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October 15th, 2009, 05:10 PM
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Sergeant
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Join Date: Jan 2009
Posts: 255
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Communicant units
Is it possible to copystat the Pythium Communicant commander and make a non-commander unit out of it, maintaining its ability to act as a communion slave for mages? Of course, it wouldn't have any magical paths and would rack up fatigue like crazy, and it would probably have to be pretty ridiculously expensive to be anything approaching fair. But, would it work?
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October 15th, 2009, 05:19 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
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Re: Communicant units
I´m pretty sure it won´t work. I think the communicant autocasts communion slave in the beginning of battle, which is only possible for commanders.
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October 15th, 2009, 07:09 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Communicant units
No, I think it wouldn't work. But if you want easily massed communicants, you could just have a summon spell for them.
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October 15th, 2009, 10:48 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Communicant units
Actually you CAN make a non commander unit out of the Communicant. The Communion Slave ability is not a #onebattlespell type ability, it is directly tied to the unit number.
So basically you can overwrite the Communicant with your unit name, stats, sprites etc maintaining the same unit number. The downside is that the unit will not count as a communion slave in a communion, but the cool thing is, the unit will receive any self casted buff the communion masters cast just like a communion slave in a reverse communion.
It makes for a really cool unique unit. I overwrote the communicant with a sliver unit that gains abilities from specialized slivers that autocast communion master at the start of battle. It turned out pretty cool .
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October 16th, 2009, 04:08 PM
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Sergeant
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Join Date: Jan 2009
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Re: Communicant units
Quote:
Originally Posted by Foodstamp
Actually you CAN make a non commander unit out of the Communicant. The Communion Slave ability is not a #onebattlespell type ability, it is directly tied to the unit number.
So basically you can overwrite the Communicant with your unit name, stats, sprites etc maintaining the same unit number. The downside is that the unit will not count as a communion slave in a communion, but the cool thing is, the unit will receive any self casted buff the communion masters cast just like a communion slave in a reverse communion.
It makes for a really cool unique unit. I overwrote the communicant with a sliver unit that gains abilities from specialized slivers that autocast communion master at the start of battle. It turned out pretty cool .
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That's actually EXACTLY what I wanted. Having that many slaves would make the master too powerful, but what I wanted was a method to buff an army of weak little things. Fantastic!
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October 16th, 2009, 05:39 PM
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Major General
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Re: Communicant units
Great .
Here is how i did it:
#selectmonster 538
#spr1 "./sliver/sliver1.tga"
#spr2 "./sliver/sliver2.tga"
#name "Sliver"
#descr "Slivers are insectoid mesomorphs that live in huge hive colonies. Their precise origins are unknown. Ruled by the Sliver Queens, Slivers are feral, territorial and vicious. Slivers are able to feed off the enchantments cast by their leaders."
#hp 9
#size 1
#ressize 1
#prot 9
#mor 15
#mr 11
#enc 2
#str 8
#att 11
#def 12
#prec 8
#mapmove 2
#ap 9
#gcost 0
#rcost 0
#weapon 33
#nametype 117
#incunrest 1
#heal
#holy
#darkvision 100
#supplybonus -2
#itemslots 12288
#maxage 625
#end
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October 16th, 2009, 07:02 PM
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Sergeant
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Join Date: Jan 2009
Posts: 255
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Re: Communicant units
Oh, I'll use this as an opportunity to ask about the individual mod tags in that. I get most of them, but some don't make sense to me.
What's ressize as opposed to size?
Also, which itemslot does each number imply?
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October 16th, 2009, 07:52 PM
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Second Lieutenant
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Join Date: Sep 2008
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Re: Communicant units
Quote:
Originally Posted by LumenPlacidum
Oh, I'll use this as an opportunity to ask about the individual mod tags in that. I get most of them, but some don't make sense to me.
What's ressize as opposed to size?
Also, which itemslot does each number imply?
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These are documented in the mod manual (in the docs folder of your game directory) but basically, ressize applies a multiplier to the number of resources required to recruit, and itemslot is a bitmask.
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