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Old December 30th, 2003, 01:58 PM

Chris Byler Chris Byler is offline
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Default Re: problems with retreating SuperCombatant

Quote:
Originally posted by apoger:
The only way to avoid this would be to have the supercombatant go into melee combat rather than cast spells. If you end with "cast spells" then you'll have to use whatever the computer chooses.

Or send in troops with him.
Troops are the problem - they die and the commander retreats too. He wants a lone supercombatant, but instead is getting summons/enslave mind, then when those die or rout, the SC routs.

AFAIK, there are only two ways to stop this: one is to script him so that he won't cast enslave mind in the first place (end his script with Attack ), and the other is to make him go berserk. This may be difficult without nature magic though - there are some items that make the wielder start out berserk, and some that make him go berserk if wounded. For your situation you probably want the former, so that you don't have to depend on being wounded to make you stay in combat.

Does anyone have a complete list of items that cause immediate berserk? Fenris Pelt and Harvest Blade do, IIRC, but they're both artifacts.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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Old December 30th, 2003, 06:31 PM
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Whismerhill Whismerhill is offline
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Default Re: problems with retreating SuperCombatant

thanks for the answer Chris

unfortunately I would have like my supercombattant to be able to cast spells (some spells I found very effective like double-shockwave (due to quickness) & furthermore the supercombattant is able to trample some units in the same turn)

so it seems my only option is to cast some spells at start of battle (scripted ones) and then attack the ennemy

because "gone berserk" units will not cast spells
....

some thing that comes to my mind I will try an immortal pretender (doesn't help in ennemy dominion but still the pretender will never retreat in MY dominion)

if modding capabilities are added I will perhaps forbid the use of some spells or modify its prerequisite to require some gems perhaps


does the ankh makes a unit immortal ?

[ December 30, 2003, 16:32: Message edited by: Whismerhill ]
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