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Thread: Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

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    Withwnar's Avatar Script To The Waist
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    Default Bodyguard Switcher (change bodyguards in-game) v2.2 [3.2 compatible]

    Bodyguard Switcher v2.2

    TATW 3.2
    It is included in Withwnar's Submod Collection.


    [21-Apr-2015] v2.2 - some graphics updates.
    [22-Jan-2013] v2.1.1 - just a minor internal change and updated to Executioner 1.2.1.
    [20-Aug-2012] v2.1 - added Troll-men & Dwarven Halberdmen plus some minor changes (see Change Log).
    [30-Jun-2012] v2.0 - now all generals can use it, not just starting generals!

    This will let you change the bodyguard unit for characters, in game. e.g. Switch Legolas between mounted (Horse Archers) and dismounted (Sindar Archers).

    v2.0 introduces a slightly different way of doing it which severely reduces the size of the script. As a result it can now do more characters without the script becoming ridiculously large. v2.0 takes advantage of this to let you switch any of TATW 3.2's 2030 character names whereas previous versions provided only 96. (The script is ~110,00 lines which is still very large but if "all characters" were done the old v1.x way then it would have been 1.5 million lines!)

    i.e. It can now be used on any general, not just the ones who are in the game at campaign start. In v1.x it was only available to about 7 characters per faction: now it is available to all characters per faction.

    To further keep the script size down the Kill Character feature has been removed. Instead, v2.0 now includes the Executioner v1.2 submod. It is a better solution overall and smaller than a 2030-names Kill Character.

    Additionally, the switching script can now use rules based on ancillary ownership. Two such rules have been added to v2.0:
    1. Gondor: Swan Knights and Dismounted Swan Knights are now available to whoever currently holds the "Prince of Dol Amroth" ancillary. In v1.x only Imrahil could get them.
    2. Isengard: Dunlending Bodyguards are now available to whoever currently holds the "Chief of Dunland" ancillary. In v1.x only Yagthak could get them.

    In v2.0 the switching process is started by pressing SHIFT+C. This "Change Bodyguard" action can be mapped to another key in the usual way: TATW main menu > Options > Keyboard Settings.

    I'll keep the old versions and their information here for a while, for those still using TATW 3.1.

    v2.0 : the new way ... all characters

    Overview You choose the character by clicking on the settlement for which he is governor. (Full details below.) You choose the bodyguard by clicking Accept on the scroll that offers it.

    It can only be done in some settlements: Castles of any size and Cities of size "Large Town" or higher. The settlement can not be under siege.

    Each faction has a small selection of bodyguard options. As a general rule these include: normal bodyguard units, unique bodyguard units (e.g. Grey Company), one each of the best infantry, spear, missile and cavalry units for that faction. See "Units" below for the list.

    Some units have specific rules. e.g. Only Denethor, Boromir and Faramir may have Fountain Guard; Morannon Guard are only available at the Black Gate, etc.

    Notes:
    • This can be repeated any number of times, even within the same turn for the same character.
    • A "Changeable Bodyguard" trait identifies the character as having the ability.
    • The character himself is unchanged: no loss of traits, ancillaries, etc. But his new bodyguard will have zero experience.
    • There is a limit of 75 soldiers (+2 officers) for bodyguards. When the switch occurs the unit size will be whatever it normally is for that unit. But once if falls below 77 (battles, etc.) it will never go back higher than 77.
    • In some cases a particular unit might not be offered as an option if there are other generals or agents in the settlement. This seems to only happen for units that have 'specific character' rules. If a unit isn't being offered then try moving other generals and agents out of the settlement first.
    • It will not work correctly if another character has the same name. See "Same Name Problem" below.



    How to use it For example, to give Gandalf some Dúnedain Rangers...
    1. Make sure that no other character in your faction has his name. (See "Same Name Problem" below.)
    2. Move him into a valid settlement: City of at least "Large Town" or a Castle.
    3. Make sure that he is governor. (Remember that you might need to move other generals/agents outside.)
    4. Press SHIFT+C. The Change Bodyguard process begins...
    5. The first scroll is common to all factions, containing some generic information. Click Accept to continue.
    6. The second scroll is specific to this faction. Along with some further instructions it details the bodyguard options and their rules. e.g. "Knights of Annuminas (Annuminas; Arnor)": the unit will be offered only in Annuminas AND only after the Arnor Reunion. Click Accept to continue.
    7. Click on the settlement where Gandalf is, even if it is already selected.
    8. For each bodyguard option a scroll will appear. Click Accept on the one that you wish to use. In this case we keep clicking Decline until we reach Dúnedain Rangers.
    9. A "Bodyguard Camp" appears outside of the settlement. Gandalf is inside, under the "Army" tab.
    10. Move Gandalf out of the camp: into the settlement or wherever you wish to send him, so long as he is outside of the camp.
    11. Dismiss the camp: use the Disband Unit button on the "Bodyguard Camp" unit under the "Fleet" tab.

    Attachment 229868


    Download & Compatibility Downloads are available at the bottom of this post.

    In the following the "mod" folder means the Third_Age folder, typically something like "C:\Programs\SEGA\Medieval II Total War\mods\Third_Age_3".

    1. Download the attachment - this is for vanilla TATW only! - and extract it into the mod folder, answering "yes" to any "overwrite?" prompts.
    2. Delete {TATW mod folder}\preferences\keys.dat.


    If the new key shortcuts are not working in the campaign then it might be because keys.dat is in the Vista/Win7/etc. virtual store. Something like this...
    C:\Users\[UserName]\AppData\Local\VirtualStore\Program Files\SEGA\Medieval II Total War\mods\Third_Age_3\preferences
    ...delete it if it is.

    It is not save game compatible.

    This has been 'built on' vanilla 3.2. It does not know about other factions, characters, settlements and units that other submods/compilations introduce. Meaning: it will not work with those new characters, etc.


    Units
    Dale
    Bardian Marksmen [Missile]
    Aihwothiuda Horseguards [Cavalry]
    Dismounted Earls [Infantry]
    Barding Hird [Infantry]

    Dwarves
    Dwarven Noblemen [Infantry]
    Axemen of Erebor [Infantry] --> Erebor
    Dragonslayers of Ered-Mithrin [Infantry] --> Dáin's Halls
    Guards of Khazad-dûm [Infantry] --> Moria
    Dwarven Halberdmen [Infantry]

    Free Peoples of Eriador
    Dúnedain Bodyguards [Cavalry]
    Bodyguards [Cavalry] --> Arnor
    Knights of Annúminas [Cavalry] --> Annúminas; Arnor
    Battle-ready Dúnedain [Infantry]
    Dismounted Dúnedain Knights [Infantry] --> Annúminas; Arnor
    Grey Company [Cavalry, Missile]
    Dúnedain Rangers [Missile]
    Hobbitry-in-Arms [Infantry]

    Gondor
    General's Bodyguard [Cavalry]
    Swan Knights [Cavalry] --> Prince of Dol Amroth
    Dismounted Swan Knights [Infantry] --> Prince of Dol Amroth
    Citadel Guard [Spearmen]
    Fountain Guard [Spearmen] --> Boromir, Denethor & Faramir; Minas Tirith
    Ithilien Rangers [Missile]
    Blackroot Vale Archers [Missile]

    Harad
    Serpent Bodyguards [Cavalry]
    Dismounted Serpent Guard [Infantry]
    Southron Warband [Spearmen]
    Southron Archers [Missile]
    Troll-men of Harad [Infantry]
    Mûmakil [Cavalry]

    High Elves
    Eldarinwë Nobles [Cavalry]
    Eldarinwë Spearmen [Spearmen]
    Mithlond Nobles [Infantry]
    Eldarinwë Archers [Missile]

    Isengard
    Guards of the Orthanc [Spearmen] --> Isengard
    Uruk-Hai Bodyguards [Infantry]
    Dunlending Bodyguards [Infantry] --> Chief of Dunland
    Berserkers [Infantry]
    Uruk-Hai Archers [Missile]
    Warg Riders [Cavalry]

    Mordor
    Uruk Bodyguard [Infantry]
    Black Númenóreans [Cavalry] --> Dread 5+; Nazgul
    Dismounted Black Númenóreans [Infantry] --> Dread 5+; Nazgul
    Morannon Guard [Spearmen] --> Black Gate
    Uruk Archers [Missile]

    Orcs of Gundabad
    Orc Bodyguards [Infantry]
    Orc Halberdiers [Infantry]
    Goblin Trackers [Missile]
    Warg Riders [Cavalry]

    Orcs of the Misty Mountains
    Orc Bodyguards [Infantry]
    Heavy Goblin Halberd [Infantry]
    Heavy Goblin Archers [Missile]
    Warg Riders [Cavalry]

    Rhûn
    Bodyguard [Cavalry]
    Lôke-Flag Rim [Infantry]
    Lôke-Gamp Rim [Spearmen]
    Lôke-Nar Rim [Missile]

    Rohan
    Rohan Bodyguards [Cavalry]
    Royal Guard [Cavalry]
    Dismounted Royal Guard [Spearmen]
    Eorling Swordsmen [Infantry]
    Helmingas [Missile]

    Silvan Elves
    Sindar Archers [Missile]
    Sentinels of the Woodland Realms [Missile]
    Silvan Heavy Swordsmen [Infantry]
    Silvan Heavy Spearmen [Spearmen]
    Silvan Horse Archers [Cavalry, Missile]


    v1.x : the old way ... a few key characters

    Overview You choose the character by clicking on the settlement for which he is governor. (Full details below.) You choose the bodyguard by clicking Accept on the scroll that offers it.

    It can only be done in some settlements: Castles of any size and Cities of size "Large Town" or higher. The settlement can not be under siege.

    It can only be done on some characters (due to scripting limitations). This version supports all starting generals (including those not yet Come Of Age) and ones spawned by script. See "Characters & Units" below for the list. The scrolls in-game also tell you which characters are eligible.

    Each faction has a small selection of bodyguard options. As a general rule these include: normal bodyguard units, unique bodyguard units (e.g. Grey Company), one each of the best infantry, spear, missile and cavalry units for that faction. See "Characters & Units" below for the list.

    Some units have specific rules. e.g. Only Imrahil may have Swan Knights (mounted/dismounted), Morannon Guard are only available at the Black Gate, etc.

    Notes:
    • This can be repeated any number of times, even within the same turn for the same character.
    • A "Changeable Bodyguard" trait identifies the character as having the ability.
    • The character himself is unchanged: no loss of traits, ancillaries, etc. But his new bodyguard will have zero experience.
    • After a switch the character is not able to move for the rest of the turn. However, further switch(es) may be done with him during that turn.
    • There is a limit of 75 soldiers (+2 officers) for bodyguards. When the switch occurs the unit size will be whatever it normally is for that unit. But once if falls below 77 (battles, etc.) it will never go higher than 77.
    • In some cases a particular unit might not be offered as an option if there are other generals or agents in the settlement. This seems to only happen for units that have 'specific character' rules. If a unit isn't being offered then try moving other generals and agents out of the settlement first.
    • If a character dies and you have another general with the same name (now or later) then the switching should also work on that new general, even though he wasn't in the game from the start.
    • It will not work correctly if another character has the same name. See "Same Name Problem" below.



    How to use it To begin the process click the help/advise button on any Unit Info scroll...
    Spoiler Alert, click show to read: 
    Video Demo

    Here we are giving Gandalf some Dúnedain Rangers.
    1. He starts off with his normal bodyguard.
    2. Move him into a valid settlement (a castle - we don't have any Minor Cities yet).
    3. Make sure that he is governor. In this case there is another general present but Gandalf is the governor so we're good to go. (Remember that you might need to move this other general outside if he is interfering with certain units being offered - in this case he isn't so he can stay.)
    4. Bring up the Unit Details scroll for any unit. Click its Help/Advise button.
    5. The Change Bodyguard process begins...
    6. The first scroll is common to all factions, containing some generic information. Click Accept to continue.
    7. The second scroll is specific to this faction. Along with some further instructions it details the character and bodyguard options. Note the "(Annuminas; Arnor)" after the Knights of Annuminas. This is a rule for this unit: the unit will be offered only in Annuminas AND only after the Arnor Reunion. Click Accept to continue.
    8. Click on the settlement where Gandalf is. Note here that Amon Sul was already selected: no matter, it still needs to be clicked on.
    9. For each bodyguard option a scroll will appear. Click Accept on the one that you wish to use. In this case we keep clicking Decline until we reach Dúnedain Rangers.
    10. Gandalf reappears outside of the settlement and moves back in.
    11. At this point he would not be able to move. (He can here only for demonstration purposes.)



    Killing Characters By clicking Decline on the first scroll you will be offered the option to kill a character.

    Other generals, captains or agents in the game having the same name as a switchable general can prevent switching from working on that general.

    If your general doesn't have the "Changeable Bodyguard" trait - even though his name's on the list - then it's probably because someone else in your faction has his name.

    This shouldn't happen with starting generals. But it can happen with those who are spawned or Come Of Age later in the game: in the meantime another character can appear who has his name, intercepting his switching trait and basically getting in the way of everything.

    Solution: kill the offender using the Kill Character feature...

    Video Demo

    Here we have Aragorn the general who was spawned into the Gondor faction later in the game. But before he arrived a spy was recruited who got the same name. We could send him on a suicide spying mission but there's a quicker way...

    1. Aragorn-General does not have the "Changeable Bodyguard" trait.
    2. Spy-Aragorn does. There lies the problem.
    3. Attempting to do a Change Bodyguard with General-Aragorn in Minas Tirith doesn't work. (Yes, he's governor and his name is on the list of eligible characters.) It doesn't find any governor with the special trait so it eventually times out with a "no valid selection" message.
    4. To kill Spy-Aragorn begin the Change Bodyguard process again. But this time click Decline on the first scroll.
    5. The Kill Character process begins. Click Accept: yes we want to kill somebody.
    6. Click on Spy-Aragorn.
    7. We are asked to confirm: click Accept.
    8. Spy-Aragorn dies.
    9. General-Aragorn now has the trait and Change Bodyguard now works for him. Let's give him some Rangers. He likes Rangers.



    Download & Compatibility Downloads are available at the bottom of this post.

    There are two files, depending on your situation:
    • VanillaTatw3.2 is compatible with vanilla TATW 3.2 (no other submods) and is ready to go. Just unzip into the Third_Age folder. You should be prompted to overwrite the "data" folder: say "yes".
    • ManualMerge is in case you have a non-vanilla TATW 3.2 (i.e. you have other submods or compilations). Unzip somewhere and follow the instructions in the "Merging" file.
      NOTE: in 1.3.1 the "eventpics" folder is now found under "ui\southern_european". You can just copy that "ui" folder and drop it into TATW's "data" folder.

    They are NOT save game compatible.

    In theory the Manual Merge will work with any 3.2-based compilation. So long as it hasn't removed or renamed (internally) any of the units that are bodyguard options. Plus if any settlements have been shifted or renamed (internally) then that could cause problems.

    Of course this has been 'built on' vanilla 3.2. It does not know about other factions, characters, settlements and units that other submods/compilations introduce.


    Characters & Units
    * = spawned character

    Dale
    Characters:
    Bain, Bard*, Biarn, Hawin, Vidusith

    Units:
    Bardian Marksmen [Missile]
    Aihwothiuda Horseguards [Cavalry]
    Dismounted Earls [Infantry]
    Barding Hird [Infantry]


    Dwarves
    Characters:
    Balin, Dain, Gimli, Gloin, Thorin

    Units:
    Dwarven Noblemen [Infantry]
    Axemen of Erebor [Infantry] --> Erebor
    Dragonslayers of Ered-Mithrin [Infantry] --> Dáin's Halls
    Guards of Khazad-dûm [Infantry] --> Moria


    Free Peoples of Eriador
    Characters:
    Araglas, Aragorn, Arahael, Araphor*, Araval, Aravir, Bregon, Eldarion, Gandalf, Halbarad

    Units:
    Dúnedain Bodyguards [Cavalry]
    Bodyguards [Cavalry] --> Arnor
    Knights of Annúminas [Cavalry] --> Annúminas; Arnor
    Battle-ready Dúnedain [Infantry]
    Dismounted Dúnedain Knights [Infantry] --> Annúminas; Arnor
    Grey Company [Cavalry, Missile]
    Dúnedain Rangers [Missile]
    Hobbitry-in-Arms [Infantry]


    Gondor
    Characters:
    Angbor, Aragorn*, Arveldir, Boromir*, Denethor, Duinhir, Durven, Faramir, Forlong, Imrahil, Istdor, Naerion, Orodreth, Pelilas

    Units:
    General's Bodyguard [Cavalry]
    Swan Knights [Cavalry] --> Imrahil
    Dismounted Swan Knights [Infantry] --> Imrahil
    Citadel Guard [Spearmen]
    Fountain Guard [Spearmen] --> Boromir, Denethor & Faramir; Minas Tirith
    Ithilien Rangers [Missile]
    Blackroot Vale Archers [Missile]


    Harad
    Characters:
    Ghasaan, Haarith, Hannad, Jibran, Jubayr, Khuzaymah*, Musab, Qusay, Ubaadah, Utbah, Yaman

    Units:
    Serpent Bodyguards [Cavalry]
    Dismounted Serpent Guard [Infantry]
    Southron Warband [Spearmen]
    Southron Archers [Missile]
    Mûmakil [Cavalry]


    High Elves
    Characters:
    Círdan, Elladan, Elrohir, Elrond, Glorfindel

    Units:
    Eldarinwë Nobles [Cavalry]
    Eldarinwë Spearmen [Spearmen]
    Mithlond Nobles [Infantry]
    Eldarinwë Archers [Missile]


    Isengard
    Characters:
    Saruman, Ufthak, Ugluk, Yagthak

    Units:
    Guards of the Orthanc [Spearmen]
    Uruk-Hai Bodyguards [Infantry]
    Dunlending Bodyguards [Infantry] --> Yagthak
    Berserkers [Infantry]
    Uruk-Hai Archers [Missile]
    Warg Riders [Cavalry]


    Mordor
    Characters:
    Adûnaphel the Quiet*, Akhôrahil the Blind Sorcerer*, Dwar of Waw*, Grishnakh, Hoarmûrath of Dír*, Jí Indûr Dawndeath, Khamûl the Easterling, Laglug, Mauthak, Muzlun, Nagzag, Ren the Unclean*, Ufluk, Witch-King*, Zagmuz, Ûvatha the Horseman*

    Units:
    Uruk Bodyguard [Infantry]
    Black Númenóreans [Cavalry] --> Dread 5+; Nazgul
    Dismounted Black Númenóreans [Infantry] --> Dread 5+; Nazgul
    Morannon Guard [Spearmen] --> Black Gate
    Uruk Archers [Missile]


    Orcs of Gundabad
    Characters:
    Gorduf, Lagbug, Lughorn, Lunul

    Units:
    Orc Bodyguards [Infantry]
    Orc Halberdiers [Infantry]
    Goblin Trackers [Missile]
    Warg Riders [Cavalry]


    Orcs of the Misty Mountains
    Characters:
    Burz, Lunug, Radzag, Uglag, Ugrad

    Units:
    Orc Bodyguards [Infantry]
    Heavy Goblin Halberd [Infantry]
    Heavy Goblin Archers [Missile]
    Warg Riders [Cavalry]


    Rhûn
    Characters:
    Bori, Borthand*, Edgu, Kustig, Margoz, Uldor, Ulfang, Ulwarth

    Units:
    Bodyguard [Cavalry]
    Lôke-Flag Rim [Infantry]
    Lôke-Gamp Rim [Spearmen]
    Lôke-Nar Rim [Missile]


    Rohan
    Characters:
    Alric, Egbert, Eomer, Eomund, Erkenbrand, Gamling, Leofara, Thengel*, Theoden, Theodred

    Units:
    Rohan Bodyguards [Cavalry]
    Royal Guard [Cavalry]
    Dismounted Royal Guard [Spearmen]
    Eorling Swordsmen [Infantry]
    Helmingas [Missile]


    Silvan Elves
    Characters:
    Celeborn, Haldir, Legolas, Thranduil*

    Units:
    Sindar Archers [Missile]
    Sentinels of the Woodland Realms [Missile]
    Silvan Heavy Swordsmen [Infantry]
    Silvan Heavy Spearmen [Spearmen]
    Silvan Horse Archers [Cavalry, Missile]


    Same Name Problem If another character has the same name then the switching can fail. Either:
    1. The switching won't be possible because he doesn't have the "Changeable Bodyguard" trait.
    2. After the switch your switched general will be stranded in the top-right (bottom-left in v2.0) corner of the map.

    Before doing ANY switch:
    1. Save the campaign - in case something goes wrong
    2. Check your faction's character list scrolls (Generals and Agents) to make sure that nobody else has his name

    If the same name does exist - and you want to go ahead with a switch - then you will need to remove that other character from your faction. For captains and admirals it should just be a case of merging them into another army/fleet or settlement. For generals and agents you will need to kill them...

    The v1.x Kill Character feature will only work if they have the "Changeable Bodyguard" trait, which in most cases they won't. So, possible alternatives are:
    1. Suicide battles/missions for generals, spies and assassins
    2. Put him on a ship and send the ship into a suicide battle, repeating until the ship is sunk (out to sea, not on the coast!)
    3. Use the Executioner submod. Remember: this is included in this submod as of v2.0.

    Unfortunately there is no way for the script to get around this problem, without auto-killing characters as part of the switching process. At the end of the day it boils down to this: switching can only work when nobody else has his name ... if someone does then he must die.


    Change Log & Credits Thanks to Ngugi for the knife.

    Change Log

    • v2.2
      • New images for historic events and BG Camp.
      • Fixed shadows for unit cards shown in BGS unit selection.

    • v2.1.1
      • Updated to Executioner 1.2.1.
      • Changed unit ownership to "all".

    • v2.1
      • Added Troll-men for Harad and Dwarvern Halberdmen for the Dwarves.
      • Changeable Bodyguard trait no longer given to non-generals.
      • Changeable Bodyguard trait now reapplied after Execution: can now switch bodyguards immediately after Execution instead of waiting until next turn.
      • shortcut.txt was missing {bookmark1} entry.

    • v2.0
      • Script redesign: now works on all characters
      • Added Executioner submod
      • Added key action to begin process
      • Added ancillary rules for Swan Knights and Dunlending Bodyguards
      • Removed all non-ANSI characters from campaign_script

    • v1.3.1
      • Fixed bug where cities could not be used

    • v1.3
      • TATW 3.2 compatible
      • Some character and unit changes to match 3.2's starting bodyguards and characters

    • v1.2.1
      • Some changes to the script to help make it work with Baron's compilation

    • v1.2
      • TATW 3.1 compatible
      • Settlement level restriction changed from Minor City to Large Town

    • v1.1
      • Removed the Aragorn twins from Gondor.


    Permissions
    See "Permissions" in this thread.

    Download Files
    Don't forget to read the "Download & Compatibility" sections too. This list just explains the filenames and puts them in order (most recent first).

    Older versions:

    Last edited by Withwnar; April 21, 2015 at 05:46 AM.

  2. #2
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Bodyguard Switcher [WIP]

    Very good idea, but how are you planning to activate this script? If you select the character or whatever?

    As a suggestion for the spawn point, maybe in the case of Eriador/Arnor, Bree and if you don't own Bree, it is Annuminas, if you don't own Annunminas, it's Fornost.

  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: Bodyguard Switcher [WIP]

    The character must be in a settlement when this happens (weird results otherwise) so character_selected is not an option unfortunately. At the moment it is being triggered by clicking the advice/help button on any Unit Details scroll.

  4. #4
    Captain Zoran's Avatar Ducenarius
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    Default Re: Bodyguard Switcher [WIP]

    So it's basically the same character that comes back? No loss of title such as Faction Leader/Heir etc? If this does work, I belive you will have made an invaluable addition to this mod.
    The friendly neighbourhood hobo with a shotgun of Westeros: Total War, bringing the Game of Thrones to life!
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  5. #5
    Withwnar's Avatar Script To The Waist
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    Default Re: Bodyguard Switcher [WIP]

    That's correct. Aragorn is still faction leader, has the same strat and battle models, etc.

    I'll confirm faction heir... haven't tested that.

    EDIT: faction heir is fine.
    Last edited by Withwnar; March 06, 2012 at 10:39 PM. Reason: Removed incorrect info regarding dead portraits

  6. #6
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Bodyguard Switcher [WIP]

    Quote Originally Posted by Withwnar View Post
    The character must be in a settlement when this happens (weird results otherwise) so character_selected is not an option unfortunately. At the moment it is being triggered by clicking the advice/help button on any Unit Details scroll.
    How could you then select the character you want to change the bodyguard from?

  7. #7
    Withwnar's Avatar Script To The Waist
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    Default Re: Bodyguard Switcher [WIP]

    1. Choose the character: a Yes/No message for each of the possible characters for your faction. Click Yes on the one you want to change.

  8. #8

  9. #9
    FC Groningen's Avatar Senator
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    Default Re: Bodyguard Switcher [WIP]

    Will the upkeep change as well? If not, there is no disadvantage of putting everyone on horses. Also, it doesn't necessarily have to be a drawback to make a general spawn back at the capital, especially if he is surrounded or about to be surrounded by enemy stacks. I assume the rest of the garrison won't be affected? I think you should put a cost to this to balance it out. Maybe a required building in the settlement would balance it as well.

  10. #10

    Default Re: Bodyguard Switcher [WIP]

    Just curious Withwnar, how do you manage to keep traits etc all the same?

    Sounds great!

  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: Bodyguard Switcher [WIP]

    Will the upkeep change as well?
    The upkeep will be whatever it is for that unit.

    If not, there is no disadvantage of putting everyone on horses.
    A lot of people seem to prefer mounted generals. Personally I really like the archer bodyguards of Aragorn and the Silvans. Having infantry bodyguard options could be fun too, though more dangerous for the general of course.

    Also, it doesn't necessarily have to be a drawback to make a general spawn back at the capital, especially if he is surrounded or about to be surrounded by enemy stacks.
    Not "the capital"; that can be changed by you at any time whereas this respawn location will be fixed (though possibly a choice of settlements will be offered).

    True: a side effect of this is that you could use it to cheat a character out of certain death. It's up to the player whether they choose to do so.

    I assume the rest of the garrison won't be affected?
    That's correct: only this character will disappear from the settlement.

    I think you should put a cost to this to balance it out. Maybe a required building in the settlement would balance it as well.
    I'll give that some thought. I'd prefer not to have to make a new building card etc. nor tamper with the EDB. As it is now it will be very simple to drop this into TATW. The more files I change the harder it will be to merge into the mod, especially if other submods are present.

    Personally I think that the inconvenience of having this guy sent back to 'base' is cost enough. But something along the lines of "cavalry options only possible if the 'base' has stables" could be an idea.

    Quote Originally Posted by deguerra View Post
    Just curious Withwnar, how do you manage to keep traits etc all the same?
    send_character_off_map. When you bring him back with spawn_army he keeps everything he had, but you can specify a new bodyguard in the process.
    Last edited by Withwnar; October 23, 2011 at 05:47 AM.

  12. #12

    Default Re: Bodyguard Switcher [WIP]

    this would be good for the orcs, warg or infantry based guard

  13. #13
    KnightsTemplar's Avatar Campidoctor
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    Default Re: Bodyguard Switcher [WIP]

    Quote Originally Posted by Withwnar View Post
    send_character_off_map. When you bring him back with spawn_army he keeps everything he had, but you can specify a new bodyguard in the process.
    Now that's awesome.
    I always thought of 'killing/removing' and 'respwan'.
    This is just like the 'crusades' that the vanilla characters went on....
    And thats cool.
    Aure entuluva!

  14. #14
    Withwnar's Avatar Script To The Waist
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    Default Re: Bodyguard Switcher [WIP]

    That's right: it works just like the crusades thing but in this case the general is not absent for any amount of time. He is sent off map and immediately brought back.

    I must say that I'm not entirely happy with the "disappear from this settlement and reappear back at Bree" thing. It would be good - for 'reality' - if it forced you send the character there in the first place. That is doable but would require a lot of monitors to track all of the characters' whereabouts and I'm hesitant to add monitors 'needlessly'.

  15. #15
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Bodyguard Switcher [WIP]

    One suggestion: If the character (for example Aragorn) is under siege, you shouldn't be able to change his bodyguard and get him save to Bree.

  16. #16
    Ozzmosis's Avatar Domesticus
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    Default Re: Bodyguard Switcher [WIP]

    It would be awesome if you could have Faramir switch his BG from rangers to cavalry, just as he could in BFME
    Perhaps boromir could switch from infantry to cavalry too?
    Expanding on this idea, maybe all faction leaders and heirs could have the option to switch between cavalry and foot?
    As in, Eriador/Arnor could switch from rangers to mounted dunedain, or mounted/dismounted knights of Annuminas, Orcs could switch between infantry and warg bg, Rohan could have mounted/dismounted royal guards, Gondor could switch between cav bg and citadel guard (and rangers for faramir), Dwarves and Elves I think are fine as they are, and Harad/Rhun could also switch between mounted and dismounted BGs
    EDIT (sorry I hadn't read all previous posts, so others may have already put some of these ideas forward...)

  17. #17
    Withwnar's Avatar Script To The Waist
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    Default Re: Bodyguard Switcher [WIP]

    Quote Originally Posted by killersmurf View Post
    One suggestion: If the character (for example Aragorn) is under siege, you shouldn't be able to change his bodyguard and get him save to Bree.
    Thanks. Ideally yes. But again this would require a lot more script purely for the sake of preventing the player from abusing the system.

    It makes sense that if his settlement is under siege then he wouldn't be able to escape to Bree. But in reality he can't just teleport to Bree either. Some player's discretion will be needed with this; how it's used is entirely up to them, cheating or otherwise.

    @Ozzmosis
    Thanks for that. I had my eye on Faramir and Boromir. And in general all starting faction leaders, heirs and other heroes, with a mounted/dismounted option at least.

    Interesting that you say Elves don't need it. I was considering a dismounted missile option for Glorfindel, Elladan and Elrohir.

    Silvans are a peculiar case. Mounting them would mean Horse Archers which are a fair bit weaker than Sindar Archers. Would anyone even bother?

    BTW, I added some screen shots to the OP.
    Last edited by Withwnar; October 23, 2011 at 12:15 PM.

  18. #18
    Ozzmosis's Avatar Domesticus
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    Default Re: Bodyguard Switcher [WIP]

    Well I guess I was thinking more about Silvans in that they don't need it, since having a horsearcher BG doesn't really work, especially with the Sindar archers.
    I guess it would work well for Elladan, Elrohir, Glorfindel and Elrond if they could switch from Horse to archer/swords.

  19. #19
    KnightsTemplar's Avatar Campidoctor
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    Default Re: Bodyguard Switcher [WIP]

    I think the character should need 1 turn to respwan instead:
    The bodyguards are not robots awaiting use, y'know?
    And thus a little bit less 'abusing' and have you take consideration of danger(spwaning in enemy control zone)
    Plus the 'reality' of moving back at full speed.
    Last edited by KnightsTemplar; October 24, 2011 at 04:30 AM.
    Aure entuluva!

  20. #20
    Kiliç Alì's Avatar Domesticus
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    Default Re: Bodyguard Switcher [WIP]

    Just a suggestion, I believe it would me more fair if you can swithch BG unit if the character is in the capital city only. Meaning he is equpting for a campaign, and he will use the same unit until the campaign is over.
    And somebody could use the trick to switch everyvody with the cheaper BG unless they need any good one.

    Howewer, great idea!

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