Ah, well what I'd be doing is having him use the worker animations during working or idle, and have him use the marine attack animations during combat. He'd have the machine gun from the marine on his back during the worker ones as well.
Yea, I'm probably not going to go into merging units with different bone structures like the Worker - Marine.. too much of a hassle. Still though, it seems that when it comes to the humanoid units, only the various late-rifle units have the wierd skeletons. Rifleman, Marine, and Navy SEAL are the only three I've seen thus far. That leaves plenty of room to play with, so no worries.
The rifleman bone structure isn't that unusual. In fact, if you scroll down this forum, you can find my arquebusier based on the rifleman. Bone armature isn't too difficult, and i'm finding things easy which i once though impossible. Before i avoided units with unusual bone structure (i.e; the missing R UpperArm), but now i've found a way to make nearly any unit use any animation. I also thought that putting the Child Settler onto the MArine kfm was impossible, but in MechaUnits1 there is a Child Soldier unit. I'm sure it's possible somehow.
BTW: Thanks for the tut; i really wanted something like that .
How about a proper legionaire? That throws a pilum (javelin) and then fights with a short sword? Even better give him some worker anims and a spade and he can build roads!
I don't think even the mods that focus on rome have had pilum throwing legionairres
I agree that legionnaries should be capable of building roads. Perhaps they should also be capable of building forts but limit them to roads and forts. Then the legionnaries should have the option of upgrading to a medieval siege engineer, then in the industrial era, an industrial combat engineer, then finally a modern combat engineer. This is in addition to their current path. Engineer path should be slightly weaker than non-engineer path. Just a thought. Healz.
Don't forget about game balance! You can't make the Legionaries TOO powerful.