EDIT: Just to show you how my memory works - before I started writing this post I wanted to say something, but after clicking the quote button I completely forgot about it... So:
Just keep feeding my Ego and I'll probably have some more interesting(more or less...) ideas every time I enter this thread
Quote:
RedRover said:
I'm not clear on the concept of "neutral invasion." Expand?
Also "melee attack spell"? 
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Just thought I'd hazzard a guess and say that by "Neutral Invasion" he probably meant something like the "Ghost Riders" spell, which sends "Neutral" unit to attack an enemy province.
And by "melee attack spell" I think he means something like "Burning Hands".
Here are a few more suggestions (some seem rather obvious to me):
#Summonally <name>|<id> <number>
Will grant this
commander the "Summon Allies" command, which will summon <number> amount of the unit <name> or with <id> id number.
#Levyslaves
Will grant this
commander the ability to Levy Slaves as a command. Like the Mictian leader.
#Autosummon <amount> <name>|<id>
Makes it so this
commander can summon <amount> of units with the name <name> or id <id> Automatically.
/* I thought about adding the option to summon those during combat, but then again, you can do that with the #Freecast command I suggested ^_^ */
#Spellimmunity <chance> <name>|<id>
Will give this
unit a <chance>% of resisting the spell <name> (or the spell with the id <id>. spells do have id's, right? And if they don't - they should).
- This one can be rather useful for making certain unit thematically immune to certain spells. You could make a creature made from Iron invulenrable to "Iron Skin", or a beast from the Nether immune to Nether Darts, or a completely devout and loyal believer immune to the Charm(s) of enemy mages.
#Spiked <name>|<id>
Units that attack this
unit will suffer from an effect, as if they were attacked by the defender using the weapon <name>|<id>. That is, you could define a special weapon and its properties (damage, armor negation, attack, etc.), and whenever someone attacks the unit with #Spiked, it is as if the unit retalites using that specially defined weapon.
- This can be useful for creatures with, for example, spikes, which can be very sharp (Armor Negating or Armor Piercing) or dull (No Negation or Piercing), easy to avoid (So their attack will have less #Attack) or impossible to avoid (attacks from those spikes are very hard to avoid, so they have a high #Attack) etc.
This attack does not cause fatigue.
#Causefatigue <number> <area>
This command can be applied to
units.
A unit with this attribute causes <number> fatigue to its enemies.
<area> would be the area this fatigue effects:
0: Whenever the unit with #Causesfatigue attack an enemy, the fatigue damage is caused.
1+: An area of this amount of battlefield hexes is effected by a fatigue-draining effect.
- This one could be interesting for some units, such as a demon which saps the strength from his enemies, or a unit with some draining element.
Can't think of any more right now, but I'd like you to notice something:
All of the command I suggested, since the begining of this thread, and probably until its end, should also be available for weapons/item modding, so anyone with the weapon with this command, will gain the ability as if the command was modded "into him".
So for example, you could mode a weapon with #Levyslaves so it will allow its bearer to... Levy Slaves!
The same should probably apply for all of the ideas here.
And the same should apply for spells as well, a #Levyslaves spell[ritual, in this case] will allow its caster to Levy Slaves, a #Periodiceffect could be granted by a spell etc.