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March 27th, 2009, 12:56 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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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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March 27th, 2009, 03:47 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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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.
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March 27th, 2009, 05:48 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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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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March 27th, 2009, 12:34 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Communicants
Quote:
Originally Posted by Sombre
Yet is not a unit? Not quite sure what you want there.
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Whoops I meant commander. Looks like it is impossible thanks guys.
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March 27th, 2009, 10:58 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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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...
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March 28th, 2009, 04:06 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Communicants
Quote:
Originally Posted by Huzurdaddi
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.
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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.
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March 28th, 2009, 05:29 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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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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March 28th, 2009, 03:38 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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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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March 28th, 2009, 10:59 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: Communicants
Quote:
Originally Posted by llamabeast
Perhaps you could have a recruitable commander who has a #onebattlespell to summon a load of communicants in battle?
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Only way to do it. Item modding does not have the possibilities requested in this thread.
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March 28th, 2009, 01:06 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Communicants
Quote:
Originally Posted by Endoperez
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.
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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
Perhaps you could have a recruitable commander who has a #onebattlespell to summon a load of communicants in battle?
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Now that makes some level of sense. Although communicants in a bottle also sounds 'interesting'
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