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Thread: Units with 2 weapons ~QUESTION~

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  1. #1

    Default Units with 2 weapons ~QUESTION~

    Some units, Like the ERE heavy axemen and the Guard spearmen have 2 weapons, a 2 handed and 1 handed axe and a sword and spear respectively.

    They seem to switch them just before a charge, kind of rendering the charge way less powerful. Also, sometimes my guard spearmen seem to fight cavalry woth their swords.

    My question is: Do I have any control over it? How can I get to to switch or not switch weapons?

    Thanks guys.

  2. #2

    Default Re: Units with 2 weapons ~QUESTION~

    I think the units will charge with one weapon and close quarters battle with the other. I'm pretty sure the team is aware of the varangian guard and templar axemen problem. What they did is have the units charge with the two handed axe in one hand which looks really cool but has some functionality problems. So to answer your question, there isn't like a button to can press to switch between primary and secondary weapons, but they will switch depending on if you charge or just fight.

  3. #3
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Units with 2 weapons ~QUESTION~

    You can choose the one hand weapon in the axemen by pressing ctrl+alt .
    Spatharii from the other hand were the 1st attempt of realistic weapon use.
    The unit "behaves" like the cavalrymen (switch to swords after a couple of seconds).
    What you have to do is to "aim" a cavalry unit of the ennemy with the attack cursor and order the unit to attack it!!
    They will use their spears more time.You must do the same when defending plus you must have the gaurd button pressed.
    A good adition in order to have a good (not perfect)solution could be:
    Give to Spatharii tou vasileos the shield wall abillity.
    When the player will have the abillity button plus the guard mod one ,pressed then the unit will use their spears more time.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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