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Using unitskins.txt, one could simply define new custom skins instead of an actual unit and apply those skins to units that actually exist in the map. For example, a Reforged footman could be a normal footman, but with a Reforged skin applied to it.
When dealing with units that have distinct abilities, that could be handled through code and a table containing default abilities for each unit type.
Requirements
For this to be implemented, a system more advanced than simple production buildings must be in place.
Advantages
Reduced object editor bloat.
Reduced loading times.
If there ever comes a time when the game simply can't handle the number of custom units that exists in LoP, then this approach will be necessary.
Drawbacks
Screws up unit selections.
The text was updated successfully, but these errors were encountered:
One way this could work would be to create categories for units:
Infantry
Cavalry
Archer
Priest
Spellcaster
Artillery
etc.
Each one of these categories would represent a different base unit. This way, actions that would normally work on a selection of the same unit type (such a double-clicking a unit to select all nearby units of the same type) would instead work on a selection of units in the same category.
A special "Unique" category would represent a units that aren't skins, but are base units themselves.
Using unitskins.txt, one could simply define new custom skins instead of an actual unit and apply those skins to units that actually exist in the map. For example, a Reforged footman could be a normal footman, but with a Reforged skin applied to it.
When dealing with units that have distinct abilities, that could be handled through code and a table containing default abilities for each unit type.
Requirements
Advantages
Drawbacks
The text was updated successfully, but these errors were encountered: