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  #11  
Old December 20th, 2007, 10:41 AM
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DrPraetorious DrPraetorious is offline
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Default Re: Possibilities of #onebattlespell

All of those are possibilities.

You should probably make custom spells and have them cast those - for example, the caelian archer hero could wind guide half of your army, or everyone within X spaces of him.

One of the things I wanted to suggest for CBM was to give all of the national commanders a radius X "command aura". This is a spell at the start of battle that provides either aim (wind guide), luck, haste, power (the thing that unholy power gives, which is AP and attack skill) or maybe even quickness to friendly units within a certain distance of the commander at the start of battle.

It would then be pretty easy to give a larger/better command aura to the non-spellcaster national heroes.
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  #12  
Old January 11th, 2008, 08:52 PM

Serenity Serenity is offline
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Default Re: Possibilities of #onebattlespell

" One of the things I wanted to suggest for CBM was to give all of the national commanders a radius X "command aura". This is a spell at the start of battle that provides either aim (wind guide), luck, haste, power (the thing that unholy power gives, which is AP and attack skill) or maybe even quickness to friendly units within a certain distance of the commander at the start of battle."

Sounds excellent! Ive always found that melee basic commanders just ferry people and dont lead them in fights, unlike real life. Some bonuses to small radius would make people use the commanders as commanders and not just ferries. Units which increase others' morale should be commander only btw.

The worst part about dominions fights are that they have nothing common with real historical battles. Well maybe cavarly used as flankers, but thats it. Basically the morale and fight system doesnt make any sense. Atleast to me.
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  #13  
Old January 12th, 2008, 10:41 AM

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Default Re: Possibilities of #onebattlespell

Possibilities of #onebattlespell...are...endless, mesmerizing, amazing.

I was thinking of some kind of "command" "spells" for as of now lacklustre commanders, like those ulmish ones, which would give a minor boost to either attack, defence, AP or maybe even a minor reinvigoration. A "Be Precise!" spell for archery oriented commanders, which gives a +1 boost to precision units around them. And so on...
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