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January 2nd, 2009, 08:42 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Monster SCENARIO Project
Ah, now I understand what you want. Farsummon a commander, but under your control. Have you tried setting the number of effects to 0 for that?
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January 2nd, 2009, 09:59 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Monster SCENARIO Project
Is the Bukavac an indy? I forget.
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January 2nd, 2009, 12:06 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Monster SCENARIO Project
strange idea to summon 0, but in the game logic it might be a very good idea ich I'll try. I'm also gonna try if summoning the commander first maybe doesn't give a commander with the troops (but I'm 99% sure it won't work since now it summons first 15 troops, then commander 1, then commander 2, then 3 other troops and that last one still gives a commander.)
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January 2nd, 2009, 12:57 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Monster SCENARIO Project
it doesn't work though same results as with summoning 1 and trooper still get their own commander
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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January 2nd, 2009, 03:57 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Monster SCENARIO Project
You can't stop the farsummoned troops from getting their own commander afaik.
You might be able to do a farsummoned commander on his own though, to go with the troops as a nextspell.
What exactly was the result of setting effect to 10037 and nreff to 0?
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January 2nd, 2009, 04:04 PM
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BANNED USER
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Re: Monster SCENARIO Project
Actually one trick you might like to use to get an interesting effect is to start out with a teleport spell, then chain a nextspell summon commander and nextspell summon monsters.
I haven't tested it but I think it would give you a unique effect. Teleport somewhere and arrive with a load of troops and a commander.
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January 2nd, 2009, 05:34 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Monster SCENARIO Project
0 just gave a commander and a trooper.
Adding teleport would be interesting.. but also a completely other spell than intended here.. the mage casting this usually is meant to stay savely behind enemy lines. On the other hand it WOULD give you one powerfull mage in addtion to this force which you could script (I there is a small mage priest coming with the spell but it's unscripted and thus in effect pretty useless (though in my test he DID cast healing spells which is what he's about )
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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January 2nd, 2009, 06:49 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Monster SCENARIO Project
Maybe you could follow it with a return. Jump in, drop them off, jump back.
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January 2nd, 2009, 08:55 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Monster SCENARIO Project
#onebattlespell "Returning" on the mage?
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January 2nd, 2009, 09:11 PM
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BANNED USER
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Re: Monster SCENARIO Project
There's no clean way to follow it with a return afaik.
I can't seem to find a way of farsummoning friendly commanders individually. I'll turn it over in my head this weekend, but I think there's no perfect way to do it. You already have the imperfect way.
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