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June 16th, 2008, 06:03 PM
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Sergeant
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The Gladiator - One Battle Deal
I was trying to duplicate the One Blattle Deal of a gladiator but I am not sure what command to use. I've cheked his stats and cant find anything significat that makes him leave after battle. I might have read something about it in the manual or in the in-game-loading-tips, but I cant remember. Any Ideas?
I just want to create a unit that fights one battle and leaves, regardless of outcome...
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June 16th, 2008, 06:37 PM
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Lieutenant General
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Re: The Gladiator - One Battle Deal
copystats might be the way to go, then change the basic stats and add what you want in.
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June 17th, 2008, 07:19 AM
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BANNED USER
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Re: The Gladiator - One Battle Deal
Yep, copystats a gladiator unit and change what you want.
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June 19th, 2008, 01:43 PM
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Colonel
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Re: The Gladiator - One Battle Deal
Actually I was unable to make this work on my Alugra mod.
I had a "cutthroat" - unit that was supposed to be a assasin who only does a single hit. He remained after battles, thought.
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June 19th, 2008, 02:46 PM
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Captain
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Re: The Gladiator - One Battle Deal
Copystat doesn't work, gladiators disappearing seem to be linked with their unit id, so you need to replace a gladiator unit if you want the same behavior.
A workaround is a to use #secondtmpshape, and make so the first shape has only one hp (one hit and the unit become its second shape, which disappears at the end of battle)..
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June 19th, 2008, 05:20 PM
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National Security Advisor
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Re: The Gladiator - One Battle Deal
An even more thorough workaround would be to have #secondtmpshape, and to have the unit #onebattlespell a spell which kills itself. Therefore at the beginning of the battle it will kill itself with its #onebattlespell, and switch to its #secondtmpshape, which will disappear after battle.
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June 19th, 2008, 07:12 PM
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Lieutenant General
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Re: The Gladiator - One Battle Deal
Lol battle starts and one side kills itself
It would work though
But which spell that targets self kills a unit 100% of the time, since you can't make a new one to do it?
__________________
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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June 20th, 2008, 05:55 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: The Gladiator - One Battle Deal
You can make a new one but it's rather complicated.
First/easier method is to replace an existing spell (if you mod a nation replacing a national spell of a nation of another era shouldn't make problem).
A more complicated method allow to use any new spell.
You need to use 2 mods, one with the new spell, one calling it for onebattlespell. Use for example the spell enabler mod (posted here somewhere by Endorperez iirc) which should be your first mod enabled.
Make your self kill effect and insert it in the spell enabler mod.
Call this spell by number in your other (second) mod.
Note that this will only work as long no new spell are added in vanilla game (numbers will change when spells are added).
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June 20th, 2008, 06:23 AM
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BANNED USER
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Re: The Gladiator - One Battle Deal
The easiest way is just to give it a secondshape which is aquatic. Then it drowns after battle.
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June 20th, 2008, 07:24 AM
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National Security Advisor
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Re: The Gladiator - One Battle Deal
Units don't normally change to their secondshape at the end of battle do they?
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