
Originally Posted by
Ludens
What I think you are referring to are the model limits. A model can only be used by one unit-type per faction, or else the game will crash when a battle is loaded with both unit-types present. [..] Furthermore, there is a trick that allows you to reuse models within a faction: designate one of the units as mercs.
Displays ignorance: The model is the shape, and the skin is the surface colouring? And the model is specified by the "soldier" field in export_descr_unit?
So for example I see the model celtic_infantry_botroas_southerncuroas appears twice against the gallic factions, but one is a merc unit and the other isn't so that's OK. The model is not currently used at all for greek_cities, so could I safely give them one merc and one non-merc unit with that model? That's assuming I knew how to mod MICs and merc pools...
I'm a bit stumped by entries 65 and 478 in export_descr_units i.e. the Gallic Heavy Swordsmen (Neitos) and Celtic Lesser Kings, which have the same model celtic_infantry_calawre_carnute_kleruchoi_neitos, and are both recruitable by Carthage (called "egypt" internally), whilst neither are mercs. Not sure if I've actually seen them working in the same battle, mind you. ;)
AFAIK you are going to have to change the skeleton and the weapon as well.
Provided I avoid the duplicate model issue, I'm hoping to modify the definition of the MIC in export_descr_buildings.txt, and/or the ownership of the unit in export_descr_units.txt. And, um, anything else I need to do but don't know about.
Yep. They're clear as mud, but I can probably cope. I'm more bothered about EB-specific stuff, e.g. what are all those resources in export_descr_buildings that are needed to recruit certain units? If I try to add the Neitos to KH by just adjusting/copying a Carthage entry, and it turns out that some resource is actually the "The Carthaginian Reforms", KH recruiting will not be so great.
{edit} Ah-ha, I found descr_regions.txt, which appears to have these resources where I would expect them to be, so they're static and global. I might get away with this...
So I see an entry
Code:
army_barracks_V1 requires factions { egypt, saba, } and building_present_min_level government gov4 and not building_present_min_level government gov1
[...]
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
recruit "celtic infantry neitos" 0 requires factions { egypt, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
... and I think it's a Carthage/Saba level 4 regional MIC, which is allowing Carthage (known as "egypt,") but not Saba to recruit Neitos when one of several combinations of hidden resources are met. I could basically paste this into the equivalent KH/Epeiros MIC and change "egypt," to "greek_cities," and hope that it works. {edit} And check it out with some judicious use of cheat codes before playing.
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