|
|
|
|
|
March 28th, 2009, 01:15 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Communicants
I guess that, since I assume communicants work by #onebattlespell-ing Communion Slave, there is some danger of dodgy behaviour in summoning them in battle. You'd just have to test it I suppose.
|
March 28th, 2009, 01:48 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Communicants
If a Communi cant is unable to do it, I would consider using a Communi can.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
April 1st, 2009, 02:14 AM
|
|
General
|
|
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
|
|
Re: Communicants
Quote:
Originally Posted by llamabeast
I assume communicants work by #onebattlespell-ing Communion Slave
|
No, they don't. They don't even have the flag set that marks them as communion slaves, which would prevent them to cast the spell on themselves. They are hardcoded to be added to communions by their ID number, IIRC. Now that I think about it, I wonder what happens if you put a slave matrix on a communicant, if he is being counted twice as a slave for a communion.
|
April 1st, 2009, 11:03 AM
|
|
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
Re: Communicants
So, does a non-commander communicant still act as a slave then?
|
April 1st, 2009, 12:27 PM
|
Corporal
|
|
Join Date: Jun 2008
Posts: 80
Thanks: 2
Thanked 23 Times in 16 Posts
|
|
Re: Communicants
I tried it out, and I do believe non-commander communicants work fine, unless I misremember.
I considered using the effect for Mage Cadre Members of a MA Malazan Empire, but changed my mind as it seemed difficult to balance.
(Now, the firstborn children of Mother Dark, on the other hand...)
__________________
Involved in:
Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
|
April 1st, 2009, 05:55 PM
|
|
General
|
|
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
|
|
Re: Communicants
Quote:
Originally Posted by Gregstrom
So, does a non-commander communicant still act as a slave then?
|
They should. As should non-commander units that have the "communion slave" flag set, maybe, through spell modding with a remote distance Communion Slave effect for example. But you'll have to test this by yourself...
|
April 2nd, 2009, 12:41 AM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
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.
|
The Following User Says Thank You to Huzurdaddi For This Useful Post:
|
|
April 2nd, 2009, 01:14 AM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
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!).
|
April 2nd, 2009, 08:05 AM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Communicants
The discovery that they CAN be buffed like that is still pretty incredible. Would be fun for modding .
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|