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-   -   problems with retreating SuperCombatant (http://forum.shrapnelgames.com/showthread.php?t=17145)

Whismerhill December 30th, 2003 04:13 AM

problems with retreating SuperCombatant
 
I'm having a problem with my supercombattant

he seems to be creating armies or controlling some ennemies sometime and then these units are killed and my supercombattant retreat

actually the supercombattant is :
R'lyeh void lord :
-empowered to 10 in all magic path,
-lucky coin
-enchanted sword (of no use I think but not sure)
-rainbow armor
-boots of the behemoth
-amulet of resilience
-snake ring
(along with gift of health global enchantment)

I'm fighting in an ennemy dominion

actually it can totally wracks tons of atlantian units but I have difficulties keeping him on a fortress cause of that retreating problem ...

does anyone has the same problem or now of a way to force commanders to stay in battle ?

Whismerhill December 30th, 2003 04:22 AM

Re: problems with retreating SuperCombatant
 
after watching another report :
the problem is : enslave mind ....


I hate that spell http://forum.shrapnelgames.com/images/icons/icon8.gif

apoger December 30th, 2003 04:33 AM

Re: problems with retreating SuperCombatant
 
The only way to avoid this would be to have the supercombatant go into melee combat rather than cast spells. If you end with "cast spells" then you'll have to use whatever the computer chooses.

Or send in troops with him.

Whismerhill December 30th, 2003 04:44 AM

Re: problems with retreating SuperCombatant
 
troops is THE source of the problem I want to avoid
I have even tried to keep some troops guarding some commanders in the back but one way or another
the ennemy flying troops always attack these weak units and my god retreat once some are killed ...

this is surely an effect of the ennemy dominion that cause my units to be afraid ...

Chris Byler December 30th, 2003 01:58 PM

Re: problems with retreating SuperCombatant
 
Quote:

Originally posted by apoger:
The only way to avoid this would be to have the supercombatant go into melee combat rather than cast spells. If you end with "cast spells" then you'll have to use whatever the computer chooses.

Or send in troops with him.

<font size="2" face="sans-serif, arial, verdana">Troops are the problem - they die and the commander retreats too. He wants a lone supercombatant, but instead is getting summons/enslave mind, then when those die or rout, the SC routs.

AFAIK, there are only two ways to stop this: one is to script him so that he won't cast enslave mind in the first place (end his script with Attack <something>), and the other is to make him go berserk. This may be difficult without nature magic though - there are some items that make the wielder start out berserk, and some that make him go berserk if wounded. For your situation you probably want the former, so that you don't have to depend on being wounded to make you stay in combat.

Does anyone have a complete list of items that cause immediate berserk? Fenris Pelt and Harvest Blade do, IIRC, but they're both artifacts.

Whismerhill December 30th, 2003 06:31 PM

Re: problems with retreating SuperCombatant
 
thanks for the answer Chris http://forum.shrapnelgames.com/images/icons/icon7.gif

unfortunately I would have like my supercombattant to be able to cast spells (some spells I found very effective like double-shockwave (due to quickness) & furthermore the supercombattant is able to trample some units in the same turn)

so it seems my only option is to cast some spells at start of battle (scripted ones) and then attack the ennemy

because "gone berserk" units will not cast spells
....

some thing that comes to my mind I will try an immortal pretender (doesn't help in ennemy dominion but still the pretender will never retreat in MY dominion)

if modding capabilities are added I will perhaps forbid the use of some spells or modify its prerequisite to require some gems perhaps


does the ankh makes a unit immortal ?

[ December 30, 2003, 16:32: Message edited by: Whismerhill ]


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