In my scenario I tried to stay good with the books and to set a 15 men count on Bloodclaw squads.
Then 10 on Grey Hunters, 5 on Long Fangs.
To make room I also halved Unit Size.
I put this in Squads.csv by creating new units, and used them in the Editor only.
The game turns out only showing 8 units.
Some units have a "black" hitpoints bar, as if some men had no hp.
Once running the scenario, worse things happen:
It hangs up when it fires with these units once a few bullets have been fired.
How to: have more than 8 men per squad?
Re: How to: have more than 8 men per squad?
If it isn't a matter of adjusting one of the scripts in $Default.BSF then it could be the need for a new formation.
http://archonwiki.slitherine.com/index. ... Formations
Thought I saw somewhere that 16 is max men-count for squads. Maybe formation isn't setup - for that many men in that squad- and this is incorrectly setting health and bugging out while calculating shots.
http://archonwiki.slitherine.com/index. ... Formations
Thought I saw somewhere that 16 is max men-count for squads. Maybe formation isn't setup - for that many men in that squad- and this is incorrectly setting health and bugging out while calculating shots.
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Re: How to: have more than 8 men per squad?
It is possible that there is some internal setup scripting that doesn't work for more than that many men. The internal limit is 16.
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Pip
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Re: How to: have more than 8 men per squad?
Thx Pip and Mophead.
Well I did not have the time to find a fix for the contest scenario, so I had to quickly rollback to 5-men units.
It immediately makes everything stable.
I'll post here again once I find a workaround, but if you come to any more information or if someone finds out I'll be very glad to hear!
Well I did not have the time to find a fix for the contest scenario, so I had to quickly rollback to 5-men units.
It immediately makes everything stable.
I'll post here again once I find a workaround, but if you come to any more information or if someone finds out I'll be very glad to hear!
Re: How to: have more than 8 men per squad?
I'm not certain, I think it has to do with setup in Init.BSF
"manHP1", "manHP2", "manHP4", "manHP8", & "manHP16" make five HP variables for a squad and could pertain to only having five men in a unit, max. These show up in:
Init.BSF, Abilities.BSF, StartTurn.BSF, CombatTools.BSF
I was not able to get the HP applied to a 9-man Gretchin unit. I had the formation modded in the campaign folder; Callbacks.BSF : FUNCTION FORMATION_CALLBACK(me)
see that wiki link, though I do not think the lack of a modded formation is causing the HP to not be distributed correctly, for larger-man counts than five.
Code: Select all
// target info
AddAttrib("manHP1");
AddAttrib("manHP2");
AddAttrib("manHP4");
AddAttrib("manHP8");
AddAttrib("manHP16");
SetAttrib(me, "manHP1", GetAttrib(me, "HitPoints"));
SetAttrib(me, "manHP2", GetAttrib(me, "HitPoints"));
SetAttrib(me, "manHP4", GetAttrib(me, "HitPoints"));
SetAttrib(me, "manHP8", GetAttrib(me, "HitPoints"));
SetAttrib(me, "manHP16", GetAttrib(me, "HitPoints"));
AddAttrib("ValidCounter1");
AddAttrib("ValidCounter2");
AddAttrib("ValidCounter4");
AddAttrib("ValidCounter8");
AddAttrib("ValidCounter16");
Init.BSF, Abilities.BSF, StartTurn.BSF, CombatTools.BSF
I was not able to get the HP applied to a 9-man Gretchin unit. I had the formation modded in the campaign folder; Callbacks.BSF : FUNCTION FORMATION_CALLBACK(me)
see that wiki link, though I do not think the lack of a modded formation is causing the HP to not be distributed correctly, for larger-man counts than five.