Help please with a unit idea

agonistes

wants his subs under ice!
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So... I started tinkering with the idea to use only armies as units.

I created a unit that looks like the army unit, but I want some of the armies to have bombardment capabilities. I decided for the 1st level generic army to use the animate for spearmen for regular attacks, and for early armies that could bombard, I was hoping to use the catapult attack for the bombard (and only bombard).

I ran into some problems.

Right now, the ancient army when standing around or running looks like the regular army without units in it. This is fine, its what I want. When I attack, it looks like spearmen attacking, although the sounds are not right - I added the spearmen attack AMB file, but some of the sounds are still missing. I'm happy with the visual, but not the sounds.

For the bombard armies, I set the Attack B in the INI to use the catapult attack hoping that the Attack B in the INI would be the ranged animation. Its not. When bombarding, it uses the Attack A animation, which is the spearmen. Obviously I do not know how to set the right animations to the right attacks.

So... how do I select a certain animation file for just the bombardment?

And... it seems the AMB contains only some of the sounds for the attack, even though the INI's don't list the other wav files. Do you need to include certain WAV files with the AMB file, even though the WAV files are not listed under sounds in the INI?

Finally, when defending, the animation seems to use the Attack B INI FLC, which here is the catapult. So attacking I see the spearmen, but defending the catapult, which I don't want. I want to see Spearmen attacking (and victory), Spearmen defending, and the Catapult bombarding. Plus the associated sounds. Can someone please instruct me on how to do this?

Also, since I haven't playtested, any ideas or thoughts about something like this?

My current aim, I think, is to have less units running around, and the ones that are, are holding flags. I am thinking of having the armies be created from small wonders and/or improvements, no regular building of them - or really bump up the cost of units. So maybe the generic armies from each age are built from improvements, and special armies from small wonders. I'll probably have to add some civ unique techs for civ unique small wonders that build civ unique armies.

So, let's say the starting army is 1/1(0)/1. Then with Bronzeworking you can make an army that is 1/2/1 with +1 HP. Math or Siege Warfare would let you build (a wonder that creates) an army that is, let's say, 2/3(2)/1, +1HP, with a bombard range of 1. Maybe some armies would be faster, but without bombard, so let's say Military Tradition becomes Military Tactics and you can build an army that is 4/5(1)/2, +1HP, with radar.

I'm using the term army, but really they are just normal units that look like an army.

I'm not building the units in poser or anything like that, can't do it, I'm just copying/pasting FLCs and WAVs and such.

I've looked at the multi units and army units that have been created, and nothing seemed to match what I was looking for.
 
Ok I was thinking until the very end you meant army as in army flagged, so I had to read this twice.

What you wanna do is instead of having artillery and infantry bake them into 1 unit is that right?

If you do this 2 things will not work:

-The AI will probably treat them as infantry and will never bombard. They dont change strats in mid game. If they built a unit thinking it was gonna be infantry, then it will die being an infantry and never go into artillery mode.

-You cannot have a separate bombard flc, from the attackA. If you bombard, it will also do the spearman attack. I've tested this. That is a modders dream, but until we have access to the source code it wont happen.

For AMBs you need every single wave file associated to it inside the unit folder. There are no extras. Just get all the attack(whatever) in the same folder.

Also ''Finally, when defending, the animation seems to use the Attack B INI FLC, which here is the catapult. So attacking I see the spearmen, but defending the catapult, which I don't want.''

The heck? Did you test this? I've never seen attackB trigger for defense and I got a ton of tanks with the AttackB defensive graphics. I thought they didn't work.
 
Thanks Zerg, for the quick response.

Yes, I tested the animations. Definitely saw the catapult (Attack B) when defending.

I guess I can limit the bombard armies to just do bombardments, but give them a little more defense.
 
I've not tried this, but, for certain eras (e.g., Napoleonic) it might be reasonable to view field artillery as an adjunct to infantry in a defensive role. If so, how about the Attack A anim being artillery, AND having a (defensive only) range=0 ? (Obviously, you'd only want to use the Attack A/B anims.)
 
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