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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Ok good, one problem less.

    As for the current challenge: Don't try anything with reduce_unit_strength. Unfortunately it freezes the game.

  2. #2

    Default Re: alpaca's Script-O-Rama

    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.
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  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by Epistolary Richard
    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.
    Hey ER, nice of you to stop by

    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.

  4. #4
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: alpaca's Script-O-Rama

    ER said that there is a destroy_unit command in Kingdoms, maybe now the problem will become trivial.

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by BozosLiveHere
    ER said that there is a destroy_unit command in Kingdoms, maybe now the problem will become trivial.
    Which problem? Being able to destroy buildings doesn't help us in the least with attrition

  6. #6

    Default Re: alpaca's Script-O-Rama

    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).
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  7. #7
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Whoops sorry I was overjoyed at the prospect of being able to destroy buildings so I misread it

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