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  1. #20
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Feature Requests

    Quote Originally Posted by bovi
    Yes, I think you can disband by script if you know where they are. If they move away from where you expect them to be, you have no way to find them again.

    You cannot assign movement to specific units, I think it's a setting per unit type (IE infantry, cavalry, artillery, ship).
    No, it works differently. Firstly you have to use kingdoms, and secondly what you do is apparently disbanding all units of a certain kind a certain faction has.

    I only have the scripts for Kingdoms so I can't tell you more, especially not about how you define the kind of units to be disbanded.

    Here's a half-baked idea I'm considering for II: You could create a few special bodyguard units for this script. You then spawn a few characters with armies consisting exclusively of one of these units in the city (since you spawn them you'll know the name). These characters could then be removed using the kill_character console command.
    You need the special units anyways, even if you use kingdoms (because of the unit kind thing mentioned above), so the sacrifice in resources is minimal.
    Last edited by alpaca; 10-06-2007 at 12:13.

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