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August 25th, 2008, 12:44 PM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: Is it a bug? Communion slave lost action if their unit id is higher than the mast
That seems the really best idea, man
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August 25th, 2008, 01:19 PM
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Corporal
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Join Date: May 2008
Posts: 61
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Is it a bug? Communion slave lost action if their unit id is higher than the mast
Quote:
Originally Posted by Kristoffer O
> However, if you wanted to change it so the slaves can cast even if they are after the master, that would be good.
A fix would make slaves unable to cast spells, but not unable to act. A master buffing slave thugs brought into the communion with matrixes is intended, but the slaves casting spells for themselves is not. The masters are supposed to do the casting instead of the slaves.
Edit: this is not a matter of balance, as much as a matter of thematics. Give up something to get something.
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So all of those communion buddies could get their normal attacks instead of just standing around doing nothing? Sounds good to me!
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August 25th, 2008, 02:03 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Is it a bug? Communion slave lost action if their unit id is higher than the mast
Well, the big impact that this change would have is the reverse communion, and depending on how such a fix is implemented it could still preserve the same strategic depth of the communion. The reverse communion is conceptually like buffing thugs, only you're buffing the slaves for casting using summon earthpower, power of the spheres, etc. Seems thematically consistent if the intent is that the slaves can be buffed. Dunno if the code might make such a check difficult, but ideally the fix would make it so that slaves can't cast if any master casts a spell that turn regardless of sequence - but can cast if no master is casting for that turn. That way you could deploy the communion, the masters cast buffs and are then scripted to a non casting order while the slaves take over. To me at least this seems thematic, balanced, intuitive, and consistent while leaving in the depth.
Also, KO I wanted to point out that in the current state slaves are unable to take any action at all after a master casts, including non-casting actions. In the case of buffing slaves for melee it's necessary to retreat the masters or give them bow and script them to fire or something similar. This is different than what you mention, just wanted to bring it up if you ever do take a look at this.
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
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August 25th, 2008, 04:59 PM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: Is it a bug? Communion slave lost action if their unit id is higher than the mast
Baalz's suggestion is excellent. What I really want though, is a hold your position command after turn 5, so we do not have to do the retreat/fire thing. Staying behind troops can be very dangerous for fragile mages.
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