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Non-mage Commander Abilities
Sure, there's Standard Bearer, but for the most part there's not that many regular commanders that you feel can make a big difference in your army. Wouldn't it be interesting to have some special bonuses as long as a commander of a certain typ is within a certain distance from units. Perhaps a charge bonus, a bunus to movement speed or perhaps even precision.
I think it would make it easier to diversify the teams to have abilities like these :) |
Re: Non-mage Commander Abilities
There are also some with boosts in leading certain unit types (dragons, lizards, wolves, etc).
It might be interesting to have an Archer Trainer with leadership of 10 with an areas afect of precision boost. Or a formation captain which provides a boost on charge. I think they should be low-leadership (not able to boost really large groups). Besides with the special equipment for boosting leadership I think the number can get high enough with some effort. |
Re: Non-mage Commander Abilities
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Re: Non-mage Commander Abilities
I highly doubt it. But it's possible I guess. This is dominions.
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Re: Non-mage Commander Abilities
Oh, I agree. The Hydra Tamer could give a defense skill boost to hydras for example :) He has leadership 10 I think.
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Re: Non-mage Commander Abilities
At least if it's done the same way as Standard, that is AoE bonuses, actual leadership score would have nothing to do with it.
I'd rather have them with high leadership. Anything to encourage using national leaders instead of indy commanders and the only nationals actually used be mages. |
Re: Non-mage Commander Abilities
I don't think there's a mechanism for having someone only affect the units directly under their command.
Pretty sure you would be limited to either an AoE Aura like Standard/Fear, or a Battlefield-wide effect. If that were added to modding commands, it could really be amazingly cool. I would give a lot of the blander heroes thematic STR or DEF boosts, or whatever is applicable. Nothing huge, mind you, but it would be interesting if for instance, Auluudh from R'lyeh gave +1 MR to his entire army, because the presence of his mind is so powerful, it can shield all of those lesser minds, to an extent. I know that if it's Battlefield-wide, technically this can be done with modding #onebattlespells on them, but none of the relevant spells are weak enough. I don't want Auluudh to give free Antimagic in combat, that's way too powerful. But if he gives +1 MR, and especially if it is allowed to stack with Antimagic, then it increases his utility in a way that could be seen as balanced, once other traits are assigned to other heroes. Some other interesting ideas would be a totally Blind hero for Agartha, that boosts ATK and PRE in troops in his army, but of course only one army. Menopathos the White Minotaur could perhaps give 3% regen on the field. "Raterik" the Hero, et al, could give +2AP. I could do this all day. :P |
Re: Non-mage Commander Abilities
Yay, those would be great, IIRC we had already a thread that went on a topic like this one. EXTREMELY difficult to happen imho, but would be very very cool :cool:
EDIT: found = http://forum.shrapnelgames.com/showt...048#post657048 :) |
Re: Non-mage Commander Abilities
It's not possible to make a effect similar to standard but affect different things? Is the system a bit of a mess? : )
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Re: Non-mage Commander Abilities
Its possible but the devs have moved on to another project. So other than quick easy patchings we arent likely to get many surprises. Large patchings or improvements are more of a dream item than they used to be.
Most of our desires are now in the hands of the modders. |
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