|
|
|
|
|
July 30th, 2008, 05:25 PM
|
|
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Wandering Indy Commander
I accidentally discovered that if you issue the "Boots of the Planes" to a modded indy commander - s)he may "wander" every once in a while.
At least, that's the best explanation I have for why, in a test game, an indy commander with the boots showed up where he wasn't supposed to...
|
July 30th, 2008, 05:40 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Wandering Indy Commander
I think just wearing the boots can cause any unit to be pulled into the void astral planes, at which point the commander/mage will eventually be released somewhere on the map.
What was the province number where the indy commander appeared?
__________________
There can be only one.
|
July 30th, 2008, 05:51 PM
|
|
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Re: Wandering Indy Commander
From my Antilarium map (an unreleased version I'm still debugging/ balancing), started in province 51, showed up in province 182. Why, trying to determine if it was random? I think it is a fun quirk I'm going to take advantage of.
|
July 30th, 2008, 06:05 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Wandering Indy Commander
I think it's hard to take advantage from it
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
July 30th, 2008, 06:36 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: Wandering Indy Commander
Really awesome discovery. GJ
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
July 30th, 2008, 06:38 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Wandering Indy Commander
you could just set them randomly on maps for fun... or let about 100 seraphs with the boots start somewhere and see what happens
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
July 30th, 2008, 06:53 PM
|
|
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Re: Wandering Indy Commander
Aezeal, that was more my thought - I wasn't really planning anything strategic, just adding an element of randomness to a mapmod. It could certainly add a "theme" to a mod by sprinkling random commander-heroes about where they can't be predicted!
|
July 30th, 2008, 09:47 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Wandering Indy Commander
THANK YOU.
Yes some sort of a flavorfull SC could be given the boots. After the standard wearing time then the curse would kick in causing him to become a player-created timed events. Rather like the Bogus group showing up.
Kindof like what I do by giving Eater of the Gods to an AI nation.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
July 30th, 2008, 09:52 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Wandering Indy Commander
Hey Psientist,
You found it. Do you want to write this up as an add file to the SemiRand program? What would be a good surprise SC? I suppose there are plenty of SC builds in the forum we could use.
What other things have timers on them. I know of the pelt that makes them a were. Thats kindof cool because you can give an AI some sort of really cool non-moving thing with lots of magic, and have it become mobile later in the game.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
July 31st, 2008, 12:24 AM
|
|
Sergeant
|
|
Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
|
|
Re: Wandering Indy Commander
Gandalf:
Yeah, I'll make a contrib if you're patient (work busy now)... but I won't mind if you go ahead without me! I've done a bunch of experimentation with SC combos, and could gen up some fun ideas... particularly with the new "#onebattlespell" commands which make great possible synergies. I also have recently come up with some great new artwork and pretenders which I haven't posted yet. Do you have a ready link where the contrib specs are?? otherwise I'll look it up when I get some time.
PebbleSkin Suit also transforms. Maybe cat charm?
|
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
|
|
|
|
|