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  1. #1
    Needs more flowers Moderator drone's Avatar
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    Post Re: Archers like Dogs

    The dogs themselves don't "register" with units, only the handlers. If you tell a unit to charge a wardog unit, they go after the handlers, and if you tell a unit to fire on a wardog unit, they target the handlers.
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  2. #2
    Baron Member Ulfang's Avatar
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    Default Re: Archers like Dogs

    Which makes a lot of sense doesn't it. OMG There's a rabid dog on the way to rip my throat out ... I must find the handler and kill him else i'm in big trouble! lol

    Course one way around this is to use the Realism Mod and then you won't have any dogs as it removes the "Fantasy Units".
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  3. #3
    Needs more flowers Moderator drone's Avatar
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    Post Re: Archers like Dogs

    Seems to me that someone at CA (or Activision ) saw the opening scene for "Gladiator" and said, "gotta get me a unit of those for the game!".

    If you like the idea of the general having a couple of pet/protection dogs, there might be a better way to emulate this. Remove the wardog units (make them non-buildable in export_descr_buildings.txt). Add them (in export_descr_unit.txt) to the soldier line to the general's unit and put in the animal line. Something like:
    Code:
    soldier          roman_praetorian_cavalry, 12, 2, 1
    animal           wardogs
    Haven't tried it, no guarantees on what would happen, but it seems plausible. There might be problems with the unit speed vs. doggie speed, and not sure what the size changes for general units would do to the number of dogs (faction leader/heir units vs. normal generals). The auto-regen effect might work or not, and the unit formation might get messed up. You are on you own if you want to add "Sit", "Stay", "Heel", and "Good Boy" sounds to the unit response wav files
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  4. #4
    Member Member NicSO's Avatar
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    Default Re: Archers like Dogs

    Quote Originally Posted by Ulfang
    Which makes a lot of sense doesn't it. OMG There's a rabid dog on the way to rip my throat out ... I must find the handler and kill him else i'm in big trouble! lol

    Course one way around this is to use the Realism Mod and then you won't have any dogs as it removes the "Fantasy Units".

    And the dog will stop:-)
    Last edited by NicSO; 03-12-2005 at 23:39.

  5. #5
    Chieftain of the Pudding Race Member Evil_Maniac From Mars's Avatar
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    Default Re: Archers like Dogs

    With my R: TW, when I target the handlers my men go after the dogs too, so I see no probablem there.

  6. #6
    Member Member Mr Frost's Avatar
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    Default Re: Archers like Dogs

    Just run over the wardogs with cavalry before they reach your lines , they bunch up for a few moments then drop like flies ; once they start to drop , it's like they don't exist any more except as visuals that fall over dead . It happens even faster when the unit has routed .
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  7. #7
    Member Member tai4ji2x's Avatar
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    Default Re: Archers like Dogs

    Quote Originally Posted by evil_maniac from mars
    With my R: TW, when I target the handlers my men go after the dogs too, so I see no probablem there.
    you must be talking about BEFORE the dogs are released, or when the dogs are still near the handlers.

  8. #8

    Default Re: Archers like Dogs

    Dogs are a pain when attacking a city . They chew at least half of one of your units if not all (can you say breakfast?). That's why the first thing I protect are my precious archers.

    When attacking a settlement, i just use my defensive unit to soak them (then they engaged, they are vulnerable when you run them over with your mass of troops, especially cavalry).

    In the open field, if possible and convenient, I let them chase my cavalry into the red line, then I withdraw the cav.

    Other than that, I try to take them out before the dogs are released.

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