Quote Originally Posted by Dol Guldur
Well of course bm and sm army character models can be changed - they are just like units. The name in the file refrerences the descr_model_strat.txt model. But only one model can be assigned per character type for each faction.
Yes, I know it, but the question that comes to me is how to indicate in export_descr_unit that one given unit must have the bm model of the agent assigned.
In case of generals, we have the attribute general_unit, but this is the only case in game. In case of admirals they don't appear in battle (as everybody already knows ).

Quote Originally Posted by Atilius
Hi Monkwarrior,

I'm not sure if this is of any use, but:


I found I could actually recruit an admiral without building a fleet using this line:

Code:
               agent admiral  0  requires factions { blah, blah, blah, }
When the admiral appeared, he was immobile. Since this was not directly related to what I was doing at the time I didn't work on trying to get him to move, but this may be a way forward for you.

In descr_agents_ancillary.txt, there are entries for spy, assassin, diplomat, and admiral. There are also entries for engineer, quartermaster, priest, and others. To be honest, I'm not sure this file is even used by the game, but it did lead me to wonder if these other types might be recruitable. I once tried recruiting the quartermaster without success, but I don't recall if I'd given him an entry in descr_characters.txt, which might be necessary.
Thanks Atilius.
I'll have a look at this. Perhaps the other possible agents are still considered in the game engine, although not implemented.
I will report my findings (if any ).