spot
12-08-2007, 13:54
More of a hint than a real tutorial or guide, but one I thought might be very interesting ...
As you can read in the EDU-Guide (https://forums.totalwar.org/vb/showthread.php?t=88859) there is a "skirmish" tag for unit-class, wich can be used for both infantry as well as cavalry, where the most important thing is;
its not used at all in vanilla so you can freely use it for your own needs
This tag causes the unit to gain the ability to skirmish, however this ability may be hidden (as in; no button will show letting you control it)
I've been using this tag on first cohorts and generals cavalry, on the cohorts I set the "default_melee_state" "fire_at_will" wich automaticly causes the skirmish stance to get disabled(though through formations it possibly may be re-enabled :hint:)
and on generals I set no melee_state at all wich means the game dictates wich starting stance the unit gets wich means any unit that can skirmish starts with it enabled, so is also the case with the generals
Nice thing about it is that if the AI usually orders an attack by the general anyway so it overrides and (temporarilly) disables the skirmish behaviour and acts just as any other heavy cavalry (they still send them into overwelming forces as if they're about to take candy from a baby :D)
but above all it allows the player to fight a game and not babysit its generals if they havent yet been ordered to attack (I actually noticed it when I saw my general running away from some enemy cavalry chasing it that I hadnt noticed in time ... else could have been my generals life...) nor does it easilly allow you to surprise one of the AI's generals
In the case of the Legions, I still dont believe they actually are skirmishers and have the potential to skirmish (though comes with an interesting option for defensive battles), the AI does nothing but trow them into melee ... ;) (as long as some melee_state is forced upon the unit, possibly even a false flag(as in one that doesnt really do anything))
Basicly you have a way of making a diff. between some units and possibly use some of those features in the normal way (making say, skirmish cavalry) or use it in a slighly diff. way and give the unit some "1 time" abilities
now going to test if I can re-enable skirmishing on these units (wich I forgat ..:inquisitive: )
than need to see if it makes an impact on the campaign-game, wether the AI still builds first cohorts as they did before
G
As you can read in the EDU-Guide (https://forums.totalwar.org/vb/showthread.php?t=88859) there is a "skirmish" tag for unit-class, wich can be used for both infantry as well as cavalry, where the most important thing is;
its not used at all in vanilla so you can freely use it for your own needs
This tag causes the unit to gain the ability to skirmish, however this ability may be hidden (as in; no button will show letting you control it)
I've been using this tag on first cohorts and generals cavalry, on the cohorts I set the "default_melee_state" "fire_at_will" wich automaticly causes the skirmish stance to get disabled(though through formations it possibly may be re-enabled :hint:)
and on generals I set no melee_state at all wich means the game dictates wich starting stance the unit gets wich means any unit that can skirmish starts with it enabled, so is also the case with the generals
Nice thing about it is that if the AI usually orders an attack by the general anyway so it overrides and (temporarilly) disables the skirmish behaviour and acts just as any other heavy cavalry (they still send them into overwelming forces as if they're about to take candy from a baby :D)
but above all it allows the player to fight a game and not babysit its generals if they havent yet been ordered to attack (I actually noticed it when I saw my general running away from some enemy cavalry chasing it that I hadnt noticed in time ... else could have been my generals life...) nor does it easilly allow you to surprise one of the AI's generals
In the case of the Legions, I still dont believe they actually are skirmishers and have the potential to skirmish (though comes with an interesting option for defensive battles), the AI does nothing but trow them into melee ... ;) (as long as some melee_state is forced upon the unit, possibly even a false flag(as in one that doesnt really do anything))
Basicly you have a way of making a diff. between some units and possibly use some of those features in the normal way (making say, skirmish cavalry) or use it in a slighly diff. way and give the unit some "1 time" abilities
now going to test if I can re-enable skirmishing on these units (wich I forgat ..:inquisitive: )
than need to see if it makes an impact on the campaign-game, wether the AI still builds first cohorts as they did before
G