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  #1  
Old January 26th, 2008, 02:19 AM
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Default Re: Using Independent Farsummon for modding (quest

Try setting the #nreff to 1 - do you get a leader?

If so, you should be able to work around this in 8.1X using #nextspell.

A kludge would be to use #nextspell to summon a single longdead horseman, who would, I believe, come with a wraithlord to lead the shadows.
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Old January 26th, 2008, 03:09 AM
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Default Re: Using Independent Farsummon for modding (quest

Tried it. For a wolf, and a neifel giant... and nope. Just one lone unit.

Hmm.... Perhaps combining a indep. farsummon + #nextspell regular farsummon (for the leader)? The question is, would those be under your control or not?
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Old January 26th, 2008, 01:02 PM
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Default Re: Using Independent Farsummon for modding (quest

The regular farsummon leader would be under your control, and would fight against the indies (except that the indies would flee.)

Are you sure it was a unit and not a leader? Did it rout immediately? I don't really have time to mess with this right now, but if there's no workaround, I'd say it counts as a bug.
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Old January 26th, 2008, 04:03 PM
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Default Re: Using Independent Farsummon for modding (quest

No leader spawns in the indy farsummon, which causes the route.
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Old January 26th, 2008, 05:04 PM
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Default Re: Using Independent Farsummon for modding (quest

Actually, for me, they didn't route, even without a leader. Whether it was a group of pirates, a group of wolves, one wolf, or one Neifel giant. And Yes, I can differentiate between a leader and a regular unit.
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Old January 26th, 2008, 05:36 PM
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Default Re: Using Independent Farsummon for modding (quest

Ah, I bet I know why. My undead pirates route due to lack of undead leadership.

Your guys don't route because they are not special units.

This gives me some options to use the indy farsummon atleast
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Old January 27th, 2008, 04:35 AM
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Default Re: Using Independent Farsummon for modding (quest

Quote:
Foodstamp said:
Ah, I bet I know why. My undead pirates route due to lack of undead leadership.
Considering how I know nothing about advanced modding, what were to happen if you gave your pirates D1?
If the game automatically transforms one of them into a commander to lead the charge, then would it be like GoRing him? In which case his death magic will give him undead leadership and your undeads won't rout.
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