@Divine divine, can we get a Disband army command, and a move army command, triggered from the *_army scopes?
Could we also get the ability to set a min or a max when using morale and troops in the army scope to get more control over how we reinforce, or how we damage an army?
So, for instance
Code:
random_army = {
move_army_to = { location = root }
}
Would move the teleport the scoped army to province which the root character is at.
Likewise a damage army command, would let us set specific damage from an event in discrete terms.
Other useful options would be able to use troop types in a limit brace.
so
Code:
random_army = {
limit = {
has_troop_type = horse_archers
}
}
would only select an army with the appropriate troop type. This again would be very useful in conjunction with something like a disband army command, or a damage army command, so you could make specific army compositons take more or less damage.
Oh and perhaps one final thing, the ability to add a flag to an army. This would be different to the earmark in that with this we could now add a flag to a raiding group for instance as a consequence of an event and then call back to that army.
At the moment we sort of have a disband and a flag function with event troops, but if we use the same event to spawn more troops, and the disband_event_troops it will disband all of them and we cannot limit this. Likewise, sometimes we may want an entire army to be disbanded, to represent for instance an army that fragments after a catastrophic defeat. In this instant the ability to use a disband and set and clear flags for the discrete army object, would enable us to store the information of a particular army, and then track it down in further event chains.
Likewise, we could probably use a has_army_flag conditional as well. These features would finally add the full functionality of the scripting potential of CKII to character armies as well as to characters. This opens up the potential for much more event driven combat events that affect the forces involved, and can add much greater levels of character to the events we can have.