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  #1  
Old January 1st, 2009, 05:20 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

Ahh crap. I found a hangup on this project.
I can change it to summon 5 (apparently thats the max outside of your dominion?). But they rout. I tried to take the unit out of hiding at the same time so it could command but you cant seem to do that.
I had it as #stealthy 125 when I move it. Then I tried changing it to #stealthy 0 but it stayed hidden. Same with #stealthy -1. And I tried -stealthy 125 (removing stealth) which kindof worked since it took the stealth icon off the unit but the unit stayed hidden.
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Last edited by Gandalf Parker; January 1st, 2009 at 05:23 PM..
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  #2  
Old January 1st, 2009, 05:28 PM

rdonj rdonj is offline
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Default Re: Monster SCENARIO Project

Try removing the #stealth line completely? It should be forced to attack the next turn, I think.
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  #3  
Old January 1st, 2009, 05:41 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

Quote:
Originally Posted by rdonj View Post
Try removing the #stealth line completely? It should be forced to attack the next turn, I think.
Thats what I was thinking. Changing the # (command) to - (remark) should have done the same thing. But just to make sure I removed it also. Still didnt work.

I think its part of some of the other bugs that have been found where Dom3 doesnt recheck things after the initial action. It was hidden, so next turn its still hidden even though it has lost the ability. If I try to move it then its unhidden, but I cant "unhide" it from the mod as far as I can figure out.

I cant think of any ability to grant it that would force it out of hiding either.
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  #4  
Old January 1st, 2009, 05:55 PM

rdonj rdonj is offline
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Default Re: Monster SCENARIO Project

Maybe if you gave it a #terrainshape? If it is supposed to be a different unit at the province it's at, it should change. Which might get rid of the hide command if said form can't hide.
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Old January 1st, 2009, 05:32 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

it's only a hangup for your project really my idea could still work.. most probably will. Anyway if you give it like E 1 and a summon spell for an army castable by a E1 mage... (a large army + commanders) and it's immovable (?) etc so it could probably only cast that spell and be useful....
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  #6  
Old January 1st, 2009, 05:37 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

But to throw it into combat you have to make it visible unless you plan to move it and have it erupt at the same time. In that case you might as well just gate in an army
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  #7  
Old January 1st, 2009, 06:04 PM
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Default Re: Monster SCENARIO Project

That might work. But then Id have to know each time what terrain its in.
Hmmmm maybe if I gave it both a water shape and a land shape. That would force it to change no matter where it is
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  #8  
Old January 1st, 2009, 06:59 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

well that was the whole question really: when I remote summon I get a commander with the troops (which I didn't specify, a trooper just as commander) and when I summon a commander I get a troops with it (the commander just as trooper) I don't really want either, can it stopped/helped?
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  #9  
Old January 1st, 2009, 07:32 PM
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Default Re: Monster SCENARIO Project

Well, it clearly makes no sense to farsummon units without a commander, as they'll instantly route then in the resulting battle. But you can of course farsummon only a single commander if you send the numeffects to 1, the spell "Send Horror" is an example of this. Does that answer the question?
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  #10  
Old January 1st, 2009, 07:41 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

hmm well the spell I had was summoning a commander... and then troops of a different type (clearly since unlike wolves we don't have commanders beloning to troops (well for me he does but probably not for the game)

one of the troopers thus automatically becomes a leader..

by setting commander summon to one I'm pretty sure I still got a trooper and a commander. I'll need to check it again though I guess since it's been a while

Quote:
#newspell
#name "Drop Pod Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school -1
#restricted 75
#researchlevel 0
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 1
#effect 10037
#fatiguecost 100
#damage 2583
#nreff 2
#end

#newspell
#name "Med Priest Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school -1
#restricted 75
#researchlevel 0
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 1
#effect 10037
#fatiguecost 100
#damage 2623
#nreff 1
#nextspell "Drop Pod Strike Force"
#end

#newspell
#name "General Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school -1
#restricted 75
#researchlevel 0
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 1
#effect 10037
#fatiguecost 100
#damage 2621
#nreff 1
#nextspell "Med Priest Strike Force"
#end

#newspell
#name "Deploy Black Knight Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school 2
#restricted 75
#researchlevel 7
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 3
#effect 10037
#fatiguecost 3000
#damage 2602
#nreff 15
#nextspell "General Strike Force"
#end
This was the spell, if I recall correctly I getmy black knights AND a black knight commander (which I don't want) a general (commander) and a general trooper (which I don't want) a med-priest (commander/mage) and a med priest trooper (which is also pretty useless) and then a droppod (which is a trooper and should be)

I guess the command I use for the summoning of commanders should be different and that might remove the troopers I don't want.. but I can't think how I could remove the excess black knight commander (which is just a trooper with leadership and who I don't want there since they are provided with ample leadership in the form of the general and med-priest.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.

Last edited by Aezeal; January 1st, 2009 at 07:44 PM..
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