The script can delete units of a certain name or those that share a certain attribute, this applies factionwide though so is not as useful as it sounds.
The script can delete units of a certain name or those that share a certain attribute, this applies factionwide though so is not as useful as it sounds.
I'd love to see this implemented if possible. Ideally there'd be two levels (= buildings I guess) to represent provicial levies and city levies, callinmg up troops if there's an enemy stack in the province, and a bigger one if the city is attacked.
"Hey, you kids, get your spears and form up on the city walls. And you, yeah you, the pachyderm leaning against the wall, don't think I don't see you. Get that armour on, you're in the army now!" "Aww shucks".
If the recruited boys don't disperse as easily as they coalesce, thats a bit of a bust.
From Hax, Nachtmeister & Subotan
Jatte lambasts Calico Rat
While I personally don't really support the idea of spawning units during sieges, it seems feasable that one way it could be done (without having the troops hang around forever) is to have certain units which are unrecruitable and exist solely for the purpose of city defense. So the script would be designed such that these particular units spawn when a city is besieged, and then are automatically disbanded after the siege has ceased. I haven't done any scripting myself, so I wouldn't be surprised if there were issues preventing such simple implimentation. I suppose there's a max number of units allowed in the game as well, and EB2 may already be at that limit, so it may not be possible for that reason. In any event, since the disbanding is faction-wide, it would be best if only each faction's capital spawned defenders.
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