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-   -   Communicants (http://forum.shrapnelgames.com/showthread.php?t=42696)

Huzurdaddi March 27th, 2009 12:56 AM

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?

Endoperez March 27th, 2009 03:47 AM

Re: Communicants
 
As a commander: #onebattlespell "communion slave" should work.

As a unit, it's probably impossible, since #onebattlespell only works for commanders.

Sombre March 27th, 2009 05:48 AM

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.

Huzurdaddi March 27th, 2009 12:34 PM

Re: Communicants
 
Quote:

Originally Posted by Sombre (Post 682482)
Yet is not a unit? Not quite sure what you want there.

Whoops I meant commander. Looks like it is impossible thanks guys.

Huzurdaddi March 27th, 2009 10:58 PM

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...

llamabeast March 28th, 2009 03:38 AM

Re: Communicants
 
Perhaps you could have a recruitable commander who has a #onebattlespell to summon a load of communicants in battle?

Endoperez March 28th, 2009 04:06 AM

Re: Communicants
 
Quote:

Originally Posted by Huzurdaddi (Post 682614)
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.

How was it different in Dom2? I don't think I ever used communions there. There weren't any big guides around to look for details.

JimMorrison March 28th, 2009 05:29 AM

Re: Communicants
 
Communicant in a Bottle?

Those could be pretty fun, I'll pre-order a case, please.

Edi March 28th, 2009 10:59 AM

Re: Communicants
 
Quote:

Originally Posted by llamabeast (Post 682640)
Perhaps you could have a recruitable commander who has a #onebattlespell to summon a load of communicants in battle?

Only way to do it. Item modding does not have the possibilities requested in this thread.

Huzurdaddi March 28th, 2009 01:06 PM

Re: Communicants
 
Quote:

Originally Posted by Endoperez (Post 682646)
How was it different in Dom2? I don't think I ever used communions there. There weren't any big guides around to look for details.

In Dom2 the castle type your nation built was selected during pretender construction. Most people selected 300 gold castles. So, generally, in Dom2 castle turns were much less valuable.

Quote:

Originally Posted by llamabeast (Post 682640)
Perhaps you could have a recruitable commander who has a #onebattlespell to summon a load of communicants in battle?

Now that makes some level of sense. Although communicants in a bottle also sounds 'interesting' :)


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