Different Leader= Different Recruitable Units?
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- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
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Different Leader= Different Recruitable Units?
Would it be possible to make it so that, for instance, if you picked Undead, you would sort of know what you were going to get, but if you chose a Dark Sorcerer as a leader, you can recruit Ghouls, while a Dark Archer (or whatever) can recruit Skele Archers that have less exp to level up or something.
Just a little thought by me.
Just a little thought by me.
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
Re: Different Leader= Different Recruitable Units?
Yes we can.
But we must implement it in the scenario WML!
But we must implement it in the scenario WML!
It is ok to correct me if my English is too bad.
Working on Cunnicula Civil War
Working on Cunnicula Civil War
Re: Different Leader= Different Recruitable Units?
What he said. There's nothing stopping you from doing it, you just actually have to do the WML for it.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Re: Different Leader= Different Recruitable Units?
Make each leader a faction?
Re: Different Leader= Different Recruitable Units?
No need to do that. You can already modify recruit list. I think that it is with allow_recruit and disallow_recruit commands.
It is ok to correct me if my English is too bad.
Working on Cunnicula Civil War
Working on Cunnicula Civil War
Re: Different Leader= Different Recruitable Units?
And is this possible too, maybe even on costs?Dragonchampion wrote:recruit Skele Archers that have less exp to level up or something.
It would certainly be interesting to have an Era for people to go "Clasher Drakes", "Magisterium", "Berserkclan" or "Raider Orcs".
Cuyo Quiz,where madness meets me
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Re: Different Leader= Different Recruitable Units?
This would be pretty darn cool. The only thing is, with the campaigns, the only code I have seen for allowing recruits goes with name or movehere. In other words, you would probably have to program this in with the map
if i'm wrong, tell me, I'm kinda thinking of making something like this (Yes, this post gave me the idea.) for my little brothers birthday party, and doing it for the map would be tedious.
Of course, this would mean we would have to have at least 5 new units for the undead, for example, provided that there are 3 leaders. Yeah. Lots of new unit chains. So, maybe it could be subdivided, like dark magicians (still using undead), skeletons, and corpses.
ulfgur
if i'm wrong, tell me, I'm kinda thinking of making something like this (Yes, this post gave me the idea.) for my little brothers birthday party, and doing it for the map would be tedious.
Of course, this would mean we would have to have at least 5 new units for the undead, for example, provided that there are 3 leaders. Yeah. Lots of new unit chains. So, maybe it could be subdivided, like dark magicians (still using undead), skeletons, and corpses.
ulfgur
Re: Different Leader= Different Recruitable Units?
Not really.
Unless I'm mistaken once you set the recruits they stay set that way till you specifically disallow them. Even if this isn't the case, you could quite easily create a macro so that you'd only have to write all the code once, then you'd be able to apply it anywhere.
Unless I'm mistaken once you set the recruits they stay set that way till you specifically disallow them. Even if this isn't the case, you could quite easily create a macro so that you'd only have to write all the code once, then you'd be able to apply it anywhere.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: Different Leader= Different Recruitable Units?
True.
ulfgur
ulfgur
- Maeglin Dubh
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Re: Different Leader= Different Recruitable Units?
There's also the choose your own recruits era. You could look at the code for that and see if it might allow for, perhaps, choosing a 'faction' at the start of a battle.
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.