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May 29th, 2008, 07:30 PM
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Corporal
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Join Date: Apr 2007
Posts: 63
Thanks: 0
Thanked 17 Times in 3 Posts
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Re: Lords of Civilization
You cannot wish for the Grigori due to a nice move from KO.
People trying to do so will be pleasantly surprise
Check out unit ID #1... 
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May 29th, 2008, 08:23 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Lords of Civilization
Quote:
ryo_akashi said:
You cannot wish for the Grigori due to a nice move from KO.
People trying to do so will be pleasantly surprise
Check out unit ID #1...
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Ha Ha, just had a look, sly fox that K.O. 
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May 29th, 2008, 08:24 PM
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Sergeant
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Join Date: Apr 2008
Posts: 288
Thanks: 26
Thanked 8 Times in 8 Posts
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Re: Lords of Civilization
how do you check unit ID's?
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May 29th, 2008, 08:26 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Lords of Civilization
plz tell us more?
is there an always hostile doom horror called grigori there?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 29th, 2008, 08:29 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Lords of Civilization
Quote:
Aezeal said:
plz tell us more?
is there an always hostile doom horror called grigori there?
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Better. But I don't want to spoil it for you... 
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May 29th, 2008, 08:27 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Lords of Civilization
Shift+i when viewing the unit gives you monster number. If you don't have a unit you want to look at, you mod it into a recruitment list by monster number as a commander to see all of its abilities.
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May 29th, 2008, 08:36 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Lords of Civilization
Quote:
hunt11 said:
how do you check unit ID's?
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I think you're asking how to view unit #1.
Quick way: during a battle, type Shift + "U". It will ask you "what monster?" and you type in a name or unit number. It will ask you how many, and then it will plop that many monsters of the type you ask into the battle replay (as non-commanders, so no magic paths).
The other way would be to play around with map files and mods, for instance to add unit #1 as a recuitable commander for some nation.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 29th, 2008, 08:40 PM
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Sergeant
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Join Date: Apr 2008
Posts: 288
Thanks: 26
Thanked 8 Times in 8 Posts
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Re: Lords of Civilization
i love that idea, i would laugh really hard if one of my opponents wished for that in MP
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May 29th, 2008, 08:53 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Lords of Civilization
10 greg crashed my comp when I was just about to finish ulms manticore pretender :S
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 29th, 2008, 09:57 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: Lords of Civilization
I shift-U'd a few things on my OSX and after a bit the battle froze. Had to force quit. Cool little feature in any case.
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