Ok good, one problem less.
As for the current challenge: Don't try anything with reduce_unit_strength. Unfortunately it freezes the game.
The only idea I recall being mooted to represent Attrition was to make every unit a general's bodyguard (i.e. add the general_unit attribute to them in edu) as the size of bodyguards can be controlled in the trait files.
The drawbacks to such an idea though are heavy as you would lose the unit picture, and as soon as each unit 'captain' died the entire unit would be gone. Might work for a small scale mod with not many units, but a lot of 'character', but certainly not suitable for the standard, larger scale mods people make.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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Hey ER, nice of you to stop byOriginally Posted by Epistolary Richard
Aye, I pondered the option, too. In addition to what you mentioned I imagine it would seriously slow the game down because triggers like CharacterTurnEnd would have to be checked for each unit on the map (which is about the number of characters times 20)
The current "canonical" way of doing it is like in EB to limit movement rates and morale.
I had a quite nice idea what could be done but what I mentioned above kind of ruined it. You could still randomly kill off whole units but that's not a very attractive option, either.
ER said that there is a destroy_unit command in Kingdoms, maybe now the problem will become trivial.
destroy_unit - but as you mentioned that takes out an entire unit rather than reducing the number of men in a unit (which would be the desired result).
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
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