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January 30th, 2006, 03:52 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Communion Help
I'm pretty clueless with this one. How does Communion work and also how can I script them effectively? I know it raises your paths for your masters but how do you make them cast spells they normally can't in battle?
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January 30th, 2006, 04:00 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: Communion Help
simply script them to cast spells slightly above their regular level, works with with those s1 ryleh mages if its what your thinking. also if the master buffs himself (with reinvig/etheral ect) the slaves gain benifit, so you can actually make effective thugs out of it with the master doing an etheral+luck+buff from something like mistform
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January 30th, 2006, 05:15 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Communion Help
At certain numbers of communion slaves (i believe its 2, 4, 8, etc) every communion master will gain +1 in all paths already present. As for scripting, just make sure the Masters all cast Communion Master first and the slaves all cast Communion Slave first. After that just script normally except that you can now select grayed out spells under the assumption that your mage will be communed by the time he casts them. It is similar to how you script when using extra gems or booster spells (phoenix pyre, power of the spheres, etc).
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January 30th, 2006, 07:00 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
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Re: Communion Help
Alright, thanks guys. Just a few more questions since I can't find them anywhere in the manual. For your mages to cast battle spells that requires gems, do I give them to the mages themselves or will they siphon it from the lab? Also, does Priests' fanaticism and divine blessing effect non sacred units?
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January 30th, 2006, 07:04 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Communion Help
You must give gems to each mage (and yes, it's rather painful to manage).
Blessings are useful only for sacred units, but Sermon of Courage and Fanaticism help all troops that have "normal" morale (ie not at 50+) to resist retreat/routing.
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January 30th, 2006, 09:07 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Communion Help
One thing that has not been mentioned is that without the relief spell or a high slave to master ratio, it is very possible to kill the slaves through fatigue in a long battle. As for scripting the slaves, probably the best script to keep communicants safe from wandering on to the front lines is (hold)(hold)(hold)(hold)(hold) Stay behind troops.
Oh, and even troops with only 30 morale don't route from squad or unit damage.
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January 30th, 2006, 11:59 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
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Re: Communion Help
Thanks, last question ... what is the channel everyone is at?
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January 31st, 2006, 12:02 AM
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Corporal
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Join Date: Jan 2006
Location: Ottawa, ON, Canada
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Re: Communion Help
once you join the server, by typing "/server irc.gamesurge.net", join the channel #dominions, by typing "/join #dominions".
see you there!
__________________
I will take you there.
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January 31st, 2006, 01:59 PM
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Corporal
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Join Date: Jan 2006
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On gems
One thing you can do to make sure your mages don't blow all their gems summoning elementals (which they will, if the battle outruns their scripts) is to give a scout several battles' worth of gems for your commanders and have him sneak along with them, then resupply them every turn. Which, yes, is a micromanagement hassle and something I hope they manage to fix in DIII. (Just a checkbox item that says, "Don't use gems unless scripted" (and "don't fire missiles into close-combat situations" and and) would be nice...)
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