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  #2351  
Old December 10th, 2008, 06:47 AM
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Default Re: Bug Thread: Discussion

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Originally Posted by Agema View Post
This is on the Glory of the Gods MP map. The game is using the conceptual balance mod. I'm playing Atlantis, and I built a Fortified City on province 78, near the bottom right corner, adjacent to the two sea spaces that should be but aren't neighbours.
The only ones that I can see on that map that should be, but aren't, neighbors, are 44 and 55.
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  #2352  
Old December 10th, 2008, 12:32 PM
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Default Re: Bug Thread: Discussion

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I would suggest that these units be given a new tag to indicate their status. Perhaps a half-demon tag?
A new symbol for one unit only? Though not impossible, extremely unlikely to happen.
Actually, it would likely be applied to three units. The misbred regulars of EA, the Demonbred of EA, and the Demonbred of MA. Besides, once created, who knows where it will show up next. The point is to eliminate the common confusion with misbred, which to me is worth it.
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  #2353  
Old December 10th, 2008, 02:10 PM
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Default Re: Bug Thread: Discussion

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Originally Posted by AreaOfEffect View Post
Actually, it would likely be applied to three units. The misbred regulars of EA, the Demonbred of EA, and the Demonbred of MA. Besides, once created, who knows where it will show up next. The point is to eliminate the common confusion with misbred, which to me is worth it.
Those are commanders only, though, so it doesn't matter. While the limitation should maybe be made clearer in the unit description, I think that there are a lot more hidden abilities/flags carried by units that deserved an icon instead of the half-demon one. And then everyone and his dog wants a new half-something icon, too. As I said, I don't reject the idea in general, though.
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  #2354  
Old December 10th, 2008, 02:13 PM
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Default Re: Bug Thread: Discussion

I want a Mostly Harmless icon.

And a Half Yazata icon.

And an icon that says "Will Mind Burn For Pizza".

<.<
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  #2355  
Old December 10th, 2008, 02:46 PM

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Default Re: Bug Thread: Discussion

Demonbreds aren't *always* commanders, if somebody Enslaves them.

It would actually be kind of cool to have a reverse Gift Of Reason so you could attach Pythium communicants to a master and teleport around as a group via Gateway/Astral Travel.

-Max
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  #2356  
Old December 10th, 2008, 02:48 PM
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Default Re: Bug Thread: Discussion

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Demonbreds aren't *always* commanders, if somebody Enslaves them.
In that case they can be led by normal commanders, too, though.
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  #2357  
Old December 11th, 2008, 05:53 PM
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Default Re: Bug Thread: Discussion

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It would actually be kind of cool to have a reverse Gift Of Reason so you could attach Pythium communicants to a master and teleport around as a group via Gateway/Astral Travel.
Sadly, non-commanders don't trigger their #onebattlespell. Meaning they would have to be commanders to be of any use as communion slaves.
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  #2358  
Old December 11th, 2008, 06:32 PM

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Default Re: Bug Thread: Discussion

Are you sure communicants work through #onebattlespell? I have this vague memory of having tested this (by modding communicants as recruitable units, not commanders) and it worked.

-Max
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  #2359  
Old December 11th, 2008, 06:48 PM

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Default Re: Bug Thread: Discussion

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Originally Posted by MaxWilson View Post
Are you sure communicants work through #onebattlespell? I have this vague memory of having tested this (by modding communicants as recruitable units, not commanders) and it worked.

-Max
I have enslaved communicants specifically to test this - and it did not work.
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  #2360  
Old December 11th, 2008, 06:53 PM
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Default Re: Bug Thread: Discussion

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Are you sure communicants work through #onebattlespell? I have this vague memory of having tested this (by modding communicants as recruitable units, not commanders) and it worked.
No, they don't. It is hard-coded into the game.
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