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Old December 14th, 2008, 08:19 PM

Dectilon Dectilon is offline
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Default Re: Non-mage Commander Abilities

Well then, as a completely untalented retard just let me say: GET TO WORK MODDERS! BLOODY NOW!
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Old December 15th, 2008, 02:44 AM
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Endoperez Endoperez is offline
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Default Re: Non-mage Commander Abilities

Quote:
Originally Posted by Dectilon View Post
Well then, as a completely untalented retard just let me say: GET TO WORK MODDERS! BLOODY NOW!
It's not possible in the sense of "modders can do it", but in the sense of "the developers might add a new ability like that".

Modders can do some similar things, like creating commanders that autocast a custom spell that boosts the units near him. However, custom spells can only do stuff that's already available in some form, and it's not easy to get custom spells working correctly with autocast command.

Conceptual Balance does something similar for many pretenders (others are boosted in other ways) and perhaps a few national heroes as well.


Gandalf, what do you mean by that? I get the idea that some commanders lead certain unit types BETTER, while as far as I know, there are only abilities that let you SUMMON units for you to lead. Dragon Mastery -> "dragons", Wolfherd/Werewolf -> wolves, Mother of Serpents -> snakes etc.
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