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Old January 10th, 2008, 10:41 AM

MKDELTA MKDELTA is offline
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Default Unit and commander powers that could be interestin

g.

Not sure if this should be at the modding section, but I've been thinking that it would be kind of nice to have more unit and commander powers that haven't yet been used by any nation, as of now...

...my ideas would be:

Scale summon (scalesummon <scale> <amount>)

The commander would summon a certain type of unit depending on the scale of the province. Possibilities could be an undead monster generating more undead in provinces with Death, barbarians creating more barbarians in provinces with Turmoil and so on. The scale strength could act as a multiplier for the summon: 1 unit in scale strength 1, 3 in scale strength 3.

Loot summon (lootsummon <unit type> <amount>)

Unit summons units while pillaging.

Water summon (watersummon <unity type> <amount> <depthmult>

Unit summons other units, but only underwater. Depthmult is whether being in deep or shallow sea affects the amount of the units summoned.

Forest Power (pwrforest)

The unit is stronger in forests.

Water Power (pwrwater)

The unit is stronger in water, and the deeper the better.

Death Power (pwrdeath)

Unit is stronger in provinces with Death scale.

Void Creature (void)

The creature is a void creature...immune the insanity effect of LA R'lyeh, can be summoned from Void Gate (if also aquatic or amphibious and not a pretender). Could also be aplied to things like Serpent Fiends which are said to be from Void.

Draws magic (magicrod <amount>)

Acts like a lightning rod for spells with targeting priorities (curse, horror mark). Increases the units "priority" for those spells, offering some shielding against such spells for the rest.

Dome (dome <strength>)

Projects an anti-magic dome over the province where the unit resides in. The dome power isn't cumulative, the highest unit-dome value in the province is used. The strength is the percentual chance of stopping a spell.
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