@Toffer:
You're going through the animal units at the moment and I wonder if now would be a good time to implement an idea I've had for Size Matters - variable group size spawning.
The way it would work would be you would have a tag like this:
Code:
<GroupSpawnUnitCombatTypes>
<GroupSpawnUnitCombatType>
<UnitCombatType>UNITCOMBAT_GROUP_SOLO</UnitCombatType>
<iChance>1</iChance>
</GroupSpawnUnitCombatType>
<GroupSpawnUnitCombatType>
<UnitCombatType>UNITCOMBAT_GROUP_PARTY</UnitCombatType>
<iChance>3</iChance>
</GroupSpawnUnitCombatType>
</GroupSpawnUnitCombatTypes>
Which would mean that when this animal spawns, IF on Size Matters, it has a 1 out of a total 4 chance to be a Solo Group Volume and a 3 out of a total 4 chance to be a Party Group Volume.
As more GroupSpawnUnitCombatType entries are added, they add to the overall total of the random check so if another line was added that said UNITCOMBAT_GROUP_COMPANY and gave it an iValue of 1 then the solo would be a 1 out of 5 chance, the party a 3 out of 5 chance and the company a 1 out of 5 chance.
I'd add this to the spawns themselves except that it could inspire more spawn entries than necessary and the size of that list should be kept to only what's needed given the recent changes will cycle that list multiple times per round now (not too many but enough that if the list starts taking on thousands of spawn info entries then it could cause noticeable delay).
This would thus mean that we'd define these by animal (and other units too if we wanted barbs themselves, when spawned through the spawninfo generator, to vary by group volume as well.) Since you're going through that now and you've got a keen mind for this sort of thing, would you be willing to work the tag if I put it together immediately?