Different Leader= Different Recruitable Units?

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Dragonchampion
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Different Leader= Different Recruitable Units?

Post by Dragonchampion »

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.
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Lord Ork
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Re: Different Leader= Different Recruitable Units?

Post by Lord Ork »

Yes we can.

But we must implement it in the scenario WML!
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Turuk
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Re: Different Leader= Different Recruitable Units?

Post by Turuk »

What he said. There's nothing stopping you from doing it, you just actually have to do the WML for it.
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Gambit
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Re: Different Leader= Different Recruitable Units?

Post by Gambit »

Make each leader a faction?
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Lord Ork
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Re: Different Leader= Different Recruitable Units?

Post by Lord Ork »

No need to do that. You can already modify recruit list. I think that it is with allow_recruit and disallow_recruit commands.
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Cuyo Quiz
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Re: Different Leader= Different Recruitable Units?

Post by Cuyo Quiz »

Dragonchampion wrote:recruit Skele Archers that have less exp to level up or something.
And is this possible too, maybe even on costs?

It would certainly be interesting to have an Era for people to go "Clasher Drakes", "Magisterium", "Berserkclan" or "Raider Orcs".
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ulfgur
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Re: Different Leader= Different Recruitable Units?

Post by ulfgur »

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 :hmm:

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.

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Velensk
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Re: Different Leader= Different Recruitable Units?

Post by Velensk »

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.
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Re: Different Leader= Different Recruitable Units?

Post by ulfgur »

True.

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Maeglin Dubh
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Re: Different Leader= Different Recruitable Units?

Post by Maeglin Dubh »

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.
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