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April 24th, 2008, 10:04 AM
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Corporal
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Join Date: Nov 2007
Posts: 78
Thanks: 1
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Moving immobile commanders / pretenders
Is there a way to move immobile commander units without using the teleport spell? I tried to give a tree lord a flying carpet, and although his movement rating changed from 0 to 1, it didn't work, although the description of the carpet says that it can carry up to 3 giants.
BTW, what's the purpose of treelords anyway if you can't move them? Okay nice, they have nature 4, but I already need a nature 5 mage to even get one, so it's not really that great. Especially if I can get a Naiad.
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April 24th, 2008, 10:41 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Moving immobile commanders / pretenders
Without a spell (Cloud Trapeze I believe also works), immobile commanders are just that; immobile. Treelords could probably use Faery Trod.
I haven't used Treelords much, but they have more or less full slots, correct? Consider a Sibyl in LA Arco. If they have 3N, you can forge a Thistle Mace to get to 4N, and a Moonvine Bracelet to get to 5N. You can then summon a Treelord, give _them_ those items, and have a very high Nature magic to throw some of the global spells, or other items.
This can be used with other types of magic as well.
Small note: AFAIK, Sphinxes can't move at all. Not even with Magic.
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April 24th, 2008, 10:46 AM
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Corporal
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Join Date: Jan 2008
Location: Germany
Posts: 78
Thanks: 23
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Re: Moving immobile commanders / pretenders
I think the Sphinx can't be moved at all, even with spells. Are there other that can't be moved by teleport?
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April 24th, 2008, 10:59 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Moving immobile commanders / pretenders
Treelords cannot Faery Trod, they could only move using Teleport. If they had Astral. Which they don't. And they have just 2 misc slots. In a similar older thread, K suggests they are prime candidates for Transformation.
They are okay as Vine Ogre summoners.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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April 24th, 2008, 11:34 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Moving immobile commanders / pretenders
Ah, wasn't sure if they had slots or not. They still can use a Moonvine Bracelet (and a Ring of Sorcery, if you needed that).
I believe that they are unique, correct? If you Transform them, does that free up the slot they took?
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April 24th, 2008, 11:38 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Thanked 695 Times in 267 Posts
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Re: Moving immobile commanders / pretenders
Interesting question. Should be tested. IF it's tied to unique ID, then no. If it's tied to the monster ID, then yes.
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April 24th, 2008, 11:46 AM
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Private
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Join Date: Apr 2008
Posts: 5
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Re: Moving immobile commanders / pretenders
Transforming a treelord is what I've been doing in one of my current SP games. A useful byproduct of this is that once transformed the treelord can be summoned again, since transformation seems to break their uniqueness.
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April 24th, 2008, 11:48 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Moving immobile commanders / pretenders
That answered my question, mindlar, thanks.
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April 24th, 2008, 11:55 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Moving immobile commanders / pretenders
That should qualify as a bug, no matter how useful it is.
They are unique. The transformed Treelord is still the same being, just changed.
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April 24th, 2008, 12:00 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
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Re: Moving immobile commanders / pretenders
transform a water queen, kill it, cast ritual of rebirth, the waterqueen comes back as a niefel jarl mummy, summon another water queen, rinse, repeat.
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