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  1. #1

    Default 2 special abilities !

    hi
    I ve read there are 2 spec ailities posible. But always (within edu forumation) is square already set. So it s only one actually?? What is that "square" what happens when I delete it. I tried one time. It crushed. Because I want to give the soldiers schiltrom and shieldwall.
    or is a wedge for infantry possible ? (also didn t work for me... )

    And is there a posibility to make the soldier rise the shield sooner ?
    Last edited by phoen!x; October 06, 2006 at 06:14 AM.

  2. #2
    Lusted's Avatar Look to the stars
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    Default Re: 2 special abilities !

    You cannot have 2 special abilities for soldiers. The square is the default unit shape and is needed by the game, and we cannot edit the special abilites so cannot make a wedge for infantry.
    Creator of:
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    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
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  3. #3
    Sinuhet's Avatar Preparing for death
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    Default Re: 2 special abilities !

    This is a bit more complicated however. I have been intersted in this already long time before. I have got to this problem from the side of AI formations and not from the side of EDU, however. I give to the statement by Lusted a bit more confusion .... We are now in fact talking about unit formations to be firm in terminology firstly. The "special abilites" are some kind of unit formations. There is some kind of differencing between normal unit foramtions and special unit formations. The classical one from normal ones is the above mentioned square predefined extensively in EDU.txt file. When you remove one of this normals (or better telling if you will not have at least one normal in your definition) you get crash as you ahve realised already. The special ones are "facultative" and not "obligatory". However, in my opinion it is possible that it is not generally true that you cannot have two special abilities. Sometimes you can even maybe, I think.

    Problem is starting to realise what unit foramtiosn are what "category". I assume that normals are square and horde, and also maybe phalanx. The special ones are with high probability wedge and testudo and mybe also phalanx :tooth: . I am not sure what category is schiltrom and shieldwall :hmmm: .

    Other thing is there a fact that some types and categories of units have "allowed" in hardcode only some special unit formations (with highest possiblity, its my opinion on this after my experimenting a bit with them). So, you cannot give testudo to any unit you wnat in my opinion. Or sometimes you can (in AI formations I mean), but it will not be functional - it gives no error, but the engine is behaving like it wolud not be there.

    So, these my theories and resoning behind all this. However I dont know the most important thing - how the concrete settings are defined in RTW. So, I give no info only my thoughts and mutual contrasting hypothesis. Mabe not useful too much, however, mabe it will some info for someboey who have collcted data from his own tests and dodnt know how to interpret them ....

    For all other sorry for eventual confusings and dont take it as a complete spam....


    Bye Sinuhet

    ----------------

    Edited:

    To confuse you still a bit more, I ahve found this info concerning our problem, this was a source of information in my investigations too, but it is not sufficient, still more confusing as I said already:

    this is a part form the Conditions (see the source Scripting for modders in scriptorium in org/the Guild)

    Identifier: BattlePlayerCurrentFormation
    Trigger requirements: player_unit
    Parameters: formation (horde, column, square, wedge, square_hollow, testudo, phalanx)
    Sample use: BattlePlayerCurrentFormation = phalanx
    Description: What is the current formation of the player unit?
    Battle or Strat: Battle
    Class: BATTLE_PLAYER_CURRENT_FORMATION
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleEnemyCurrentFormation
    Trigger requirements: enemy_unit
    Parameters: formation (horde, column, square, wedge, square_hollow, testudo, phalanx)
    Sample use: BattleEnemyCurrentFormation = unit_formation
    Description: What is the current formation of the enemy unit?
    Battle or Strat: Battle
    Class: BATTLE_ENEMY_CURRENT_FORMATION
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    Identifier: BattlePlayerUnitSpecialAbilitySupported
    Trigger requirements: player_unit
    Parameters: special_ability ( testudo, phalanx, wedge, drop_engines, flaming_ammo, warcry, chant, curse, beserk, rally, kill_elephants, move_and_shoot, cantabrian_circle, shield_wall, stealth, feigned_rout )
    Sample use: BattlePlayerUnitSpecialAbilitySupported = flaming_ammo
    Description: What special ability can the player unit support?
    Battle or Strat: Battle
    Class: BATTLE_PLAYER_UNIT_SPECIAL_ABILITY_SUPPORTED
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    Identifier: BattleEnemyUnitSpecialAbilitySupported
    Trigger requirements: enemy_unit
    Parameters: special_ability ( testudo, phalanx, wedge, drop_engines, flaming_ammo, warcry, chant, curse, beserk, rally, kill_elephants, move_and_shoot, cantabrian_circle, shield_wall, stealth, feigned_rout )
    Sample use: BattleEnemyUnitSpecialAbilitySupported = flaming_ammo
    Description: What special ability can the enemy unit support?
    Battle or Strat: Battle
    Class: BATTLE_ENEMY_UNIT_SPECIAL_ABILITY_SUPPORTED
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    This file is perfect source of inforamtion for anybody who not only wnats to do scripting but to grasp more deeply the principles of RTW engine.

    You see in these cited parts what is RTW understand under unit formation and what are special abilities. In reality the functioning during test with various different values in AI formations or EDU is still a bit more strange than the pahlanx in both types of parts for example .....

    S.
    Last edited by Sinuhet; October 06, 2006 at 11:55 AM. Reason: parts from conditions file added
    My TW games "Battle Formations" projects:
    Sinuhet's ETW Formations v2.0 – for ETW
    Sinuhet's Battle Mechanics v5.0 – for MTW2
    Sinuhet's Battle Mechanics v3.0 – for MTW2
    Sinuhet's AI Battle Formations v7.0 – for RTW 1.5


    In Patrocinivm Svb HorseArcher

  4. #4

    Default Re: 2 special abilities !

    ok thu, perhaps in MTW2
    Last edited by phoen!x; October 07, 2006 at 08:01 AM.

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