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Medieval 2 Total War
Discussione generale sul videogioco Medieval 2 : Total War
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Units Attributes

Ultimo Aggiornamento: 06/03/2012 18:51
06/03/2012 18:51
 
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Principe

sea_faring: unit can board ships

hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere: defines where the unit can hide. If absent, it means that the unit won't be able to hide at all. "hide_anywhere" includes all the others and "hide_improved_forest" of course includes "hide_forest".

can_sap: unit can dig tunnels under walls during assaults using sap points

frighten_foot, frighten_mounted: unit causes fear to certain nearby units of the specified type. Both combined means the unit frightens all enemy (generals included).

can_run_amok: unit may go out of control when riders lose control of animals (usually when the unit's casualty ratio is high and the morale low or when being attacked with fire)

general_unit: unit can be used for a named character's bodyguard (note that this now also sets the bodyguard for recruitable generals of which there can be multiple instances of this attribute in the same faction though the first instance will always be the family-member bodyguard). Note also that the AI will never recruit units with the general_unit attribute.

cantabrian_circle: unit has this special ability. It has no coded effects, but they stem naturally from the game's combat engine. The formation reduces accuracy of the unit, but makes it harder to get shot at and also the constant barrage of arrows slightly reduces target's morale.

no_custom: unit is not available in custom battles

command: unit carries a legionary eagle, and gives morale bonus to nearby units (not the unit itself)

mercenary_unit: unit is a mercenary unit available for hire to all factions in certain regions. It also prevents a unit from replenishing losses and forces it to use the 'merc' texture and sprite lines in DMB for all its faction owners. In Alexander mercenaries can be faction-specific (availability set in descr_mercenaries.txt).

hardy, very_hardy: level of a unit's hardiness. Hardiness reduces the speed at which stamina is depleted and also increases its regeneration rate.

warcry: no longer hardcoded to barbarians in BI. Gives the unit an attack bonus of 10. The ability takes 10 secs (unit can't move or execute other action) to be activated and remains active for 30 more seconds. If the unit enters melee at some point during that time, the bonus will be applied only for the remaining of those 30 seconds. (eg if the unit warcrys, then runs for 7 secs and then engages in melee, the bonus will be applied for 23 secs only). Also gives a momentary boost to morale, evident in the case of berserkers.

druid: replaces 'chant' of RTW gives nearby units (not the unit itself) morale bonus.

power_charge: increases the time during which a unit is 'charging' (as opposed to being 'in melee'), therefore extending the period during which the unit receives its charge-bonus.

can_swim (BI only): unit can swim rivers in battle mode (or walk in the case of some units).

is_peasant (BI only): halves the effect the unit has in maintaining public order. 120 men will be counted as 60 etc.

can_horde (BI only): unit can be part of a horde when one is created.

legionary_name (BI only): assign a legionary name (based on region) and number to the recruited unit. The legionary element of the name is hardcoded.


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