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Old June 17th, 2008, 01:26 PM

Panpiper Panpiper is offline
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Default #siegebonus 0

In the Chaos mod I am working on I've got Warhounds being domsummoned (2) by Chaos Cultists, the basic (and only) priests for Chaos. Over time, sufficient priests can come up with a 'lot' of warhounds. In combat these are pretty crunchy chaff, effective only because they tend to show up in large numbers and are relatively fast. However what I don't want is for them to be of any help with castle sieges.

Would I be correct in that using the mod command; "#siegebonus 0" would eliminate their functionality in sieges? (It just seems incongruous to say they have no bonus as intuitively that would mean they have no 'additional' effect.)
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Old June 17th, 2008, 01:27 PM

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Default Re: #siegebonus 0

No, but I think if you make them animals (#animal) they become very ineffective at sieging.
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Old June 17th, 2008, 01:48 PM

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Default Re: #siegebonus 0

Quote:
llamabeast said:
No, but I think if you make them animals (#animal) they become very ineffective at sieging.
That should do the trick (hopefully). I'm surprised I didn't already have them coded as animals. Doh!
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Old June 17th, 2008, 01:51 PM
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Default Re: #siegebonus 0

I think you could use #siegebonus 0 to negate a positive #siegebonus, without it affecting their ability to lay siege.

Of course, Llamabeast came up with the better alternative already.
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Old June 21st, 2008, 09:29 PM
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Default Re: #siegebonus 0

maybe #siegebonus less than 0? this shuld give them a malus or it doesnt work?
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Old June 21st, 2008, 10:14 PM
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Default Re: #siegebonus 0

Speaking of siege bonuses... I wonder how #siegebonus affects flying units. They count as two units for purpose of sieging if I remember correctly. So I wonder if they get double the siege bonus since the game looks at the unit (For the strength value) to determine their weight towards a siege.
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Old June 22nd, 2008, 05:19 AM

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Default Re: #siegebonus 0

I think flyers just get +1 to sieging.
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