|
|
|
|
|
January 25th, 2008, 07:10 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Using Independent Farsummon for modding (question)
Routing independent farsummons?
I have created a independent farsummon spell that sends a horde of undead pirates to raid a province.
Here is the code:
Code:
newspell
#name "Pillaging Buccaneers"
#descr "A death mage is able to channel the evil spirits of dead pirates to wreak havoc upon a province. The spirits will
continue to pillage the province until they are defeated."
#school 5
#researchlevel 0
#path 0 5
#pathlevel 0 4
#effect 10038
#nreff 1015
#fatiguecost 0
#damage 2048
#spec 276824064
#restricted 48
#end
The problem is. The pirates arrive without a commander. I have created farsummons in the past, but never independent ones. In the past when I have created the standard farsummons, one of the troops is converted to a commander. This is not the case with independent farsummons it seems.
If you see anything wrong with the spell code, let me know please .
I am going to try messing with some of the settings to get it to work.
P.S. I know it is set to 0 gems, that is for testing
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
January 25th, 2008, 07:55 PM
|
|
Captain
|
|
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
|
|
Re: Using Independent Farsummon for modding (question)
I had the same problem. I think its a bug.
|
January 25th, 2008, 08:11 PM
|
|
Sergeant
|
|
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Using Independent Farsummon for modding (quest
I too have the same problem. When I changed this spell to use 871 (pirate) they came with no leader.
I believe that farsummon spells might require units which have hardcoded leaders attached to them. Kind of like how wolves bring a werewolf leader.
|
January 25th, 2008, 10:59 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Using Independent Farsummon for modding (quest
Saulot,
I can get farsummons to work fine. It is independent farsummons that seem not to work.
On standard farsummons, if your not using a unique unit such as the wolf which triggers the werewolf leader, one of the basic units will be promoted to leader status so the units do not route.
Is this what you meant, or do you mean that the wolf/werewolf combo can be used as an independent farsummon?
Have either of you submitted this as a bug? If not, I will submit it if the three of us think it truly is a bug (I think it is).
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
January 26th, 2008, 12:33 AM
|
|
Sergeant
|
|
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Using Independent Farsummon for modding (quest
Er, yes, I meant indep. farsummons.
In any case, my hypothesis is incorrect. Indep farsummoning wolves brings no werewolf or leader of any kind either. *shrugs*
I'm going to have to agree with you about it being a bug, so by all means feel free to submit it.
|
January 26th, 2008, 02:19 AM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Using Independent Farsummon for modding (quest
Try setting the #nreff to 1 - do you get a leader?
If so, you should be able to work around this in 8.1X using #nextspell.
A kludge would be to use #nextspell to summon a single longdead horseman, who would, I believe, come with a wraithlord to lead the shadows.
__________________
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
|
January 26th, 2008, 03:09 AM
|
|
Sergeant
|
|
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Using Independent Farsummon for modding (quest
Tried it. For a wolf, and a neifel giant... and nope. Just one lone unit.
Hmm.... Perhaps combining a indep. farsummon + #nextspell regular farsummon (for the leader)? The question is, would those be under your control or not?
|
January 26th, 2008, 01:02 PM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Using Independent Farsummon for modding (quest
The regular farsummon leader would be under your control, and would fight against the indies (except that the indies would flee.)
Are you sure it was a unit and not a leader? Did it rout immediately? I don't really have time to mess with this right now, but if there's no workaround, I'd say it counts as a bug.
__________________
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
|
January 26th, 2008, 04:03 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Using Independent Farsummon for modding (quest
No leader spawns in the indy farsummon, which causes the route.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
January 26th, 2008, 05:04 PM
|
|
Sergeant
|
|
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Using Independent Farsummon for modding (quest
Actually, for me, they didn't route, even without a leader. Whether it was a group of pirates, a group of wolves, one wolf, or one Neifel giant. And Yes, I can differentiate between a leader and a regular unit.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|