[Question] Building a Single Trained Unit

So this should in theory be an easy fix but I am not so sure, how can you get a single trained unit similar to a henchman without it having the ability to be a champion or have skill up perks?  Basically I would like to change Henchmen(women) to be non champion units, they are just too powerful as they are.  I would also like to make mages a single unit like a henchmen but limit them to a single adept tree, so a fire adept and so on.

3,790 views 5 replies
Reply #1 Top

I may be wrong about this, but changing <IsChampion>1</IsChampion> to 0 for Generic_Henchmen in CoreUnits.XML should do the trick for Henchmen. However, I don't know what other repercussions (like inability to use equipment) this might have. 

Reply #2 Top

<AllowGrouping>0</AllowGrouping> sets if it is trained alone or in groups

<IsChampion>1</IsChampion> for whether it can equip and trade gear

<GetPerksOnLevelUp>1</GetPerksOnLevelUp> for whether it can get traits on levelup (possibly overriden for champions to always be 1)

Reply #3 Top

That is exactly what I was looking for Heavenfall, thanks.

Reply #4 Top

Quoting Heavenfall, reply 2

<AllowGrouping>0</AllowGrouping> sets if it is trained alone or in groups

<IsChampion>1</IsChampion> for whether it can equip and trade gear

<GetPerksOnLevelUp>1</GetPerksOnLevelUp> for whether it can get traits on levelup (possibly overriden for champions to always be 1)

Interesting... So you could have a "single" version of trainable units by duplicating the XML for that unit and adding the <AllowGrouping>0</AllowGrouping>, which could open a lot of possibilities for the early game and also for very expensive units later.

And GetPerksOnLevelUp... Works for trainable grouped units? Opens up a lot of possibilities too!

Reply #5 Top

I have been thinking this is something that should have been done for the scout unit.  It should have been made a single unit from the start to allow for rapid exploration initially but then retired because of lack of staying power.