Great work Withwnar are you going to do this for 3.0 when it comes out as well + rep
Great work Withwnar are you going to do this for 3.0 when it comes out as well + rep
It depends how you look at it. Are they a new unit or are they just the same bodyguard guys but now on horses? If the latter then how long does it take to saddle a horse and put on different armour?
To be honest, I'm wary of sending the character off map for any length of time. A lot can happen in just one turn. e.g. The respawn location may no longer be under your control so without a lot of extra script to deal with that situation you could end up with the character not being able to return.
Good point about the enemy zone of control. I am currently checking for respawn-settlement-under-siege. I'll experiment with the ZOC case.
I looked into capital cities but abandoned the idea: too difficult for the script to know, at least without a lot of extra monitors. Plus it would mean that the script would need to be able to respawn at any city on the map (any settlement could be the capital). Fixed locations, despite the drawbacks, massively simplifies the script.
Thanks PK. I'd be mad not to, right? As it stands at the moment it should be compatible anyway but it might need tweaking if settlements have moved, etc.
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I have since had another thought regarding respawn locations. Instead of one per faction make it so that certain cities can do it (for any faction). e.g. About 20 across the map but they are fixed. So long as the character is governor at the time it should be possible to just click on the settlement and then the character respawns at that settlement with his new bodyguard.
This would avoid the teleport-back-to-base behaviour but of course means that the new bodyguard appears 'out of thin air'. But again, only if you see the new bodyguard as new men. If you see them as the same men but now on horses then this makes more sense anyway: why go all the way back to Bree for some horses?
I haven't tried it yet so it might not work.
Last edited by Withwnar; October 25, 2011 at 03:00 AM.
Last edited by Withwnar; October 25, 2011 at 08:43 AM.
It'll be compatible with every mod, no? MOS for an example.
Awesome video.
However, how are the player supposed to know how many units are there for select/still available?
A list like this:
And so on, with the mark indicating the units currently shown.Code:> Grey Company Dunedain Rangers BR Dunedain Mounted Dunedain
I think that can help players to have easier time using it.
Aure entuluva!
Great idea Withwnar. I love the concept.
Under the patronage of MasterBigAb
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Last edited by Emperor of Hell; October 26, 2011 at 01:37 AM.
It should be compatible with everything. So long as other submods are not removing any characters or units that this is trying to use.
It isn't possible to do that kind of thing with scroll messages. Each faction will have an intro scroll that explains which characters and units this will work on. If the wrong character or unit is chosen then it's harmless: just do it again.
The multiple-settlement idea is working nicely. I'll be using this method instead of the teleport-back-to-base one. OP updated.
I have also added the character/unit list (so far) to the OP.
Last edited by Withwnar; October 25, 2011 at 11:13 AM.
Great work Withwnar!
Another piece of brilliant scripting work.
Small suggestion: Only Imrahil should get Dol Amroth BG, but the list should have dismounted DA knights added, only for Imrahil
Good one.
How about this for an idea...
Any of the Gondor characters can have Swan/DA Knights but only if it is done in Dol Amroth. I could make it so that Imrahil can do it anywhere. This would let Imrahil mount/dismount his bodyguard anywhere.
The drawback is that anyone else would need to head back to Dol Amroth to change to either of these. e.g. If Faramir has Swan Knights and he wants to dismount them then he needs to go back to Dol Amroth. Or if he has Swan Knights, then changes to Rangers (anywhere) and then wants Swan Knighrs again then to DA he must go.
@Moneybags and the rest
Thanks for the compliments and reps.
Brilliant idea! One more submod that prevents me from editing several files each time a submod has an update. Good stuff for my laziness! +rep
Wargs for OotmM and OoG could also be possible but the current warg units are be a bit too weak to represent a bodyguard unit
And in my opinion swan knights should only be optional for Imrahil. Special units for a special guy.
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may i suggest fountain guard for boromir and maybe denethor
btw great idea +rep
Aure entuluva!
Thats impossible, because this submod sends the character you want to change the bodyguard from off map and that requires a named or labeled character.
Could it be possible, as a general gets more and more advanced as a general, more bodygaurds unlock. (E.G. for Mordor, if a general has +6 dread, they can have Black bodyguard)
True but people seem to want them nonetheless. The solution would be to make a new Warg bodyguard unit (higher stats) but I won't be adding any new units here.
When it's released I'll include instructions on how to change it so that a different unit can be used.
Good call. I'll make it for Imrahil alone.
Who is Imrahil's son? We don't know his name so the script certainly doesn't. The OP mentions this name limitation.
EDIT: what killersmurf said: the script needs to know his name.
Shouldn't be a problem. I'll put it on the list. It will probably need to be for all characters though: limiting it to one character is simple, more than that starts to get tricky.
Nice idea. Off the top of my head I would have to say no, not possible. I'll give it some thought but it might need to wait for a future version.
Last edited by Withwnar; October 26, 2011 at 10:39 AM.
Withwnar would this mod be possible for ALL generals??
Even if not I again see you did a GREAT job!
Edit I think I have found the answer in the OP that its not possible. (Maybe yet?? As you're a Genius so you can maybe in the future find someway)
Last edited by AragornElessar; October 26, 2011 at 10:41 AM.
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