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July 17th, 2008, 09:01 AM
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Corporal
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Join Date: Jun 2008
Posts: 86
Thanks: 4
Thanked 5 Times in 4 Posts
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Re: Max Number Of Units
Quote:
Tifone said:
Just sending them to a suicide battle seems somehow VERY simple to me anyway - and much fun also
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Not that simple when you have several hundreds of mound kings with full soulless/longdead/ghoul entourages to waste, and only a couple among 50+ neighbouring enemy provinces have any armies of note, due to Foul Air and Burden of Time  Add the fact the army setup screen lags to a crawl when there are more than a dozen commanders in province, and getting rid of excess chaff becomes very painful.
(not like there is much interest to continue playing this session at such point, if only to see the rest of summons/artifacts/sites in action)
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July 29th, 2008, 09:53 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Max Number Of Units
I've pondered the possibility of trying to mod in a #researchlevel 0 no-gem-cost "Disband" spell that automatically kills all units in a given (friendly) province, but I'm not sure there's a way to restrict it to friendly provinces. I haven't dug deep into spell modding, so I don't know whether a spell's targetability is coupled to its effect or not (think remote summoning spells like Call of the Winds vs. local summoning spells like Summon Umbral--are those different spell effects or just a different damage (target unit)?). If so, you could have it kill all units in the caster's province (e.g. 9999 fire damage, give a ring of fire resistance to the caster if you want him to survive). It's a friendly province by definition, so there won't be any enemies to kill unless perhaps one has teleported in during the magic phase. Or unless he's stealthy, which could be a problem. Hmmm.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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July 30th, 2008, 01:06 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Max Number Of Units
Well consider that site searching spells are restricted to your own territories..... So there must be some way to do it.
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July 30th, 2008, 05:11 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Max Number Of Units
Ingenious idea!
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July 30th, 2008, 06:26 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Max Number Of Units
I think there should just be a disband button. All selected units are killed instantly.
But it won't happen :]
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July 30th, 2008, 07:18 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: Max Number Of Units
Quote:
MaxWilson said: I've pondered the possibility of trying to mod in a #researchlevel 0 no-gem-cost "Disband" spell that automatically kills all units in a given (friendly) province, but I'm not sure there's a way to restrict it to friendly provinces.
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Almost all of the remote site searching spells are restricted to friendly provinces (the exceptions being Voice of Apsu/Tiamat), so it seems like there should be a way. It should be a Holy spell to give everyone equal access to it.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 30th, 2008, 09:11 PM
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Sergeant
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Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Max Number Of Units
Holy spell: The Rapture
Details mysterious to those left behind.
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