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-   -   Wishlist: Mod that disables all recruitable units - All Commander/Summons/PD Mod... (http://forum.shrapnelgames.com/showthread.php?t=45313)

Gandalf Parker May 10th, 2010 08:45 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
Many. But my personal favorite is Pangaea. Particularly early or mid era's. They are able to put EVERYTHING stealth. Scout, infantry, mounted, archers, commanders, mage, priest, and pretenders. And for these purposes, those flying scouts with leadership ability and flying followers available, is a nice added boost.

Its one of the more difficult nations to play. Most try to play it like a marching army instead of playing to their strengths. But I like it.

Makinus May 10th, 2010 10:25 AM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
I think i will use a modded nation with stealth commanders from several nations... like the Bard from Man, etc. nothing too powerfull....

If i set these commanders to be recruitable by a site and do not assign any commanders or troops to the nation (something like the OP wanted), and set their gold/resource costs as double (triple?) the normal (CBM 1.6) i will have access to commanders only at the "disconnected" province... Is there any artifact that i can give at the start of the game that allows teleporting/etc. so i can send these "adventurers" to a connected province? Something that i can give 3 or 4 of to the adventurers and i would not be able to forge again too soon? I wish to see if i can defeat the AI in this way and have some challenge....

Foodstamp May 10th, 2010 01:08 PM

Re: Mod that disables all recruitable units - All Commander/Summons/PD Mod...
 
You can mod boots of the planes to construction level 6. Then give each of the commanders the item via mod command.


(The following may or may not work)
Alternately, you could create a teleport spell that requires nature 0, research level 0, then modify the units who do not have nature magic with #magicskill #(Mask for nature) and then #magicboost (Nature Mask) -1. I think the mages would be able to cast it then, but I am not sure so you would need to test it out.


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