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-   -   Using Independent Farsummon for modding (question) (http://forum.shrapnelgames.com/showthread.php?t=37507)

Foodstamp January 25th, 2008 07:10 PM

Using Independent Farsummon for modding (question)
 
Routing independent farsummons?

I have created a independent farsummon spell that sends a horde of undead pirates to raid a province.

Here is the code:


<font class="small">Code:</font><hr /><pre> newspell
#name "Pillaging Buccaneers"
#descr "A death mage is able to channel the evil spirits of dead pirates to wreak havoc upon a province. The spirits will

continue to pillage the province until they are defeated."
#school 5
#researchlevel 0
#path 0 5
#pathlevel 0 4
#effect 10038
#nreff 1015
#fatiguecost 0
#damage 2048
#spec 276824064
#restricted 48
#end </pre><hr />

The problem is. The pirates arrive without a commander. I have created farsummons in the past, but never independent ones. In the past when I have created the standard farsummons, one of the troops is converted to a commander. This is not the case with independent farsummons it seems.

If you see anything wrong with the spell code, let me know please http://forum.shrapnelgames.com/images/smilies/happy.gif.

I am going to try messing with some of the settings to get it to work.

P.S. I know it is set to 0 gems, that is for testing http://forum.shrapnelgames.com/images/smilies/happy.gif

Amos January 25th, 2008 07:55 PM

Re: Using Independent Farsummon for modding (question)
 
I had the same problem. I think its a bug.

Saulot January 25th, 2008 08:11 PM

Re: Using Independent Farsummon for modding (quest
 
I too have the same problem. When I changed this spell to use 871 (pirate) they came with no leader.

I believe that farsummon spells might require units which have hardcoded leaders attached to them. Kind of like how wolves bring a werewolf leader.

Foodstamp January 25th, 2008 10:59 PM

Re: Using Independent Farsummon for modding (quest
 
Saulot,

I can get farsummons to work fine. It is independent farsummons that seem not to work.

On standard farsummons, if your not using a unique unit such as the wolf which triggers the werewolf leader, one of the basic units will be promoted to leader status so the units do not route.

Is this what you meant, or do you mean that the wolf/werewolf combo can be used as an independent farsummon?

Have either of you submitted this as a bug? If not, I will submit it if the three of us think it truly is a bug (I think it is).

Saulot January 26th, 2008 12:33 AM

Re: Using Independent Farsummon for modding (quest
 
Er, yes, I meant indep. farsummons.

In any case, my hypothesis is incorrect. Indep farsummoning wolves brings no werewolf or leader of any kind either. *shrugs*

I'm going to have to agree with you about it being a bug, so by all means feel free to submit it.

DrPraetorious January 26th, 2008 02:19 AM

Re: Using Independent Farsummon for modding (quest
 
Try setting the #nreff to 1 - do you get a leader?

If so, you should be able to work around this in 8.1X using #nextspell.

A kludge would be to use #nextspell to summon a single longdead horseman, who would, I believe, come with a wraithlord to lead the shadows.

Saulot January 26th, 2008 03:09 AM

Re: Using Independent Farsummon for modding (quest
 
Tried it. For a wolf, and a neifel giant... and nope. Just one lone unit.

Hmm.... Perhaps combining a indep. farsummon + #nextspell regular farsummon (for the leader)? The question is, would those be under your control or not?

DrPraetorious January 26th, 2008 01:02 PM

Re: Using Independent Farsummon for modding (quest
 
The regular farsummon leader would be under your control, and would fight against the indies (except that the indies would flee.)

Are you sure it was a unit and not a leader? Did it rout immediately? I don't really have time to mess with this right now, but if there's no workaround, I'd say it counts as a bug.

Foodstamp January 26th, 2008 04:03 PM

Re: Using Independent Farsummon for modding (quest
 
No leader spawns in the indy farsummon, which causes the route.

Saulot January 26th, 2008 05:04 PM

Re: Using Independent Farsummon for modding (quest
 
Actually, for me, they didn't route, even without a leader. Whether it was a group of pirates, a group of wolves, one wolf, or one Neifel giant. And Yes, I can differentiate between a leader and a regular unit.

Foodstamp January 26th, 2008 05:36 PM

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

Agrajag January 27th, 2008 04:35 AM

Re: Using Independent Farsummon for modding (quest
 
Quote:

Foodstamp said:
Ah, I bet I know why. My undead pirates route due to lack of undead leadership.

Considering how I know nothing about advanced modding, what were to happen if you gave your pirates D1?
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.

Foodstamp January 27th, 2008 05:34 AM

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.

Agrajag January 27th, 2008 06:55 AM

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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