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Re: How do I add and delete units from a nation?
1) Spells embedded in items are there to stay unless you disable the item
2) Set item's construction level to 12 (unforgeable artifact). Of course, they may appear randomly on indie commanders, but at least the AI won't be making them. |
Re: How do I add and delete units from a nation?
You could mod the spell to have no effect. The spell on the item that bothers you, I mean.
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Re: How do I add and delete units from a nation?
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Re: How do I add and delete units from a nation?
Can you increase points saved for Imprisoned Pretenders? For instance, I'd like to give an extra 50 or 100 points in exchange for the lengthy dormancy penalty.
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Re: How do I add and delete units from a nation?
No. That is hard coded.
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Re: How do I add and delete units from a nation?
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Re: How do I add and delete units from a nation?
Is it possible to mod out specific event--namely the events that give me militia or other low level units? In a big map and with Luck 3, they occur too frequently, and it's sometimes hard to get them to the front for suicide missions--resulting them eating up too much supplies and upkeep! :(
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Re: How do I add and delete units from a nation?
Also, is it the case that I don't get the special effects of an armor if I give them to non-commander units? For instance, I gave Myrmidons Fire Plate, but I don't see the fire resistance applied on the unit description screen.
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Re: How do I add and delete units from a nation?
Two posts.
Answer to first post: No. A unit does not get the benefit of an item when it is made part of base equipment. You get the armor value, for this example, but any special properties are not granted.. |
Re: How do I add and delete units from a nation?
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As Myrmidons are units, you can give them 50% fire resistance. They'll keep it even if their armor is destroyed or they're made commanders and equipped with different armor, but those are special cases and not that important, really. |
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