I’ve got it! At least, I’ve got the structure naming bit, not the numbering bit. But now it’ll name your archers from Camelot Camelot bowmen. It’s an after_perform now because that worked better. In all recruiting skill files: after_perform=add_unit@ { } I’ll send a link for the function in a bit, but windows explorer seems to have frozen, so I don’t know how long that’ll take. Do you understand how to add if blocks? I’ve only done archers to demonstrate because I haven’t played the latest warlords version yet (though I’m quite excited about it and probably will in a few minutes) and it sounds like there are a lot of units to add. Abi From: abigail prescott Sent: Wednesday, August 21, 2013 7:32 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: warlords, prepare to conquer! I think it might be possible, but I’ll do some testing first because the idea I’ve got seems like it’ll depend on a few factors which will overcomplicate things. In the unit file: after_create=name_unit@ { } In a file in the scripts folder: function name_unit(args) { if (args.unit.Type==”archer”) { args.unit.Name=”bowman”; } } This will name the units without the structure and numbering and I’ll get back to you if I can get any further on that. For the other units, you can copy and paste the block starting at if ( and ending at the first right-brace and change the “archer” to “whatever the unit type is” and the “bowman” to “name of unit”. Hope that makes sense. If not, just ask me to explain what’s confusing you. Lol. I just like looking at examples and messing around to see what works (and bombarding Ian with questions, of course), but I’ve done some programming before so I understand the basic concepts. I’m going to start computing alevel this year too, so hopefully I can learn some more. Abi From: Allan Thompson Sent: Wednesday, August 21, 2013 6:50 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: warlords, prepare to conquer! Hi, Wow, that is awesome! I am constantly amazed at people who can make sense of this stuff. So, would this be like a skill kind of thing? I really am clueless. I can program, like a bear can fly a space shuttle. Both would most likely end in disaster, lol. Would it be possible to even include the name of the recruiting structure? For instance, if the number thing was doable, and if you had a city named Camelot, and it made a unit of archers, then could it be possible to have that unit pop out as… 1st Camelot bowmen Is it even possible? I really don’t know. Thanks. I want to try it. Where would I put it? al From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of abigail prescott Sent: Wednesday, August 21, 2013 1:21 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: warlords, prepare to conquer! If by autonaming you mean the unit is given a name as it is created, you could do it with an after_create script. I’m not sure if there’s a way to count how many of each type of unit exist though, so I don’t know about the numbering. Apart from that, I think it would be after_create=name_unit@ { } and the name_unit function would be: function name_unit(args) { args.unit.Name=”name”); } to give different names depending on type you would add in an if statement: function name_unit(args) { if (args.unit.Type==”archer”) { args.unit.Name=”bowman”; } } Not sure if that helps, but that’s all I can think of that sounds like what you want. Abi From: Allan Thompson Sent: Wednesday, August 21, 2013 6:04 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: warlords, prepare to conquer! Hi Carlos, Thanks for the kind words in your other email. I think you are right. I had wanted to do that, but I wasn’t sure how all the others would like having units pop up already ai controlled. With so many units on the board though, it becomes really hard to keep track, and sometimes you just want to deal with one battle at a time. What would be ideal is if there was an option that , upon recruitment, the player is asked if they want to start with ai on or off. Maybe that would be a bit much much, but I guess it is just as easy to hit the control+shift +a combo. Also, an auto naming of units would be excellent. With the experience points thing, it is fun, but it is also crazy trying to keep track of them. I would simply have a document out to keep track of the units, but that gets tedious as well. With an auto naming feature they would pop out with names/numbers for easier tracking. No idea how that would happen on the coding side, or if it is super difficult, etc. My naming conventions are feature a number (1st, 2nd, 3rd, etc) plus these… Infantrys I call legions Archers I call bowmen Cavalries I call horse Catapults I call artillery And like Michael, I rarely name the special characters unless ther is more then one of them. Although sometimes I name them after political leaders just for kicks, or famous generals, or whatever, I use a theme, grin. I will put ai control into all the units. I think that is probably the best way to deal with it for now, so people can choose for themselves.Thank you for suggesting that. al From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh Sent: Wednesday, August 21, 2013 7:29 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: warlords, prepare to conquer! This is a weakness of mine, not you, but still, I thnk we should be able to toggle AI controlled on our units. That way if you want to attack something you can focus on recruiting the units and leave the moving to the AI. Or if you want to deploy your forces intelligently you can do that too. It’s a problem I have with any map where you recruit things. Because thigs get really hectic really fast when you have 20, 30, even 40 units and you have to keep track of all of them.