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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old April 2nd, 2009, 12:41 AM

Huzurdaddi Huzurdaddi is offline
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Default Re: Communicants

I just tried modding them to units. Here were the (comical) results:

1. Communicant units did get buffs of the communion masters
2. Communicant units acted as if they did not cast communion slave (ie: they acted like normal units, guarding commanders, or attacking nearest)
3. Communicant units did not get fatigue from the comminion masters castings
4. The paths on communion masters were not raised
5. Communion masters did not have their fatigue reduced when casting spells

In other words other than effect (1) they did not behave like communion slaves.
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Old April 2nd, 2009, 01:14 AM

Huzurdaddi Huzurdaddi is offline
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Default Re: Communicants

I also tried to summon them in combat and they did not work correctly there either. Pity. Sounded comical.

Although ... they do make comical units if you buff them up a little (give them a weapon). They are like uber sacred units (mistformed, lucky, quickened, etc!).
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