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May 20th, 2008, 11:01 AM
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Corporal
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Join Date: Jun 2007
Posts: 181
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Thanked 12 Times in 8 Posts
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Question: Philosopher ability?
Hi. Do you know some way (probably another unit), that gets the ability to research without magic paths, but without the productivity/sloth effect?
I'm thinking of busy little monks, copying and translating old scrolls and ... being more efficient when lazy just does not fit.
Edit: The name should be more precise now.
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May 20th, 2008, 12:51 PM
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BANNED USER
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Join Date: Apr 2008
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Re: Question: Philosopher ability?
I assume you want to make a unit with research only. The command would be #research bonus < value>. The value will be the research bonus.
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May 20th, 2008, 01:17 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
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Re: Question: Philosopher ability?
Your asumtion is right.
But it is not that easy, that was my first try, too.
I guess, that is a savety measure because feebleminded researchers are 2nd in evil overlord's FAIL reasons (right after not shooting the hero when he has the opportunity).
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May 20th, 2008, 03:04 PM
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BANNED USER
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Join Date: Apr 2008
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Re: Question: Philosopher ability?
I never tried it without a path. I figured you tried that, but one can never tell. What might work is a 1% path chance using #custommagic <path> AND <1>. Doesn't completely eliminate the path possibility, but you could go a long time before one gets a path. That might allow you to get around whatever safety measures are hidden into the program.
MA Tien Chin has a 5 research point chap with a random which makes me think this might work.
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May 25th, 2008, 01:21 PM
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Corporal
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Join Date: Mar 2008
Location: Somerset, England
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Re: Question: Philosopher ability?
That's kinda realistic, actually. One out of a hundred monk guys might actually understand one of those scrolls!
__________________
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May 26th, 2008, 10:53 AM
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Corporal
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Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Question: Philosopher ability?
Sadly, that does not get around the no magic = no research rule, only the monks with the 1% pick will get the research ability.
Since there is no obscure other researcher without magic to copy from, it's probably one thing to put on the modders' wishlist ... through I don't see it as very urgend.
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May 30th, 2008, 04:52 AM
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Corporal
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Join Date: Jun 2007
Posts: 181
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Re: Question: Philosopher ability?
I can't beleive nobody mentioned it yet but with the new patch there is the Iassacharite Sage, who does exactly this:
Research without sloth-influence!
Only sad point is, that it also has wasteland survival. You can change equipment, age and attributes, you can also clear the 20% random magic with #clearmagic, but wasteland survival can only be cleared by #clearspec, which also removes the special ability.
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May 30th, 2008, 07:24 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Question: Philosopher ability?
It only makes sense than such an ascetic would have wasteland survival anyway.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 30th, 2008, 08:18 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Question: Philosopher ability?
hmmm a new nation has pplz with 10% chance of magic but they can always research (didn't really try but says so in the text.) copy paste that one.
ow.. to late
I agree with drP. if you can survive the acolyte years of a monastry then surviving in the desert is nothing
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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