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Thread: Infinite and finite ammo?

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  1. #1
    Sextus Molestus's Avatar Miles
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    Default Infinite and finite ammo?

    Is there any possible way to make missile units, particularly archer units, have infinite ammo when defending a city, but finite as usual when doing anything else? They likely wouldn't run out if the city had a good stockpile of them.
    Quoted from a user on another forum:
    "If I werent playing games Id be killing small anamils at a higher rate than I am now"

  2. #2
    DimeBagHo's Avatar Praeses
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    Default Re: Infinite and finite ammo?

    In a scripted battle you could do it, but I can't think of any way to do that in a normal battle.

  3. #3
    Sextus Molestus's Avatar Miles
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    Default Re: Infinite and finite ammo?

    Hmm oh well just a passing thought...
    Quoted from a user on another forum:
    "If I werent playing games Id be killing small anamils at a higher rate than I am now"

  4. #4
    Spartan198's Avatar Protector Domesticus
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    Default Re: Infinite and finite ammo?

    Would be useful. Shame there isn't any way to do it.

  5. #5
    RedFox's Avatar When it's done.™
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    Default Re: Infinite and finite ammo?

    How about a background script that triggers every time you enter a battle? If there's a way to replenish ammo, it shouldn't be much of a hassle to do it.

  6. #6
    silentsam74's Avatar Civis
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    Default Re: Infinite and finite ammo?

    Quote Originally Posted by RedFox View Post
    How about a background script that triggers every time you enter a battle? If there's a way to replenish ammo, it shouldn't be much of a hassle to do it.
    Since there are traits that give generals command bonuses based on defending or assaulting 'walls' then obviously the game is set to recognize whether there are walls involved and who is defending or attacking. So, it seems there is potential.
    Last edited by silentsam74; April 06, 2009 at 03:16 AM.

  7. #7

    Default Re: Infinite and finite ammo?

    It would be nice if missile units on walls have 3x more ammo than units in the field. I like the idea.
    Ceterum censeo, Carthaginem esse delendam!

  8. #8

    Default Re: Infinite and finite ammo?

    I would imagine a script would work. It's definatly a good idea.

  9. #9
    Sextus Molestus's Avatar Miles
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    Default Re: Infinite and finite ammo?

    I got the idea for it watching the main battle scene of Troy, where the Trojan archers are just firing volley after volley down upon the Greeks. I thought it would be pretty neat and would certainly add a defensive incentive to train archers in XGM.

    I don't know how to write background scripts, perhaps an avid modder could help (perhaps DimeBagHo overlooked this, I don't mean he's not an avid modder, lol).
    Quoted from a user on another forum:
    "If I werent playing games Id be killing small anamils at a higher rate than I am now"

  10. #10

    Default Re: Infinite and finite ammo?

    Nah, I think it's just that DBH isn't a big fan of background scripts.

    Personally I think it's pretty well represented by the towers, but that's just me. Would still love to see (and use) a script though, if one existed.


  11. #11
    DimeBagHo's Avatar Praeses
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    Default Re: Infinite and finite ammo?

    I skimmed through the available commands and I now think it can't be done even with a script. I thought there was a replenish ammo command, but I can't find it in the docs.

  12. #12

    Default Re: Infinite and finite ammo?

    Quote Originally Posted by Quirinal View Post
    Personally I think it's pretty well represented by the towers, but that's just me. Would still love to see (and use) a script though, if one existed.
    The towers represent not archers, but Doom Fortresses of Destruction.

    They killed over 4000 infantry in a test I did, in under 5 minutes, they have pinpoint accuracy and a ridiculously high rate of fire. I don't know why they bothered to invent semi auto sniper rifles, because every city with stone walls in XGM already has a few hundred of them.

  13. #13

    Default Re: Infinite and finite ammo?

    If this script can be made, the towers should dissapear/be weaked significantly.

  14. #14
    synthesis's Avatar Civis
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    Default Re: Infinite and finite ammo?

    I believe the towers are modifiable. I suppose if you wanted, you could make a garrison archer unit that had no movement points but had a lot of ammo.
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