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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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Re: Communicants
Communicant in a Bottle?
Those could be pretty fun, I'll pre-order a case, please. |
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