View Full Version : #siegebonus 0
Panpiper
June 17th, 2008, 01:26 PM
In the Chaos mod I am working on I've got Warhounds being domsummoned (2) by Chaos Cultists, the basic (and only) priests for Chaos. Over time, sufficient priests can come up with a 'lot' of warhounds. In combat these are pretty crunchy chaff, effective only because they tend to show up in large numbers and are relatively fast. However what I don't want is for them to be of any help with castle sieges.
Would I be correct in that using the mod command; "#siegebonus 0" would eliminate their functionality in sieges? (It just seems incongruous to say they have no bonus as intuitively that would mean they have no 'additional' effect.)
llamabeast
June 17th, 2008, 01:27 PM
No, but I think if you make them animals (#animal) they become very ineffective at sieging.
Panpiper
June 17th, 2008, 01:48 PM
llamabeast said:
No, but I think if you make them animals (#animal) they become very ineffective at sieging.
That should do the trick (hopefully). I'm surprised I didn't already have them coded as animals. Doh!
Endoperez
June 17th, 2008, 01:51 PM
I think you could use #siegebonus 0 to negate a positive #siegebonus, without it affecting their ability to lay siege.
Of course, Llamabeast came up with the better alternative already.
Swan
June 21st, 2008, 09:29 PM
maybe #siegebonus less than 0? this shuld give them a malus or it doesnt work?
Foodstamp
June 21st, 2008, 10:14 PM
Speaking of siege bonuses... I wonder how #siegebonus affects flying units. They count as two units for purpose of sieging if I remember correctly. So I wonder if they get double the siege bonus since the game looks at the unit (For the strength value) to determine their weight towards a siege.
llamabeast
June 22nd, 2008, 05:19 AM
I think flyers just get +1 to sieging.
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