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March 28th, 2009, 01:15 PM
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National Security Advisor
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Join Date: Nov 2006
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Re: Communicants
I guess that, since I assume communicants work by #onebattlespell-ing Communion Slave, there is some danger of dodgy behaviour in summoning them in battle. You'd just have to test it I suppose.
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March 28th, 2009, 01:48 PM
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Major General
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Re: Communicants
If a Communi cant is unable to do it, I would consider using a Communi can.
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April 1st, 2009, 02:14 AM
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General
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Re: Communicants
Quote:
Originally Posted by llamabeast
I assume communicants work by #onebattlespell-ing Communion Slave
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No, they don't. They don't even have the flag set that marks them as communion slaves, which would prevent them to cast the spell on themselves. They are hardcoded to be added to communions by their ID number, IIRC. Now that I think about it, I wonder what happens if you put a slave matrix on a communicant, if he is being counted twice as a slave for a communion.
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April 1st, 2009, 11:03 AM
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Major General
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Re: Communicants
So, does a non-commander communicant still act as a slave then?
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April 1st, 2009, 12:27 PM
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Corporal
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Re: Communicants
I tried it out, and I do believe non-commander communicants work fine, unless I misremember.
I considered using the effect for Mage Cadre Members of a MA Malazan Empire, but changed my mind as it seemed difficult to balance.
(Now, the firstborn children of Mother Dark, on the other hand...)
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Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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April 1st, 2009, 05:55 PM
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General
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Re: Communicants
Quote:
Originally Posted by Gregstrom
So, does a non-commander communicant still act as a slave then?
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They should. As should non-commander units that have the "communion slave" flag set, maybe, through spell modding with a remote distance Communion Slave effect for example. But you'll have to test this by yourself...
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April 2nd, 2009, 12:41 AM
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First Lieutenant
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Re: Communicants
I just tried modding them to units. Here were the (comical) results:
1. Communicant units did get buffs of the communion masters
2. Communicant units acted as if they did not cast communion slave (ie: they acted like normal units, guarding commanders, or attacking nearest)
3. Communicant units did not get fatigue from the comminion masters castings
4. The paths on communion masters were not raised
5. Communion masters did not have their fatigue reduced when casting spells
In other words other than effect (1) they did not behave like communion slaves.
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April 2nd, 2009, 01:14 AM
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First Lieutenant
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Re: Communicants
I also tried to summon them in combat and they did not work correctly there either. Pity. Sounded comical.
Although ... they do make comical units if you buff them up a little (give them a weapon). They are like uber sacred units (mistformed, lucky, quickened, etc!).
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April 2nd, 2009, 08:05 AM
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Major General
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Re: Communicants
The discovery that they CAN be buffed like that is still pretty incredible. Would be fun for modding .
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