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		View Poll Results: Should the slave collar grant the mindless tag?
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			Are you crazy! The collar is fine as it is. I use it all the time... on all my casters.
		
		
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	12 | 
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			This change would be nice. It would also be perfect for my pretender. What does feeblemind do again?
		
		
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	11 | 
	37.93% | 
 
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			I couldn't care either way. I know I came to you, but leave me alone.
		
		
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	20.69% | 
 
	
 
 
 
	
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				August 27th, 2008, 02:07 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Should the Slave Collar make you Mindless?
	
			 
             
			
		
		
		
		I've only forged it once, and could not find any concievable use for it after I saw what it did. 
 
I have picked it up a few times when I use #randomequip map edit, and have always sent that chap into the arena hoping to lame up a pretender, but it never worked and now after reading Ano's post I know why. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 2nd, 2008, 06:43 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Should the Slave Collar make you Mindless?
			 
             
			
		
		
		
		Even though I tend to dislike SC's, and like my human commanders to stay alive, I wouldn't want all commanders to rout when injured. I would like more control over what causes specific troops and commanders to withdraw, but then, I like to micromanage combats. AI tweaks for routing would be welcome. 
 
As for the Slave Collar, yes I have almost never used it because of the feeblemind effect. I'd suggest just removing that effect, if anything. The cost and slot use seem like enough of a disadvantage to me, and while feeblemind is interesting I'm not sure it makes sense and I do think it tends to add up to an extremely niche item. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 2nd, 2008, 07:17 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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					Join Date: May 2008 
					Location: Utopia, Oregon 
					
					
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				Re: Should the Slave Collar make you Mindless?
			 
             
			
		
		
		
		It might be interesting if commanders would always run at 75% though.  Unless Mindless or Immortal of course.  But discretion IS the greatest part of valor, and all that. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				September 3rd, 2008, 05:58 AM
			
			
			
		  
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				Major General 
				
				
				
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					Join Date: Nov 2000 
					Location: 500km from Ulm 
					
					
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				Re: Should the Slave Collar make you Mindless?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  JimMorrison
					 
				 
				It might be interesting if commanders would always run at 75% though.  Unless Mindless or Immortal of course.  But discretion IS the greatest part of valor, and all that. 
			
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 Sounds better than "as soon as damaged" .. but 75% might still too much for SCs/Gods, but too low for humans. Actually,  every fixed value would be less than ideal, be it a %age or a fixed number of remaining hitpoints ... .
 New suggestion:
Check at start of battle for max. damage per hit the enemies can do .. e.g.: 
STR 30 
DAM (weap) 10 
dice roll 2x6 
=> 52 damage points per hit  ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though   
On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?!  
		
	
		
		
		
		
		
		
			
				__________________ 
				As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot. 
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
			 
		
		
		
		
		
		
	
		
		
	
	
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				September 3rd, 2008, 03:17 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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					Join Date: May 2008 
					Location: Utopia, Oregon 
					
					
						Posts: 2,676
					 
					 
	Thanks: 83 
	
		
			
				Thanked 143 Times in 108 Posts
			
		
	 
					
					
					
					     
				 
				
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				Re: Should the Slave Collar make you Mindless?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  Arralen
					 
				 
				
	Quote: 
	
	
		
			
				
					Originally Posted by  JimMorrison
					 
				 
				It might be interesting if commanders would always run at 75% though.  Unless Mindless or Immortal of course.  But discretion IS the greatest part of valor, and all that. 
			
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 Sounds better than "as soon as damaged" .. but 75% might still too much for SCs/Gods, but too low for humans. Actually,  every fixed value would be less than ideal, be it a %age or a fixed number of remaining hitpoints ... .
 New suggestion:
Check at start of battle for max. damage per hit the enemies can do .. e.g.: 
STR 30 
DAM (weap) 10 
dice roll 2x6 
=> 52 damage points per hit  ... so any commander who has less than 53HP left routes .. might slow down the start of battles unacceptivly if there are several hundred units on the battlefield, though   
On the other hand, this test might help (the battle AI) with the detection of SCs, so it might be useful enough to warrant a little bit more calculation before combat starts ?!  
			
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"Oh god, Cyclops with a Gate Cleaver, I'm out."
 
"Yeah me too, Gunter."
 
"Hey wait for me guys."
 
"Where we going?"
 
"Dunno, that was scary, I need a drink."
 
"Right, well I'm heading over to Grey Forest to see a girl, so catch up with you all later."
 
"Sucks, I was all pumped up for a war today, and they had to bring that stupid Cyclops....."
   
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				September 4th, 2008, 01:32 AM
			
			
			
		  
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				Major General 
				
				
				
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					Join Date: Nov 2000 
					Location: 500km from Ulm 
					
					
						Posts: 2,279
					 
					 
	Thanks: 9 
	
		
			
				Thanked 18 Times in 12 Posts
			
		
	 
					
					
					
					     
				 
				
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				Re: Should the Slave Collar make you Mindless?
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				
					Originally Posted by  JimMorrison
					 
				 
				*some imagined, quite hilarious dialogue* 
			
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Key word, though, is  HP left - remaining HP after being damaged and doing the morale check. 
No way that all the mages just turn around and go home when something big&strong appears on the battlefield somewhere.
 
Though .. maybe JO should introduce a "milita" tag for milita .. which makes the poor bastards just behave that way .. "Oh, a Cyclops!! Run !!!!!"
   Only joking .. those units are useless enough already    
		
	
		
		
		
		
		
		
			
				__________________ 
				As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot. 
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
			 
		
		
		
		
		
		
	
		
		
	
	
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