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				December 30th, 2003, 01:58 PM
			
			
			
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					Join Date: Oct 2003 Location: Blacksburg, VA, USA 
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				 Re: problems with retreating SuperCombatant 
 
	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.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.
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 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 ), 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.
				__________________People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
 Pigs, on the other hand, are not bothered, or at least they don't complain.
 -- Dominions II spell manual
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