Not without modding non-scenarios scripts. And it is 5% not 10%.stockwellpete wrote: ↑Fri Aug 19, 2022 12:21 pmfirstly, is it possible to alter the % chance per turn a unit will have of moving on to the map (maybe 25% instead of 10%)?
Secondly, is it possible to change the message "RETURNING" to "ARRIVING" when a unit moves on to the map?
You could put a modded string in your text file.
Of course it would also be used if any troops did return to the battlefield during the game.
YesThirdly, do units starting off-map count in the size of the army and the calculation of army % losses as the battle proceeds?
Not without modding non-scenario scripts.2) Is there any way to make longbows more powerful? Maybe, the re-supply will be enough to increase the number of "kills", but increasing the number of casualties they can cause (+25%?) would be a useful option for me too.
As I say, that could be done.3) In terms of the scenario scripts required for this one, there are a few . . .
i) a re-supply script for the English side between turns 8 and 10 (100% chance as they have a fortified camp behind their position
Something can be done with this, depending on what effect you want it to have on the rout %age.ii) a withdrawal script that removes all the surviving Genoese crossbowmen at the start of the French Turn 4. I don't want them hanging about in the scenario, however what impact will this have on the % losses of the French army? If it just reduces the number of soldiers the programme thinks there are in the French army then that is fine. The Genoese start the battle as "disrupted" and then get inundated with arrows so some will be "routed", others "fragmented". So they are not going to be moving into contact with the English line, so removing them with a script should not present any problems.
Easy. We already did it with one of your WOR scenarios (3 and 2 in that)iii) I want the English missile units to start with 6 shots, the French with only 2 (no re-supply).