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				December 14th, 2008, 08:19 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		Well then, as a completely untalented retard just let me say: GET TO WORK MODDERS! BLOODY NOW!    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 14th, 2008, 11:04 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		
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					Originally Posted by  Gandalf Parker
					 
				 
				Its possible but the devs have moved on to another project. So other than quick easy patchings we arent likely to get many surprises. 
			
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 I'll have to disagree, I was quite surprised by the last patch and the patch announcements from the changelog for the upcoming one. There were a couple of things inside that have been requested for ages, and were considered "not going to be changed anymore", but now they're being fixed.
 
As for mysterious leader bonuses, could you name one where that happens? I know that the game has stuff like Ivy Lord and so on, but I'm not aware of stat bonuses to the units under the control, only about summoning bonuses.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				December 15th, 2008, 12:36 AM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		I dont know of any with bonuses to the stats of units under them other than Standard Bearers and the like.  
I was adding to the comment of "Sure, there's Standard Bearer" when  
I said there are also some with boosts in leading certain unit types (dragons, lizards, wolves, etc). 
		
	
		
		
		
		
		
		
			
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				December 15th, 2008, 02:44 AM
			
			
			
		  
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		
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					Originally Posted by  Dectilon
					 
				 
				Well then, as a completely untalented retard just let me say: GET TO WORK MODDERS! BLOODY NOW!    
			
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 It's not possible in the sense of "modders can do it", but in the sense of "the developers might add a new ability like that". 
 
Modders can do some similar things, like creating commanders that autocast a custom spell that boosts the units near him. However, custom spells can only do stuff that's already available in some form, and it's not easy to get custom spells working correctly with autocast command.
 
Conceptual Balance does something similar for many pretenders (others are boosted in other ways) and perhaps a few national heroes as well.
 
Gandalf, what do you mean by that? I get the idea that some commanders lead certain unit types BETTER, while as far as I know, there are only abilities that let you SUMMON units for you to lead. Dragon Mastery -> "dragons", Wolfherd/Werewolf -> wolves, Mother of Serpents -> snakes etc.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				December 15th, 2008, 11:43 AM
			
			
			
		  
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		@Dectilon: I think the expert modders already chimed in that the ability wasnt available. I just meant that in general, we need to look to the modders rather than pin our hopes on the devs dwindling free time. Of course, Im always thrilled by what they do provide. And Johan does seem to have a love of the modders. Anything that is in the game seems somehow close and easy to being a new mod command. 
 
@Endoperez: My apologies. Ive never tested them but I got the impression they had some sort of benefit leading those troops. At least the description. Isnt there a commander in Ctis which specifically says he does a better job leading lizards? And the Hydra Trainers descript with a leadership of 10 might just be flavoring. You and lch would probably know. But if thats true then they are great cases for requesting this. It can be brought up to KO as a thematic addition. 
		
	
		
		
		
		
		
		
			
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
			 
		
		
		
		
		
		
	
		
		
	
	
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				December 15th, 2008, 11:54 AM
			
			
			
		  
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				Colonel 
				
				
				
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Gandalf Parker
					 
				 
				@Endoperez: My apologies. Ive never tested them but I got the impression they had some sort of benefit leading those troops. At least the description. Isnt there a commander in Ctis which specifically says he does a better job leading lizards? And the Hydra Trainers descript with a leadership of 10 might just be flavoring. You and lch would probably know. But if thats true then they are great cases for requesting this. It can be brought up to KO as a thematic addition. 
			
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 I tried it with EA hydra's. I saw no stat difference when hydra's where led by the hydra tamer.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 15th, 2008, 12:43 PM
			
			
			
		  
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				Re: Non-mage Commander Abilities
			 
             
			
		
		
		
		I was hoping that it would show up in battle. Abit less stupidity, less routing, anything which would reflect "better leadership" than assigning them to another leader. It obviously isnt true but it would be nice if that commander could lead more of them the way that an undead leader leads more undead. I know thats not the same type of attribute and cant be shifted over, but those are the kind of boost that would be nice on units whose descriptions seem to indicate they should lead certain troops. I also wouldnt mind infantry commanders leading infantry and mounted leading mounted. Not forced, but some sort of benefit to make it a tactical consideration. 
		
	
		
		
		
		
		
		
			
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
			 
		
		
		
		
		
		
	
		
		
	
	
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