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Re: #knownfeature and maps; aka \"the Disappearing
I cannot say. I have never combined them on a commander.
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Re: #knownfeature and maps; aka \"the Disappearing
It gets confusing when map commands are so close to mod commands. But yes, it seemed to be a map discussion so I didnt mention it as a map thought.
If #knownfeature will add to the items already randomly added, then does #equip follow #randomequip? Does the order matter? I seem to remember using #equip to gaurantee a specific item, then follow it up with #randomequip to fill out the commander and make it interesting each time the map was played. But if #randomequip came first, then would #equip simply give the items IF there was that slot still left? Sorry. I tend to think it hacker mode. Every bug is a feature waiting to be discovered. |
Re: #knownfeature and maps; aka \"the Disappearing
I've got a dozen maps at home with commanders having one or the other command. No problem to run a couple of tests tonight. I'll #equip an unique armor and test away.
BTW, if you use #randomequip 4 on a mage with 4 or 5 paths, you get an insane number of gems. There is a strong relationship between path strength and number of gems acquired this way, but like many other things in the game, there is a significent randomness also. I made a flying mage with 4 paths across the board to play with site searching. When I #randomequipped 4 this chap he would often get 100+ gems and slaves. |
Re: #knownfeature and maps; aka \"the Disappearing
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