Quote:
Originally Posted by Bananadine
I'm trying to make a new unit for my mod. It's supposed to be heretical. Is there a command for adding that?
I couldn't find one, so I've been assuming there wasn't one.
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At one point the progress page had indicated that it was going to be added, but the patch that followed didn't include it, so I'm assuming there was some issue making it generally available (unless it was just an oversight.) There is currently no such command.
Quote:
Originally Posted by Bananadine
Accordingly, I stole some heresy from Arcoscephale's Skeptic (1071). But the skeptic is stealthy, and I later realized that I couldn't get rid of the unwanted stealth. Is it possible to remove stealth via a mod command?
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No way that I'm aware of, short of clearing the unit entirely (which will remove the heretic condition too.)
Quote:
Originally Posted by Bananadine
...[i]went searching for a heretical unit with no unwanted, nonremovable attributes, but I couldn't find any. Is there any heretical unit that isn't stealthy or skilled in magic? (I'm not especially picky about the intensity of the heresy.)
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I'm not aware of any that that lack both stealthy and magic skills, but as others have answered, the magic skills are not an issue.
In case anyone else stumbles across this thread and determines that the (rather extreme) Heretic-3 value of reveler is too much, or doesn't want the heretic to be stealthy, the easiest way to find heretic units is using Edi's database, filtering on values > 0 in the "her" column (column BR) in the Magic section.
The units Leo (1872) and Heliodromus (1873) provide heresy values of 1 and 2 respectively, and all of their other atypical attributes (fire power, fire resistance, fire/nature magic, additional leadership, armor) can be removed using existing modding commands (see my Mistica mod where I use Leo as a base for the Master of the Occult for an example.)
AFAIK, Reveler is the only unit with Heretic 3, so you're stuck with stealthy if you want a high value like that.