In Mercenaries II, when a special unit was created what actually happened was that a normal unit was created but it was replaced by a special unit, with stats. That means that special units ignore rally points.
What I'm doing is, using EUD3, changing the dependencies of special units, so for example, Allan schezar special unit needs [(current unit is...)Factory && not being lifted] & (must have Armory) and gets created at a factory, like a normal goliath
The issue comes with Reavers and energy units, becaus with EUD3 I can't find starting stats to modify.
No sweat, I said, I'll just go to farty's list and surely there must be something of help. Well, sort of.
Plenty of stuff with CUnits is unsupported in Remastered.
The endgame here is make special units preserve rally points. One way was just enabling those units in normal buildings with EUD's, but as I can't set starting stats, I'm looking for other ways. Any suggestion?
None.