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  #1  
Old July 30th, 2008, 09:52 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Wandering Indy Commander

Hey Psientist,
You found it. Do you want to write this up as an add file to the SemiRand program? What would be a good surprise SC? I suppose there are plenty of SC builds in the forum we could use.

What other things have timers on them. I know of the pelt that makes them a were. Thats kindof cool because you can give an AI some sort of really cool non-moving thing with lots of magic, and have it become mobile later in the game.
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Old July 31st, 2008, 12:24 AM
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Default Re: Wandering Indy Commander

Gandalf:
Yeah, I'll make a contrib if you're patient (work busy now)... but I won't mind if you go ahead without me! I've done a bunch of experimentation with SC combos, and could gen up some fun ideas... particularly with the new "#onebattlespell" commands which make great possible synergies. I also have recently come up with some great new artwork and pretenders which I haven't posted yet. Do you have a ready link where the contrib specs are?? otherwise I'll look it up when I get some time.

PebbleSkin Suit also transforms. Maybe cat charm?
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Old July 31st, 2008, 12:28 AM
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Default Re: Wandering Indy Commander

hey, here's an idea... in my Mytheology mod, I created some summons spells that create a variety of menhirs / standing stones, each with a different attribute (mostly #copystatted from pretenders) like growth, order, courage, and battle summons (summons shades in battle). Something like those, or with a "#summon" mod that popped around beefing up AI defenses as the game continued would have an impact that outlasted whether or not you actually encountered it during that month!
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Old July 31st, 2008, 05:55 PM
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Default Re: Wandering Indy Commander

Well for the SemiRand program it would need to be map commands instead of mod commands. We can work with units and equipment already in the game. The problem is that many of the SC's that I see posted rely on scripting the battle commands to be effective. This would need to be something that the AI can operate well if its dropped into a province.

Im thinking Poison Golem with a Spirit Helm and Skull Talisman and a Bag of Air.

Or maybe a Titan with a Bow of War. Can the 4handed units use 2 Bow of War? That would be fun.
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Old July 31st, 2008, 06:22 PM

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Default Re: Wandering Indy Commander

no need to over do it IMHO it should mean total devastation right away .. a seraph would do nicely if it's not kitted to much.. what would an AI seraph cast though?

I think a golem pretender with 9 earth would be nice too.. it's a decent SC for us to start with too... a non caster might be nicer though since AI's start casting anyway and will probably just spend fatigue and be killed in h2h then.

hydra's and wyrm have no feet which is too bad.

maybe mod the item so it's not boots anymore.. then equip the earth king with hydra armor and ring of regen with it and give it a shadowbrand

or you give it too my modded sandworm (is nice thematically since it would burrow and end up somewhere at random) from my unfinished genies mod (somewhere in forum)
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Old July 31st, 2008, 06:45 PM
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Default Re: Wandering Indy Commander

Yeah my first thought was the headache of dropping one of the big rocks into someones province. Monolith, Sphinx, Statue, Big Head. But no feet so those wouldnt work either.

Modding would be possible in something like the Big Scenario project where its going to use all the game options together, but Id still like to see something for the SemiRand in just map commands.
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Old July 31st, 2008, 07:30 PM
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Default Re: Wandering Indy Commander

speaking of surprises, I found that if you assign one of the pretender dragons as a unit - say, a bodyguard - it will appear in the humanoid form but transform into dragon form if it takes enough damage. Helps to encourage players to underestimate bodyguard defenses...
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