Alright,
I have tryed this myself too, and I have to repport that it does CDT.
In 10 tries it only worked once... I was able to Switch the weapons during the melee back and forth too. Then the enemy unit routed..but they regrooped, and so I ordered my unit to attack them again and at that engagement it CDTed...
So this was not an overall success either in reality, and it may have just been a coincidence, as both units were marching to one another and I think my unit got charged first before it could charge...
Consistent with the rest of the thread here, if you leave em defend it will not CDT.
In my case it was the Greek Heavy Peltasts, I first converted them in to a Phalanx with Spear unit, that worked like a charm.
Then removed Spear pri_attr and Phalanx formation, leaving them as fs_spearman, fs_swordsman and it CDTed.
I read about the fs_spearman, fs_spearman solution, I just wanted to try different combination of the actual fs_spearman, fs_swordsman without phalanx.
I even tryed changing weapon types, instead of Simple put blade, also tryed giving one weapon other attributes like body_piercing...same results all over...CDT...
...when ordered to charge with primary they do switch to secondary weapon in the charging phase, then switch back to the primary once engaged, the CDT follows shortly after...
I believe this to be something in the engine all together, the game was just not made to use two melee weapons, the fact that they switch to secondary for the charge even if they were ordered to charge with primary is proving this.
If we observe the behavior of a normal Pelatast unit or velite or archer, when they are ordered to primary attack the game will evaluate availability of ammunition, and use the secondary weapon to perform the charge, NOT ex[pecting this unit to switch back to their Bows or primary Ranged attack while they are already engaged, however by giving the unit two melee weapons, we force the game to make that switch and that causes the CDT...from what I can observe.
It is therefore an issue with how the code is being run...processing issue (within my limited understand of coding), all other factors being properly set up.
As such, if we use fs_spearman, fs_spearman, even if the graphics change to between primary/secondary weapon, in terms of processing there is no exception being made as the game expects fs_spearman, and it gets fs_spearman...
In that Logic we could expect it to work also with fs_swordsman, fs_swordsman...
Which could open some possibilities here...
If we were to make for instance a fs_maceman animation, and have a unit with both Maces and Short Swords, it would work fine and these units have have both a melee attack with blunt and a melee attack with piarcing weapons...
Provided that we put fs_maceman, fs_maceman...
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