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  #1  
Old June 10th, 2011, 04:06 PM
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Default the #homesick modding command

http://ulm.illwinter.com/dom3/dom3progress.html

OK guesswork time.
Is this going to allow creation of SCs that are defense or one-shot only?
I think I like that idea.
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  #2  
Old June 11th, 2011, 12:25 PM
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Default Re: the #homesick modding command

It will work just like homesick works for naiads and hamadryads I think.

When you assign #homesick 20 for instance, the unit will lose 20% of it's HP every turn it is away from it's home province.

So yeah, you could use it to neuter SCs or create purely defensive units by assigning #homesick 100.
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  #3  
Old June 17th, 2011, 12:39 PM
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Default Re: the #homesick modding command

#homesick 100 would seem redundant with just giving the unit a strategic move of 0.

However high values could allows for a SC able to leave its home province for one turn or two.

Hum, does regeneration helps against the homesick loss of HP ?
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  #4  
Old June 17th, 2011, 04:30 PM
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Default Re: the #homesick modding command

Quote:
Originally Posted by Jack_Trowell View Post
#homesick 100 would seem redundant with just giving the unit a strategic move of 0.

However high values could allows for a SC able to leave its home province for one turn or two.

Hum, does regeneration helps against the homesick loss of HP ?
It seems like when you take Naiads away from their home and cast regeneration, they regen to their new hit point total, not the original value. I may be wrong though.
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Old June 17th, 2011, 05:03 PM
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Default Re: the #homesick modding command

Does movement of zero block things like teleporting into someones capital?
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Old June 17th, 2011, 05:27 PM
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Default Re: the #homesick modding command

Nope
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  #7  
Old June 17th, 2011, 06:59 PM
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Default Re: the #homesick modding command

I'm curious how we can use #homesick with shapeshifting.

For instance, how cool would it be to have a Dryad unit that functions normally in forest provinces (via #forestshape) but then has the #homesick tag when in other terrains.

How I think it will work is as follows:

Unit can roam around the forest np.

Unit can roam in home province np, even if it is not a forest (If it is a summon, can make it target forest provinces only to get around this).

If the unit goes anywhere else, it suffers from homesick.

Hooray, a Dryad who can't leave forests.
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Old June 17th, 2011, 07:46 PM
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Default Re: the #homesick modding command

That would be cool.

And Im thinking #homesick 100 would not be the same as move zero. You can have an SC that works like a nuke missile. It can sit at home forever to protect the capital, or you can "fire" it (teleport) to another province where it only gets one use win-or-lose
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  #9  
Old June 19th, 2011, 09:09 AM
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Default Re: the #homesick modding command

Quote:
Originally Posted by Gandalf Parker View Post
That would be cool.

And Im thinking #homesick 100 would not be the same as move zero. You can have an SC that works like a nuke missile. It can sit at home forever to protect the capital, or you can "fire" it (teleport) to another province where it only gets one use win-or-lose
You're right about that. If you actually gave such a SC a ridiculous mapmove, something like 20 or 40 or 50, flying and amphibian, you could fire it at any province on aany sanely sized map and a good distance away even on the ridiculously humongous maps.
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Old June 19th, 2011, 05:05 PM

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Default Re: the #homesick modding command

I thought all homesick units just lost 1 hp per turn. In which case there would be no "#homesick 20" - it would just be "#homesick".
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