If they'd begun the game already on the map I could have used the Skin Trigger to give them a Sand skin, but there seems no way to assign skins to units that appear as reinfs later in the game, or am I missing something?

Moderators: Order of Battle Moderators, The Artistocrats




It's working for me like that. A simple test scen to spawn a unit after a VP's been taken and the skin effect applied directly after that. I'm not sure if the order of the triggers makes any difference.bru888 wrote: ↑Wed Jun 05, 2019 1:42 am For example, all units of a certain type currently deployed get this skin. Or, all units of a certain type within a radius of a certain hex gets that skin. Or, all the reinforcements were assigned to an AI team so everybody in that AI team gets the other skin.
You should be able to set it up somehow if the "Set Unit Skin" effect itself is working. Whatever activates the deployment trigger should activate this trigger, or maybe just add the effect to the deployment trigger.





My answer to your question is- "I don't know", as I presume all the other little options and things are for customising and fine-tuning the scenarios which I haven't got round to dabbling with in such fine detail yet..bru888 wrote: ↑Thu Jun 06, 2019 9:12 pm Here's a follow-up question of my own: That checkbox for "Only for units with default skin" - does it work as I believe it's intended? That is, say you have some units already clad in another custom skin and you use a general effect like "all of my units within 99 hexes of this target hex" (basically the entire map); i.e., the way you have it above. Will this then seek out and modify only those units that have not been custom "skinned" already (and which are eligible for skinning, of course)?

