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November 17th, 2010, 09:31 AM
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National Security Advisor
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Re: CBM 1.7 released
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.
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November 17th, 2010, 09:53 AM
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Second Lieutenant
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Re: CBM 1.7 released
Quote:
Originally Posted by llamabeast
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.
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For reference, I believe the options for multi-unique summon spells are:
1) The various elemental royalty summons
2) The demon princes (ice, fire, heliophagi, demon lords)
3) The treelords
4) The Lords of Civilization/Grigori (Hinnom)
5) The Spentas (Caelum)
6) The Tlaloques (Mictlan)
Last edited by Stavis_L; November 17th, 2010 at 09:55 AM..
Reason: added treelords
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November 17th, 2010, 10:21 AM
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Second Lieutenant
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Re: CBM 1.7 released
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by llamabeast
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.
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For reference, I believe the options for multi-unique summon spells are:
1) The various elemental royalty summons
2) The demon princes (ice, fire, heliophagi, demon lords)
3) The treelords
4) The Lords of Civilization/Grigori (Hinnom)
5) The Spentas (Caelum)
6) The Tlaloques (Mictlan)
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There's also the Jinn, Percival the Pocket Knight, Carcator and Holger the Head, but those are all from items, are singular summons (like Illheart and Banefire), and all but the Jinn are combat summons. Some of the combat summons might be unique because they come from artifacts, I don't really know; do they accrue experience?
Blood slaves are used if they are close to the caster, aren't they? If the combat summons can be used to introduce extra blood slaves they could be interesting as a means to ensure a constant supply of blood slaves in combat.
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November 17th, 2010, 09:53 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
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Re: CBM 1.7 released
Quote:
Originally Posted by llamabeast
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.
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Many thanks for clearing that up llama. So it would be possible (spell limits allowing) to give each nation 8 (for example) seperate unique summon spells (that generate gems for the purpose of this debate). Interesting idea. I have no idea yet on the merits of this, but as an idea it's good to know it is an actual option.
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Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by Calahan
..giving each nation X starting commanders (who are immobile and die on turn 2) each equipped with whatever item you are limiting. With X being the number you want. And making the item unique (or Const 12) so they can't be re-forged.
My limited modding knowledge means I'm not sure if this has to be modded via map commands though, which might prevent it being an actual mod. (although nations starting commanders can be changed using a mod, so maybe commanders can be added as well, unless there is a hard limit of two)
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1) Yes, this would need to be done via map commands vs. mod commands, because
2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.)
(I realize the discussion progressed past this point, but in case anyone was interested.)
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Thanks Stavis. I suspected nations were hard coded to 2 commanders 
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November 17th, 2010, 05:25 PM
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Major General
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Join Date: Mar 2007
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Re: CBM 1.7 released
Quote:
Originally Posted by Calahan
Quote:
Originally Posted by llamabeast
It's possible to add new spells that summon a particular unique unit. It's not possible to add new spells that summon one of a set (e.g. a version of Tartarian Gate, or the Ashdod unique summons). If you want one of a set then you have to overwrite another set like Calahan says.
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Many thanks for clearing that up llama. So it would be possible (spell limits allowing) to give each nation 8 (for example) seperate unique summon spells (that generate gems for the purpose of this debate). Interesting idea. I have no idea yet on the merits of this, but as an idea it's good to know it is an actual option.
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Yes, this is exactly what I had in mind: make the gem generating summons unique so you can limit them in a way you can't with item modding (where it's either unique or unlimited).
Btw, while you could certainly replicate the way everyone can get equal access to clams, I had in mind that this would be a game balance mechanism. So, for example, Bandar might have eight gem generating summons while Jotun only had one or two (or none). And aside from the number of summons their value could also be different. Want to give Bandar a mid-game boost? Give them a unit that only costs 5 gems to summon and generates 5S gems a turn (or N or W or whatever you think would be useful). Unlike with magic items, or for that matter non-unique summons, you don't have to worry that this discounted cost will be abused.
It's also worth mentioning that the value of these summons in the end game will vary depending on the size of the game. The larger the game, the smaller a percentage of your total gem income these gem generating summons will provide.
I wouldn't really say I'm pushing for this, just that if you like the idea of gem gems this would be an approach with a lot more options than item modding provides since you could limit the scale of it and apply it where needed.
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November 21st, 2010, 03:09 AM
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Sergeant
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Re: CBM 1.7 released
FWIW, there's an alternative to the now unique dousing rod, even if a bit more expensive. Empower B1 for 30 slaves - instead of 6 or 10. It would take about 10 turns to pay for itself.
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