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February 1st, 2004, 11:50 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Repairing the Never Healing?
Quote:
Originally posted by HJ:
Undead never healing units cannot heal in the labs, only constructs (magical non-healing) can.
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You sure about that? I thought everything healed at labs...
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February 1st, 2004, 11:57 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Repairing the Never Healing?
Nope, unhealing undead can't be healed. I don't think battlefield healing spells help either.
Being undead means you never get a good-behavior lollipop from a pretty nurse. It's sad, really. 
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February 3rd, 2004, 01:54 AM
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Corporal
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Join Date: Dec 2003
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Re: Repairing the Never Healing?
I really would appreciate a way to remove all negative status ailments from Pretenders. Diseases, Curses, all of that. I was recently playing Pythium versus a bunch of normal AIs. Well on turn 3 or so, my Great White Bull got diseased and cursed from an independent lizard man commander. Bleah.
olaf
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February 3rd, 2004, 01:58 AM
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Re: Repairing the Never Healing?
There is a reason that you cannot. In Dom1 supercombatants were overpowering and had very few counters. So to compensate for that, they have made them more mortal to allow for variety in play and the game.
If you'd like to see how they used to be played, you can try playing Dom1.
I prefer having to work to keep my commanders/combatants alive by using a variety of tactics and spells rather than just making a plow to run everything over.
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February 3rd, 2004, 02:48 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Repairing the Never Healing?
It's no easier to heal afflictions in Doms I, is it?
As it is it can be done - it just takes signifigant work, which is a nice interesting design, IMO.
As for my injured units waiting for repair, yes some are undead, but I was pretty sure I had seen some undead get repaired at labs before - was I just confused?
Olaf73, someone already made and posted a mod which gives all pretenders a built-in ability to heal afflictions over time. No luck on curses, but all curses do is increase the chance of afflictions. So use the mod, regeneration items, and be more careful. No running with scissors, especially if you are a cyclops. Well, with the mod, or the right magic, maybe you can even go ahead and run with scissors.
PvK
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February 3rd, 2004, 03:15 AM
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Re: Repairing the Never Healing?
Some undead do heal at labs (Like Longdead Horsemen) and others don't. I don't know if it's a bug or if they don't have the special tag that lets them.
Knights of the Unholy Sepulchure heal as well. A good question is why don't they recover afflictions (Besides the standard balance issue).
I'd assume if an undead lost an arm, he could dig one out of a pile of bones and put that sucker back on if he's healing.
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February 3rd, 2004, 03:35 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Repairing the Never Healing?
Well some of my undead are Longdead Horsemen, and it appears that some of them heal each turn, while others don't. It appears there is some sort of random chance - maybe I'm one of the first to notice this?
As for healing afflictions on undead... like living units, I think it gives them character to keep their wounds, though it'd be nice to have spells, abilities, and/or items that could re-build the undead as well, like an anti-chalice or undead repair kit or a necromancer with specialist repair ability.
Thinking of other fantasy games with undead, it seems to me some allow repair and some don't. GURPS Magic for instance lets you recharge their health but not replace lost body parts, and includes some fun rules for the combat abilities of partial-bodied undead. I mean, isn't much of the fun of fighting undead that you get to do battle against the limbless, and still remain politically correct?
PvK
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