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  #11  
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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  #12  
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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  #13  
Old January 27th, 2008, 05:34 AM
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Default Re: Using Independent Farsummon for modding (quest

Naw. I am pretty sure the d1 would just stay dormant until the mob is actually GORed.

It seems to work like this...

National Farsummons:

One unit is turned into a commander, he must have the proper leadership abilities for undead and magic units.

If one of the special unit numbers is selected, such as the one for the wolf, a special commander will replace the normal commander, for instance a werewolf.

Independent Farsummons:

Units attack the province with no leader. Undead route, and I am guessing magic beings explode and/or route. Normal units hang around.

It probably works that way because in game, I think the independent farsummons are all units, not commanders. The only ones that come to mind are the horrors, and I am pretty sure they are just standard units.
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  #14  
Old January 27th, 2008, 06:55 AM
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Default Re: Using Independent Farsummon for modding (quest

Oh.
So not even manually giving the undead some undead leadership will help? (In case the game does something like check the units' leadership and use that to give them fake leadership)

Well, then I guess you have a bug worth reporting.
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