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Re: Monsters becoming commanders
It's also situational... I think I had some success with the gift of kurgi on an abomination. Situational, then, as in, if you have a the gift of kurgi, what do you put it on?
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Re: Monsters becoming commanders
One of the more successfull GoR tests I've had was as LA Pythium, the summonable immortal Hydra. I GoRed her and made the prophet. Sure, just misc-slots (I gave her a flying carpet and an anti-magic amulet), but she is a *major* pain to kill! You want to keep her in friendly dominion anyway (as she is immortal), and when a prophet it means she'll have a ton of health (and yes, she regenerates one head worth of health each round, no matter how much health each head has) and very good MR (which you can further boost with the anti-magic amulet). And if she happens to croak, so what? She is back in action next turn :) With all those heads she has (and Holy Avenger), she will eventually kill anything (not to mention the poison, although any sensible being going against her will be poison immune).
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Re: Monsters becoming commanders
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Re: Monsters becoming commanders
There was a bug that interchanged a commander with an ordinary unit. I remember Evilhomer getting it having a lobo guard commander with H1S1 instead of a cultist.
Perhaps it has been fixed. |
Re: Monsters becoming commanders
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Re: Monsters becoming commanders
Units can become commanders and get [seemingly] random magic paths if there is a rollback and someone uses wrong .2h file. IDs get mixed up and people end up with weird units [you can see 4 air queens etc].
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Re: Monsters becoming commanders
Does anyone have a list of what magic paths (if any) units get by being GoRed?
There's obviously Tarts, but are there any units not normally commanders that get magic paths? |
Re: Monsters becoming commanders
Check Edi's db. It contains all knowledge.
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