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Old April 1st, 2010, 08:54 AM

rdonj rdonj is offline
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Default Re: Guide to communions

It's all luck of the draw there. Your options are then to not use the some slaves that are placed poorly, use them anyway but without them able to cast, or give the masters some sort of ranged weapon and set them to "fire" commands at the end of your script.
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Old April 1st, 2010, 09:05 AM
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Default Re: Guide to communions

Hmmmm, so if you have 3 really bad units at the bottom you might want to go with 18 slaves instead of 24 and leave those last three out so you have a better communion...correct?

Ok, I was writing this as thejeff was posting...as long as the answer to THIS question is yes, then I think I have a handle (as small as it may be) on communions and can read the guide agian with some knowledge...
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Old April 1st, 2010, 09:14 AM

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Default Re: Guide to communions

It wouldn't actually make the communion better per say to leave them out, no. They just wouldn't be able to actually contribute anything by casting spells, so you may not consider them necessary to bring along.
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