|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				October 15th, 2009, 05:10 PM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jan 2009 
						Posts: 255
					 Thanks: 15 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Communicant units 
 Is it possible to copystat the Pythium Communicant commander and make a non-commander unit out of it, maintaining its ability to act as a communion slave for mages?  Of course, it wouldn't have any magical paths and would rack up fatigue like crazy, and it would probably have to be pretty ridiculously expensive to be anything approaching fair.  But, would it work? |  
	
		
	
	
	| 
			
			 
			
				October 15th, 2009, 05:19 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Feb 2009 Location: Me a viking 
						Posts: 1,012
					 Thanks: 81 
		
			
				Thanked 122 Times in 73 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 I´m pretty sure it won´t work. I think the communicant autocasts communion slave in the beginning of battle, which is only possible for commanders. 
				__________________ Voice of ***** and her spicy crew! |  
	
		
	
	
	| 
			
			 
			
				October 15th, 2009, 07:09 PM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
						Posts: 5,921
					 Thanks: 194 
		
			
				Thanked 855 Times in 291 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 No, I think it wouldn't work. But if you want easily massed communicants, you could just have a summon spell for them. |  
	
		
	
	
	| 
			
			 
			
				October 15th, 2009, 10:48 PM
			
			
			
		 |  
	| 
		
			|  | Major General |  | 
					Join Date: Oct 2006 Location: Tennessee USA 
						Posts: 2,059
					 Thanks: 229 
		
			
				Thanked 106 Times in 71 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 Actually you CAN make a non commander unit out of the Communicant. The Communion Slave ability is not a #onebattlespell type ability, it is directly tied to the unit number. 
So basically you can overwrite the Communicant with your unit name, stats, sprites etc maintaining the same unit number. The downside is that the unit will not count as a communion slave in a communion, but the cool thing is, the unit will receive any self casted buff the communion masters cast just like a communion slave in a reverse communion. 
 
It makes for a really cool unique unit. I overwrote the communicant with a sliver unit that gains abilities from specialized slivers that autocast communion master at the start of battle. It turned out pretty cool   .
				__________________BLAH BLAH BLAH BLAH NEXT TURN.
 |  
	
		
			| The Following User Says Thank You to Foodstamp For This Useful Post: |  |  |  
	
		
	
	
	| 
			
			 
			
				October 16th, 2009, 04:08 PM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jan 2009 
						Posts: 255
					 Thanks: 15 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 
	Quote: 
	
		| 
					Originally Posted by Foodstamp  Actually you CAN make a non commander unit out of the Communicant. The Communion Slave ability is not a #onebattlespell type ability, it is directly tied to the unit number. 
So basically you can overwrite the Communicant with your unit name, stats, sprites etc maintaining the same unit number. The downside is that the unit will not count as a communion slave in a communion, but the cool thing is, the unit will receive any self casted buff the communion masters cast just like a communion slave in a reverse communion. 
 
It makes for a really cool unique unit. I overwrote the communicant with a sliver unit that gains abilities from specialized slivers that autocast communion master at the start of battle. It turned out pretty cool   . |  That's actually EXACTLY what I wanted.  Having that many slaves would make the master too powerful, but what I wanted was a method to buff an army of weak little things.  Fantastic! |  
	
		
	
	
	| 
			
			 
			
				October 16th, 2009, 05:39 PM
			
			
			
		 |  
	| 
		
			|  | Major General |  | 
					Join Date: Oct 2006 Location: Tennessee USA 
						Posts: 2,059
					 Thanks: 229 
		
			
				Thanked 106 Times in 71 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 Great   .
 
Here is how i did it:
 
#selectmonster 538 
#spr1 "./sliver/sliver1.tga" 
#spr2 "./sliver/sliver2.tga" 
#name "Sliver" 
#descr "Slivers are insectoid mesomorphs that live in huge hive colonies. Their precise origins are unknown. Ruled by the Sliver Queens, Slivers are feral, territorial and vicious. Slivers are able to feed off the enchantments cast by their leaders." 
#hp 9 
#size 1 
#ressize 1 
#prot 9 
#mor 15 
#mr 11 
#enc 2 
#str 8 
#att 11 
#def 12 
#prec 8 
#mapmove 2 
#ap 9 
#gcost 0 
#rcost 0 
#weapon 33 
#nametype 117 
#incunrest 1 
#heal 
#holy 
#darkvision 100 
#supplybonus -2 
#itemslots 12288 
#maxage 625 
#end
				__________________BLAH BLAH BLAH BLAH NEXT TURN.
 |  
	
		
			| The Following User Says Thank You to Foodstamp For This Useful Post: |  |  |  
	
		
	
	
	| 
			
			 
			
				October 16th, 2009, 07:02 PM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Jan 2009 
						Posts: 255
					 Thanks: 15 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 Oh, I'll use this as an opportunity to ask about the individual mod tags in that.  I get most of them, but some don't make sense to me.
 What's ressize as opposed to size?
 
 Also, which itemslot does each number imply?
 |  
	
		
	
	
	| 
			
			 
			
				October 16th, 2009, 07:52 PM
			
			
			
		 |  
	| 
		
			|  | 
 Second Lieutenant |  | 
					Join Date: Sep 2008 
						Posts: 466
					 Thanks: 35 
		
			
				Thanked 95 Times in 60 Posts
			
		
	      |  |  
    
	| 
				 Re: Communicant units 
 
	Quote: 
	
		| 
					Originally Posted by LumenPlacidum  Oh, I'll use this as an opportunity to ask about the individual mod tags in that.  I get most of them, but some don't make sense to me.
 What's ressize as opposed to size?
 
 Also, which itemslot does each number imply?
 |  These are documented in the mod manual (in the docs folder of your game directory) but basically, ressize applies a multiplier to the number of resources required to recruit, and itemslot is a bitmask. |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |