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Communicants
Is it possible to mod a unit which has the abilities of a communicant (ie: casts communion slave at the start of battle) but yet is not a unit?
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Re: Communicants
As a commander: #onebattlespell "communion slave" should work.
As a unit, it's probably impossible, since #onebattlespell only works for commanders. |
Re: Communicants
Yet is not a unit? Not quite sure what you want there.
Unless you're using unit as slang for johnson, in which case I guess it's up to you when you write the description as to whether it's a unit or not. |
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Re: Communicants
I just hate the micromanagement of communicants. Not to mention that recruiting them takes a lot of castle turns. This is a pretty significant change from Dom2.
Now this would not be thematic, but is it possible to mod new items which summon commanders in battle (like the pocket lich?). And can those new commanders have #onebattlespell? Finally is it possible to mod items that only one nation can forge? Bah it is so non-thematic I don't know if I would want it even were it possible... |
Re: Communicants
Perhaps you could have a recruitable commander who has a #onebattlespell to summon a load of communicants in battle?
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Communicant in a Bottle?
Those could be pretty fun, I'll pre-order a case, please. |
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Re: Communicants
I guess that, since I assume communicants work by #onebattlespell-ing Communion Slave, there is some danger of dodgy behaviour in summoning them in battle. You'd just have to test it I suppose.
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Re: Communicants
If a Communicant is unable to do it, I would consider using a Communican. ;)
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Re: Communicants
So, does a non-commander communicant still act as a slave then?
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Re: Communicants
I tried it out, and I do believe non-commander communicants work fine, unless I misremember.
I considered using the effect for Mage Cadre Members of a MA Malazan Empire, but changed my mind as it seemed difficult to balance. (Now, the firstborn children of Mother Dark, on the other hand...) |
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I just tried modding them to units. Here were the (comical) results:
1. Communicant units did get buffs of the communion masters 2. Communicant units acted as if they did not cast communion slave (ie: they acted like normal units, guarding commanders, or attacking nearest) 3. Communicant units did not get fatigue from the comminion masters castings 4. The paths on communion masters were not raised 5. Communion masters did not have their fatigue reduced when casting spells In other words other than effect (1) they did not behave like communion slaves. |
Re: Communicants
I also tried to summon them in combat and they did not work correctly there either. Pity. Sounded comical.
Although ... they do make comical units if you buff them up a little (give them a weapon). They are like uber sacred units (mistformed, lucky, quickened, etc!). |
Re: Communicants
The discovery that they CAN be buffed like that is still pretty incredible. Would be fun for modding :).
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