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August 30th, 2007, 10:11 AM
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Lieutenant Colonel
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Re: Devourer of souls
Quote:
RamsHead said:
The soul death effect is tagged as a secondary effect, which means that the bite must hit for it to take effect. Either you are misinformed or there is some special mechanic for the devourer.
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Isn't there an "always hits" attribute for some secondary effects?
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In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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August 30th, 2007, 10:33 AM
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National Security Advisor
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Re: Devourer of souls
Yep, there is. The mod command is #secondaryeffectalways.
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August 30th, 2007, 10:48 AM
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Second Lieutenant
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Re: Devourer of souls
He would certainly be worth the gems if he was a 19-foot long Allipotomus.
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August 30th, 2007, 11:25 AM
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Major
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Re: Devourer of souls
Quote:
RonD said:
He would certainly be worth the gems if he was a 19-foot long Allipotomus.
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Hah! Everyone around me thinks I'm crazy, muttering and chuckling about allipotomuses.
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Caduceus
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August 30th, 2007, 11:40 AM
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Lieutenant Colonel
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Re: Devourer of souls
Quote:
llamabeast said:
Yep, there is. The mod command is #secondaryeffectalways.
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The question now is whether that is the attribute of the Devourer's Devour Soul effect. I have neither the knowledge to check that, nor the time to acquire it.
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In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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August 30th, 2007, 12:12 PM
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Lieutenant General
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Re: Devourer of souls
In my very limited test, it did not always hit. and since it died so fast, was hard to get much data about it.
And you can only have 1 summoned at a time. I hope that is for some thematic reason and not because these things are considered overpowered. Not only are they not overpowered, id never spend 30 d gems to own one in a real game. Their attack is not even ranged.
And despite KO saying it has a name, it is not even a commander. If memory serves it was also a magic being, meaning it can be dispatched fairly easily by a thug dual wielding elf banes. But that is unnecessary, because in my test it died to castle bought units.
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"War is an art and as such is not susceptible of explanation by fixed formula."
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August 30th, 2007, 02:22 PM
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Second Lieutenant
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Re: Devourer of souls
If you quicken it, it kills TWO militia a turn.
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Ut est meus fortuna.
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August 30th, 2007, 04:09 PM
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Lieutenant Colonel
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Re: Devourer of souls
Give it Flight, & script to HOLD AND ATTACK>REARMOST or LARGE ENEMY MONSTERS
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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August 30th, 2007, 04:25 PM
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Lieutenant General
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Re: Devourer of souls
Why would i spend 20 nature gems, on top of 30 d gems, to get a flying thug that kills things at best at a rate of 1 per turn? Especially one that can die to chaff?
I can think of many better ways to spend those gems at conj 9.
It is a fairly cool concept. It is just not slotted appropriately and costs too much.
I am far from certain i would rather have a dos or a behemoth, and I am quite certain i would rather have 3 behemoths than a dos.
If the attack was ranged, like "life for a life" then it would definitely be worth the 30 d gems and a conj 9 position. Of course then, i think its ammo would need limited to 12, after which it would go trampling.
If it is left as is, i think a better position would be conj 5, and reduce it cost significantly.
*** I want to point out, as I have in the past, that my criticism/suggestions are my tiny part to make an epic game perhaps even better.
Dom III is my favorite strategy game ever, as is, and I think it is awesome that the developers continue to patch and tweak the game-which takes a lot of their time-for free.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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September 1st, 2007, 05:44 AM
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BANNED USER
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Re: Devourer of souls
Quote:
llamabeast said:
Yep, there is. The mod command is #secondaryeffectalways.
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A mod command that doesn't work.
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