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.
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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If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat
"Why do you hate the extremely limited Spartan version of freedom?" - Lemur
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".
Xfire: Ulfang
TWC: Gavmundo
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:
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 filesCode:soldier roman_praetorian_cavalry, 12, 2, 1 animal wardogs![]()
The .Org's MTW Reference Guide Wiki - now taking comments, corrections, suggestions, and submissions
If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat
"Why do you hate the extremely limited Spartan version of freedom?" - Lemur
Originally Posted by Ulfang
And the dog will stop:-)
Last edited by NicSO; 03-12-2005 at 23:39.
With my R: TW, when I target the handlers my men go after the dogs too, so I see no probablem there.
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 .
7 out of 10 people like me ,
I'm not going to change for the other three .
you must be talking about BEFORE the dogs are released, or when the dogs are still near the handlers.Originally Posted by evil_maniac from mars
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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