
Originally Posted by
Foot
Okay, lets go a little more indepth.
A unit is defined in the export_descr_units.txt. It uses one soldier model, which are defined in the descr_model_battle.txt. Each model has 22 texture slots, one for each faction + a slave skin and a merc skin. When a unit is given the mercenary_unit attribute then when it is recruited (either from the mercenary system or through the barracks) then it will use the merc skin slot, regardless of what faction recruits it. When a unit doesn't have the mercenary_unit attribute then it cannot be recruited through the mercenary system, but the skin that is applied to the model is the faction skin of whatever faction recruited the unit.
Thus, if we want a unit of Peltastai to be a mercenary unit (and so recruited through the mercenary pool) then it must have the mercenary_unit attribute. We could use this same unit of Peltastai, which has the mercenary_unit attribute, as the recruitable unit as well, but if we did so all Peltastai would look the same, regardless of what unit recruited them. So, to allow the Peltastai to be recruited both as a normal unit and as a mercenary unit, but without all Peltastai looking the same, we have to have two different units of them; one is the normal unit and looks different for each faction, the other is the mercenary unit and looks the same but can be recruited from the mercenary pool.
I cannot explain it better than that.
May I suggest, that had you thought on the issue a little further you might have realised that there may be a reason and so could have done a little research into the problem and discovered this on your own. It is far more rewarding this way. I mean, for a start, the top of the EDU has all this information anyway.
Foot
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