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  #1  
Old March 27th, 2009, 12:56 AM

Huzurdaddi Huzurdaddi is offline
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Default 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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  #2  
Old March 27th, 2009, 03:47 AM
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Default 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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  #3  
Old March 27th, 2009, 05:48 AM

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Default 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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  #4  
Old March 27th, 2009, 12:34 PM

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Default Re: Communicants

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Originally Posted by Sombre View Post
Yet is not a unit? Not quite sure what you want there.
Whoops I meant commander. Looks like it is impossible thanks guys.
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  #5  
Old March 27th, 2009, 10:58 PM

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Default 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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  #6  
Old March 28th, 2009, 04:06 AM
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Default Re: Communicants

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Originally Posted by Huzurdaddi View Post
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.
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  #7  
Old March 28th, 2009, 05:29 AM
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Default Re: Communicants

Communicant in a Bottle?

Those could be pretty fun, I'll pre-order a case, please.
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  #8  
Old March 28th, 2009, 03:38 AM

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Default 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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  #9  
Old March 28th, 2009, 10:59 AM
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Default Re: Communicants

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Originally Posted by llamabeast View Post
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.
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  #10  
Old March 28th, 2009, 01:06 PM

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Default Re: Communicants

Quote:
Originally Posted by Endoperez View Post
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 View Post
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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