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Re: Using Independent Farsummon for modding (quest
Ah, I bet I know why. My undead pirates route due to lack of undead leadership.
Your guys don't route because they are not special units. This gives me some options to use the indy farsummon atleast http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Using Independent Farsummon for modding (quest
Quote:
If the game automatically transforms one of them into a commander to lead the charge, then would it be like GoRing him? In which case his death magic will give him undead leadership and your undeads won't rout. |
Re: Using Independent Farsummon for modding (quest
Naw. I am pretty sure the d1 would just stay dormant until the mob is actually GORed.
It seems to work like this... National Farsummons: One unit is turned into a commander, he must have the proper leadership abilities for undead and magic units. If one of the special unit numbers is selected, such as the one for the wolf, a special commander will replace the normal commander, for instance a werewolf. Independent Farsummons: Units attack the province with no leader. Undead route, and I am guessing magic beings explode and/or route. Normal units hang around. It probably works that way because in game, I think the independent farsummons are all units, not commanders. The only ones that come to mind are the horrors, and I am pretty sure they are just standard units. |
Re: Using Independent Farsummon for modding (quest
Oh.
So not even manually giving the undead some undead leadership will help? (In case the game does something like check the units' leadership and use that to give them fake leadership) Well, then I guess you have a bug worth reporting. |
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