this is a thing that i've inquired about a lot and so far i haven't found anyone able to point me in the right direction. this is a way to do this WITHOUT MODING DESCR_FORMATIONS_AI.TXT. what's the point of it? as u well know pikes with no secondaries are immortal in melee and with secondaries are crappy swordsmen rather than pikemen. so the comunity needs a balance between these 2. by enabling guard_mode pikemen get rid of a bug that makes them turn like crazy and fight more agressively. so theyre weaker in melee but from a visual point of view thay still look great. also because the game considers tham as being siege crews he will never send them up a ladder but he'll send them through a breach or a cracked gate. i u want a optimized solution for pikes WITH SECONDARIES. check this other tutorial: http://www.twcenter.net/forums/showthread.php?t=519849
type Highland Pikemen
dictionary Highland_Pikemen ; Highland Pikemen
category siege ;;;;changed from infantry
class spearmen
voice_type Light
banner faction main_spear
banner holy crusade
soldier Highland_Pikemen, 60, 0, 4 ;;;;;;make sure this stays 0
engine great_standart_milan ;;;add this line
attributes sea_faring, hide_forest, can_withdraw
;move_speed_mod 0.7
formation 0.8, 1.8, 2.8, 2.8, 4, square, phalanx ;;;for moders try without phalanx line it's got potentialsay for aggressive pikemen maybe with this modification also: http://www.twcenter.net/forums/showthread.php?t=519849
stat_health 1, 0
stat_pri 8, 5, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr , spear, long_pike
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 2, 0, 0, flesh
;stat_armour_ex 0, 2, 0, 0, 6, 0, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 4
stat_ground 1, -2, 3, 4
stat_mental 16, impetuous, highly_trained
stat_charge_dist 10 ; 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 360, 125, 65, 150, 360, 4, 100
armour_ug_levels 0, 1
armour_ug_models Highland_Pikemen, Highland_Pikemen_ug1
ownership scotland
era 1 scotland
era 2 scotland
;unit_info 8, 0, 6
recruit_priority_offset 6.5
this makes the game recognize the pikeman unit as a siege unit). because of the "0" though the siege engine doesn't appear in combat and the unit is just made up of men. because it's hardcoded that engine crews start with guard mode by default the pikes will do that as well.
however: the unit cannot use a secondary. the game uses pikemen great.
to handle the pikemen unit u must use the phalanx type from formations_ai.txt, simply add a line to some blocks where u wish the phalanxes to be. if u don't do this the game does not consider them as being spearmen so he puts them on the same level as artilery pieces.
begin_block 0
max_units 6
unit_type phalanx 2.0
unit_type skirmish infantry 1.0 ;;personaly i've put my phalanxes in the missile blocks to protect missiles from cavalry, and also to act as a shiels for the other infantry behind them from cavalry. but u can add this line to any block that u likebut dont consider phalanx units as being under the name of spearmen from now on.
unit_density close
min_unit_width 30
max_unit_width 30
block_formation line
block_relative_pos 0 0.0 0.0
inter_unit_spacing 3.0
priority 1.0
end_block




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