Well, that'd only work on big battles, if at all possible. And then there's always the fact that the AI won't take advantage of this feature.![]()
Well, that'd only work on big battles, if at all possible. And then there's always the fact that the AI won't take advantage of this feature.![]()
Originally Posted by drone
Live your life out on Earth; I'm going to join the Sun.
This isn't really a workable thing to do.
In my exceptionally limited modding experience its impossible to do the following very well:
1. Keep track of exactly how many of each side died in a particular battle. At best you can find out what kind of victory/loss it was and the ratio of the troop numbers that entered it.
2. Add units to an existing stack out in the field. It is possible to script add units to specific cities in the game based on an event (not all of them for some reasons). Or add armies of pre determined composition to certain areas on certain dates (mongol invasion etc.).
I think the best you could do is add units to the factions capital city each turn depending on a certain stat. E.g. give the leader of the faction an attribute 'Necromancy' and a skill level that goes up or down depending on how many battles he wins and that effects the number of free units you gain and their quality.
In practice it's a little unworkable and causes all kind of problems associated with these troops spawning especially when capital is lost.
It would be much better to give the undead type factions a really simple free to train and free upkeep basic infantry unit with 1,1,1 stats (incredibly high morale though, no reason to run away) and each city can make 1-3 of them per turn depending on their size. I think that works far better than messing around with scripts that may not work very well.
i would say make them free to build the undead units but then have a high upkeep to represent the necromancers struggling to keep control of so many undead
For Middenheim & The Empire!
i agree all of these ideas seem to work well...
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