Is it possible to keep a Bodyguard unit from replenishing in the campaign? I have been unable to do so at the moment but I am trying alot of ways to trick the game![]()
Is it possible to keep a Bodyguard unit from replenishing in the campaign? I have been unable to do so at the moment but I am trying alot of ways to trick the game![]()
Dang
I have been trying to go around it but alas, no luck. I only want to keep one generals bodyguard unit from replenishing... Stupid hardcodes, they are the bane of my existence.
you can reduce/ increase generals bodyguards numbers with traits and ancillaries. traits like "HighPersonalSecurity 3" increase the numbers, whereas traits like "LaxPersonalSecurity 3" will decrease numbers.
So you could possibly trick the ai with a trait perhaps!
Hmmmmm,
Thanks danny! Ill havee to try it out when I get home
It did not work![]()
I even made it a ridiculous negative effect on personalsecurity and no dice... bah!
it could possibly take 1 or 2 turns before you notice any difference.
Well I needed it to take effect immediately as I am trying to keep a 1 manned general a single unit, but the next turn he turns into 2.
But another question, how can a general not have a bodyguard??? If I destroy the unit that is currently the bodyguard via script, the general says "no personal bodyguard to show" on his information. Shouldn't the next in line unit become the bodyguard?
Or is there a way to script a unit to become the bodyguard?
Last edited by Moneybags14; October 04, 2011 at 09:24 PM.
So it is possible to have the next unit become the general bodyguard? Is "general_unit_upgrade" an attribute in the EDU of a unit or in the script?
EDIT: I just tried it, it didn't work as an attribute in the EDU.... Still has the same reaction when the "destroy_units" command goes into effect.
But I forgot to mention that if the general goes into a battle, a regular bodyguard unit which is at the top of the EDU, spawns right before the battle and becomes the new bodyguard...
EDIT2: I just need to know why the bodyguard unit is not replaced after the "destroy_units" command via script, I would be able to finally realize the lofty goal I have set for myself. This is the only thing left in my way...
Last edited by Moneybags14; October 04, 2011 at 10:29 PM.