New Unit Review Notifications

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
Messages
29,813
Location
Las Vegas
With the Combat Mod beginning to take form here it's going to be important for me to review all new units after they've been created to update my spreadsheets and make sure that the unitcombats and other details have been appropriately considered.

So I'm starting this thread to simply track those. Whenever you create a new unit, please just post that you have here so I can give it a look over. I'll give feedback on any adjustments and before long I'll hardly have to even review cuz y'all will know exactly what you're doing.

Already I'm seeing that for the ones I've seen so far in a current review we're looking really good. I'll post a list of new ones I've found and any review notes as I go here too.
 
Armadillo - perfect selections I think. The only thing I'd question is if it should be shelled or hard plated. While hard plated does seem to fit the bill for this guy, from what I understand, Armadillo's can tend to curl up in hopes that their armor will protect them from predators who may give up after a while of trying to find some kind of weak point in the protection (much like a turtle would hide in its shell.) If that's accurate then we should go with Shelled instead. The difference between the two will be:

1) Hard Plated - will get a strong Armor value and promos that enable the armor value to be strengthened.

2) Shelled - will get a strong armor value but reduced precision (lower to-hit score) and while it may or may not be given promos to increase the armor value as hard plated will, the more important effect will be that it will give some Repel ability and promos to enhance it so as to represent the patient determination of staying protected and still - it may be able to weather the storm of any attack, causing enemies to eventually give up. This will probably be much stronger against other animals and thus will gain a strong repel vs animal effect. Humans tend to easily figure out ways to defeat this approach while their natural enemies might not be so clever or capable.
 
Bellybowman - Again, great selections on the unit combat that were obviously derived from the Light Crossbowman etc... The only question I'd have is would he have a LIGHT crossbow or a crude HEAVY crossbow... If I'm following the meaning of the unit I'd think it'd be the Heavy wouldn't it? We shouldn't assume heavy to mean better - if it's got terrible quality it won't be. And lighter will probably tend to have a higher rate of fire even if it's not as damaging so both will have their strengths and weaknesses. Point being, we should match to the nature of the weapon and if they are holding a X-bow that is fairly light and reloads quickly then Light X-bow is correct but if it's a Slow loading, heavy hitting X-bow that takes the whole body to load and fire then the Heavy is the better selection.


Composite Archer - Awesome. Now... should we also have a Composite Longbowman?
 
Fire Arrow - All looks good with the one exception that I don't think Fully Automatic Distance weapon fits the unit. I've replaced it with UNITCOMBAT_WEAPON_DIST_FIREWORKS which does have some other applications in the same era among units. Seems to be a good fit.


Heavy Ballista - All good here.

Lithobolos - Again good.

Oxybeles - Good... interesting rename on the Catapult btw ;) - Threw me off at first looking for a new unit that didn't exist.

Scorpion - Right on track.
 
Ok, getting into heroes... and first up:
Aatsista-Mahkan:
Needed to add:
UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY
He uses a rifle as depicted so in general we can assume this is his is preference.

UNITCOMBAT_WEAPON_STYLE_H2H_PRIMARY_PLUS_SECONDARY
Most of the Native American fighters I've given a variety of attack styles and I've come to like the frequent use of a Tomahawk/Knife melee concept. If a unit is using two weapons at the same time and will use those first before switching to a backup if one of their weapons is disarmed or damaged (leaving room for this in the eventual plan) then both would be considered H2H weapons - one primary and one secondary. If both weapons are the same, this still indicates two of them are in use (such as fists), one in each hand.

UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY
This is the backup melee weapon and the manner in which it/they will be wielded. In this case I envision he's got a backup knife in his boot or belt and if needbe will employ it.


UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED
A rifle is generally a two-handed weapon and he uses it the way it should be used so this is his distance style.


UNITCOMBAT_WEAPON_H2H_AXE
First of two primary weapons used at hand to hand range.


UNITCOMBAT_WEAPON_H2H_KNIFE
2nd of two primary hand to hand range weapons.


UNITCOMBAT_WEAPON_SIDEARM_KNIFE
His backup melee weapon (sidearm).


UNITCOMBAT_WEAPON_DIST_RIFLE
His distance weapon.


UNITCOMBAT_ARMOR_LIGHT
Looks like he may wear some leathers or just some vital guards. Obviously he's prepared to utilize agility to avoid taking hits but is also wearing some minimal protective gear.


UNITCOMBAT_MOTILITY_FOOT
He walks around rather than riding anything.


UNITCOMBAT_QUALITY_EPIC
Pretty much the standard for an unmounted hero. The highest native award given to any unit. The guy's an army of one.


UNITCOMBAT_GROUP_SOLO
Yep... I envision heroes as not being surrounded by a support staff. It might be nice to create some units that act as some for Heroes though, able to attach to the hero like Lords can attach to military troops. But for now, they are clearly designated as truly heroic - they are THIS strong all on their own lonesome!


UNITCOMBAT_SIZE_MEDIUM
He's a human sized guy who's unmounted to make him larger, as a unit.


I'm sure I'll be finding more unfleshed out heroes. This is why this review is important enough NOW before release to take precedence over the hover display work I desperately want to get to asap!
 
Agueybana II:
Adjusted CCs to the following arrangement based on the unit graphic:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Aloska:
Changed CC layout, based on unit graphic, to:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_CLUB</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Crowfoot:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_AXE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Dharmapala: (Note that the informational text states his name as Dharama Pala which differs from the spelling shown in the main naming tag and his unit type name is UNIT_DHAR which made him a bit tough to find accurately.)
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Frederick II:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MOUNTED</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_HEAVY</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_STOMP</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FLEEING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POWER_KICK</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_RIDING</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNT_HORSE</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
			</SubCombatTypes>

Gyges:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_HEAVY</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Idris Alooma: (I do NOT remember this many heroes going in after my initial review this cycle!)
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_ARCHER</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_LONGBOW</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Inigo Arista:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Itzkuma:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_AXE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Jose de San Martin:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNTED</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_RIFLE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_STOMP</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FLEEING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POWER_KICK</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_RIDING</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNT_HORSE</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
			</SubCombatTypes>

Juan Peron:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_TRACKED</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_VEHICULAR</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_VEHICULAR</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_SHELLFIRE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_FULLY_AUTOMATIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_VEHICULAR</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_DRIVING</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_HUGE</SubCombatType>
			</SubCombatTypes>

Kim-un Kamuy:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_STAFF</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_MARTIAL_ART</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Krum:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MOUNTED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARCHER</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_SHORTBOW</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_STOMP</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FLEEING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POWER_KICK</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_RIDING</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNT_HORSE</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
			</SubCombatTypes>

Leopold I:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MOUNTED</SubCombatType>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_RIFLE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_STOMP</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FLEEING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POWER_KICK</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_RIDING</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNT_HORSE</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
			</SubCombatTypes>

Leopold II:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_RIFLE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>
 
Fire Arrow - All looks good with the one exception that I don't think Fully Automatic Distance weapon fits the unit. I've replaced it with UNITCOMBAT_WEAPON_DIST_FIREWORKS which does have some other applications in the same era among units. Seems to be a good fit.

Sounds good.

Bellybowman - Again, great selections on the unit combat that were obviously derived from the Light Crossbowman etc... The only question I'd have is would he have a LIGHT crossbow or a crude HEAVY crossbow... If I'm following the meaning of the unit I'd think it'd be the Heavy wouldn't it? We shouldn't assume heavy to mean better - if it's got terrible quality it won't be. And lighter will probably tend to have a higher rate of fire even if it's not as damaging so both will have their strengths and weaknesses. Point being, we should match to the nature of the weapon and if they are holding a X-bow that is fairly light and reloads quickly then Light X-bow is correct but if it's a Slow loading, heavy hitting X-bow that takes the whole body to load and fire then the Heavy is the better selection.

Well the bow is more like trying to hold a ballista in your hands. Except this is "flexion" and not "torsion". So is actully more like the unit is holding a Oxybeles. O I should say the Oxybeles is like an oversize Bellybow. So I would say its weaker than a crossbow but stronger than a short bow. It uses a composite bow for the bow itself and thus is limited to "flexion". Its large in size making it a BIG crossbow or a small siege weapon, depending upon how you look at it.

How as for heavy vs light, I would say the unit would be lightly armored like a archer would be. They have to bend over to set the weapon so heavy armor would not be useful. However like I said the weapon itself is rather large compared to later crossbows, but now large enough to be a proper siege weapon.

Composite Archer - Awesome. Now... should we also have a Composite Longbowman?

Probably not. Since if the Composite Archer is already composite wouldn't that mean the longbow would be a composite bow too? Thus not mp non-composite longbows.
 
Well the bow is more like trying to hold a ballista in your hands. Except this is "flexion" and not "torsion". So is actully more like the unit is holding a Oxybeles. O I should say the Oxybeles is like an oversize Bellybow. So I would say its weaker than a crossbow but stronger than a short bow. It uses a composite bow for the bow itself and thus is limited to "flexion". Its large in size making it a BIG crossbow or a small siege weapon, depending upon how you look at it.

How as for heavy vs light, I would say the unit would be lightly armored like a archer would be. They have to bend over to set the weapon so heavy armor would not be useful. However like I said the weapon itself is rather large compared to later crossbows, but now large enough to be a proper siege weapon.
That's what I thought you were getting at with that unit, which is why I'd suggest a Heavy Crossbow weapon category then. Since it would be a VERY crude form of heavy crossbow it would probably be outdated by the time we had actual heavy crossbows in the game anyhow. But it COULD crossover with light crossbows as they come in a bit earlier. S'pose we should adjust the armor to light then as well.


Probably not. Since if the Composite Archer is already composite wouldn't that mean the longbow would be a composite bow too? Thus not mp non-composite longbows.
Well... I don't know all that much about it I suppose but in D&D they have composite short bows and composite long bows as well as standard non-composite versions of each.
 
Composite bows was used mostly by horser archers and for that all of them was shortbows.

Longbows (English longbow) was made from one piece of wood (elm wood for example in English longbows).

Yumi longbow (japanese bow) was created from bamboo but dunno if from one piece or from many.
 
Apprently non-composite bows are called Self Bows ...

Advantages and disadvantages compared to composite bows

An effective self bow can be made from widely available local material in most inhabited parts of the world, with limited tools whose functions include chopping, shaving, and scraping. A day of work may be needed, starting with a seasoned stave; a composite bow requires a week's work, starting with a much greater range of materials and skills.[2] However self bows must be long, approximately the height of the archer if they are to allow a long draw, and they are less efficient in the specialized art of flight archery. Well-designed composite bows of high draw-weight give higher arrow velocity, and the bow itself is shorter.

At the weights more usual for modern amateurs, the greater density of horn and sinew compared to wood usually cancels any advantage of composite construction. For most practical non-mounted archery purposes, self bows can perform as well as composite; "the initial velocity is about the same for all types of bow... within certain limits.

In other words self-bows were cheaper and easier to make, while composite bows took longer and more craftsmanship to make.
 
UNITCOMBAT_GROUP_SOLO
Yep... I envision heroes as not being surrounded by a support staff. It might be nice to create some units that act as some for Heroes though, able to attach to the hero like Lords can attach to military troops. But for now, they are clearly designated as truly heroic - they are THIS strong all on their own lonesome!

Sorry but the text for Heroes generally describes their starting (green?) promo as per: "starts with a ... in his/her retinue". I really think too much would have to change for them to be considered solo, at least if they have any of those heroic promos (and they virtually always start with some so...)
 
Apprently non-composite bows are called Self Bows ...



In other words self-bows were cheaper and easier to make, while composite bows took longer and more craftsmanship to make.

In the case of the long bow it is not the bow that takes the time but the archer:D. Technically the long bow should not be allowed on feudal and "lower" civics because it requires the yeoman class which is between serf and landholder breaking the "natural order of things".
 
Sorry but the text for Heroes generally describes their starting (green?) promo as per: "starts with a ... in his/her retinue". I really think too much would have to change for them to be considered solo, at least if they have any of those heroic promos (and they virtually always start with some so...)

The term retinue, similar to the term arsenal, can also refer to a set of skills. I far prefer to see these units as independent.
 
More Heroes:

Zugal-Za-Gesi:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_AXE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Naram-Sin:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_FIST</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_FIST</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Ozolua:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_AXE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_RIFLE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Pericles:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_SHORT_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_HEAVY</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Pomare I:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_RIFLE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Sancho III:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MOUNTED</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_MACE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_STOMP</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FLEEING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POWER_KICK</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_RIDING</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNT_HORSE</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
			</SubCombatTypes>

Shakushain:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_ARCHER</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_MARTIAL_ART</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_MARTIAL_ART</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_LONGBOW</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Simeon I:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MOUNTED</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_STOMP</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_FLEEING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_POWER_KICK</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_RIDING</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOUNT_HORSE</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_ELITE</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
			</SubCombatTypes>

Sulaiman Khan Karrani:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_MACE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Sweyn Forkbeard:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_AXE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Tasius:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_AXE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_MEDIUM</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Themistocles:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_LONG_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Theodoros Kolokotronis:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_GUN</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_PRIMARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_BAYONETTE</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_RIFLE_BUTT</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_DIST_RIFLE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Tupac Katari:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_SHORT_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Viracocha:
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_PLUS_SHIELD</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_SHORT_POLEARM</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_SHORT_BLADE</SubCombatType>
				<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SHIELD_TOWER</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>

Windradyne: UNIT_SATURDAY (????THAT was frustrating!)
Code:
			<Combat>UNITCOMBAT_HERO</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_MELEE</SubCombatType>
				<SubCombatType>UNITCOMBAT_COMBATANT</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_TWO_HANDED</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_PRIMARY_PLUS_SECONDARY</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_H2H_CLUB</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_FIST</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EPIC</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_SOLO</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
			</SubCombatTypes>
 
not sure if this could hold any weight ingame, Composite Bows Generally are a bad idea in damp an wet climates, as their glue would get undone, that is also why europe mostly used self bows ;)
 
Added new unit Carroballista in Hydro's Siege module.
 
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