Unit modding ?

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TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5001
Joined: Sat Nov 14, 2009 2:42 pm

Unit modding ?

Post by TheGrayMouser »

So I have found myself really enjoying the ECW module much more than I thought I would(never gamed it before and know very little about it) and am thinking of adding some of the more flavourfull units into the game.

the Irish Brigade: At ist glance it seems simple, give them 34% pike 66 % muskets and 66% sword capability.
* Does the current scripting support the proper POA's for the swords when combined with muskets/pikes ie the swordsmen should only count as protected shot when in melee OR swords, not protected shot AND swordsmen
*any suggestion on how to NOT make such units count as keils? (other than making the requirement for keils really high? or removing swords as contributing to kiel status?)

Warriors ie highlanders
*is this class already coded? if so...:
*what is the best way to represent weapons like *musket or *bow, simply allocating 50% of those weapons?

Cheers!
rbodleyscott
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Re: Unit modding ?

Post by rbodleyscott »

TheGrayMouser wrote:So I have found myself really enjoying the ECW module much more than I thought I would(never gamed it before and know very little about it) and am thinking of adding some of the more flavourfull units into the game.

the Irish Brigade: At ist glance it seems simple, give them 34% pike 66 % muskets and 66% sword capability.
* Does the current scripting support the proper POA's for the swords when combined with muskets/pikes ie the swordsmen should only count as protected shot when in melee OR swords, not protected shot AND swordsmen
Yes, this is programmed in and should work as you say.
*any suggestion on how to NOT make such units count as keils? (other than making the requirement for keils really high? or removing swords as contributing to kiel status?)
They won't count as keils, because to be a keil a unit has to have at least 40% actual pikes.
Warriors ie highlanders
*is this class already coded?


Yes. I would suggest giving them AP 12. However, since there are no divisional moves, there is no real downside to them (compared with Medium Foot), so I suggest making them cost slightly more in points than they would in FOGR.

The UnitSize attrib in the squads file essentially represents the number of FOGR bases in the unit * 100. (Except for light foot and light horse, where it represents half the FOGR bases).

So I would make them UnitSize 600 or 800 and charge them half to 1 extra point per 100 UnitSize for the extra move distance.
if so...:
*what is the best way to represent weapons like *musket or *bow, simply allocating 50% of those weapons?
Troops with Impact Foot, Musket are automatically treated as Musket*.

For Bow* you should make the bows 50%. (They didn't all have bows anyway, that is why they are Bow*).
Richard Bodley Scott

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TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5001
Joined: Sat Nov 14, 2009 2:42 pm

Re: Unit modding ?

Post by TheGrayMouser »

Thanks for the info and suggestions RBS!
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