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  #1  
Old April 1st, 2010, 12:40 AM
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Default Re: Guide to communions

In the Army setup window (where you script orders for your commanders and regiments) the units at top have the smallest unit ID and those at bottom have the highest unit ID. Hence the phrase "mages on top cast first"
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Old April 1st, 2010, 08:38 AM
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Default Re: Guide to communions

OK...LOL, seems one answer brings 2 questions. Sorry guys I never played SP, I just jumped in and took my lumps.

So obviously I want the bottom 3 commanders (out of my fictional 3 communions) to be the CM and the top 24 mystics to be the CS.

But it seems I would also want my CM (bottom 3 units in the order) to have the most paths as all the other CS get those paths whether they have them or not. If this is correct you would think there would be a way to move the units around so the 3 on the bottom that you want to make your CM are the ones with the most paths.

Is there a way to do it or is it just luck of the draw?

Thanks...after this answer I think I will have to test and mess around with it some, seems my brain is full ( and no..it doesn't take much jokes!!)

Thanks agian Guys!!
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Old April 1st, 2010, 08:54 AM

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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, 12:35 AM

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Default Re: Guide to communions

yeah you're missing something big. hit army setup screen. the guy at the top has the highest unit id. the guy at bottom= lowest

Edit: i think jarkko is right. i have it backwards

Last edited by Frozen Lama; April 1st, 2010 at 12:57 AM..
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Old April 1st, 2010, 09:04 AM

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Default Re: Guide to communions

Luck of the draw. There's no way to reorder them.

Just to be clear, the slaves don't get any new paths or even automatic boosts in the paths they have. All they get is the benefits of path booster spells cast by the Masters. For Mystics, that's PotS, Summon Earth & Phoenix Power. +1 to every path they have, +1 to Earth and Fire if they have them.

So for those purposes all I'd really be concerned about is that one of the masters has Earth and one has Fire.
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Old April 1st, 2010, 10:06 AM

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Default Re: Guide to communions

They help distribute the fatigue. Thus they are useful.
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Old April 1st, 2010, 03:50 PM
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Default Re: Guide to communions

OOOOK, so because they can't cast AFTER the CM casts, they still count in Fatigue distribution....Now, it is starting to make sense...thanks all (I mean it)
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Old April 1st, 2010, 04:04 PM

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Default Re: Guide to communions

Even if they could cast they'd count for fatigue distribution! That's a feature of all communion slaves. The fatigue is spread around to them that masters would ordinarily gather from casting spells, no matter what unit id they have.
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Old May 14th, 2010, 01:21 PM

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Default Re: Guide to communions

Quick question: just to make sure, self-buffs cast by masters affect all the slaves, but NOT the other masters, correct?

I had an idea. Reinvig on communion slaves is nice: you can get 2-4 from boots, summon earthpower, etc. But, suppose you dont have enough slaves, and your masters are casting big fatigueing spells. Fatigue damage turns into hit point damage at 10:1, right? Now, what if the slaves have Personal Regeneration? Its around 20% IIRC, which on a standard human is 2 hit points. That is the equivalent of 20 fatigue! All you need is an N1 master to cast Personal Regen.
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Old May 14th, 2010, 01:31 PM

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Default Re: Guide to communions

Sounds right to me. You'll pick up afflictions, but that's better than death.
A nature bless & sacred slaves will work too. And stack with Personal Regen.
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