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April 25, 2015, 10:02 AM
#1
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April 25, 2015, 11:28 AM
#2
Re: Remove field onagers
I've been thinking about doing this too. I just don't know how to change the composition of the doomstacks; that's probably in a script somewhere.
There are of course at least two mods that remove mercenary onagers. I recommend this one, as it's save-compatible and doesn't require startpos edits.
But yeah, the AI just breaks down when onagers are involved, and besides, the siege escalation mechanic already does what onagers are really used for. Removing onagers would give you a reason to actually besiege a walled settlement. I can try working on this mod, but again, I don't know how to change the Hun doomstacks. The rest shouldn't be too difficult - except that some factions start the campaign with onagers I think. Those would have to stay without doing any startpos editing. Maybe this is something I'll include in a larger mod, where startpos editing is already involved.
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