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Thread: Units with no movement and build limit

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  1. #1

    Icon5 Units with no movement and build limit

    Hi Everyone

    I got a question, well two actually.
    I want to create a specific infantry unit which is recruitable in the academy and uses the captain model for its soldiers. My idea is that this unit represents the academy instructors going out to fight if someone with blood in his eyes comes knocking. I want it to be a numerically small but tough unit. (so far i know ho to do that).

    My problem is that I want this unit to have no campaign movement. I know where i can set campaign movement for a whole "class" (cavalry, siege, etc.) but where can i limit movement for a specific unit type?

    The other thing is I want to limit numbers to one unit per academy (like priests or merchants are limited to the number of churches or markets).

    Thanks in advance.

  2. #2
    Linyoa's Avatar Civis
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    Default Re: Units with no movement and build limit

    I don't believe you can do that unfortunately. If it were an actual character (general) you could give it a trait/ancillaries that took away it's movement but I don't think you can do anything with individual units (that is to say: Venetian heavy infantry for example)

    sorry

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  3. #3

    Default Re: Units with no movement and build limit

    Quote Originally Posted by Linyoa View Post
    I don't believe you can do that unfortunately. If it were an actual character (general) you could give it a trait/ancillaries that took away it's movement but I don't think you can do anything with individual units (that is to say: Venetian heavy infantry for example)

    sorry
    couldn't he make em a BG unit ? as in doing what you suggested (making them a recruitable general ,with the specific trait/anc)

    it sounds really great as an idea!


  4. #4
    AJStoner's Avatar Lord of Entropy
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    Default Re: Units with no movement and build limit

    Not doable on both counts unfortunately. You could:

    1) Make then non-recruitable and only generated via script within a city under siege as part of a garrison script.
    2) Make a script that disbands them after a set number of turns has past.
    Last edited by AJStoner; October 07, 2011 at 03:24 AM.

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  5. #5

    Default Re: Units with no movement and build limit

    Thank you for the quick replies.

    Quote Originally Posted by AJStoner View Post
    1) Make then non-recruitable and only generated via script within a city under siege as part of a garrison script.
    This would actually be better than what I had in mind. Thanks for the good idea.
    Seems I have to start reading into garrison scripting......

  6. #6

    Default Re: Units with no movement and build limit



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