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Old November 25th, 2011, 02:53 AM

BewareTheBarnacleGoose BewareTheBarnacleGoose is offline
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Default Re: Modding "Trap" spells?

That's a pretty good idea. What I dont like, though, is that, if the remote-summoned unit survives, then it gets to fight again in the next battle, which might make it too good. Or too weak, in the attempt to balance it.

I suppose a way around that would be to add the script from gladiators that cause them to "die" after 1 battle. Would that work?

A unit would also be visible, which would kind of ruin the "trap" feel. I suppose that adding glamor would take care of that, though.
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Old November 25th, 2011, 03:42 AM
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GFSnl GFSnl is offline
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Default Re: Modding "Trap" spells?

That's actually a pretty neat idea!

A glamorous very strong unit with no mapmove and the gladiators script to disappear after one battle.

Let us know if it works. I'm very interested.
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Old November 25th, 2011, 05:43 PM

Starbelly Geek Starbelly Geek is offline
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Default Re: Modding "Trap" spells?

Make it a level 10 or 12 spell, and tie it to a site (bandit lair, maybe, Enter to cast X) and let it remote summon an Ambush. A tough leader and a stack of melee and archer bandits. Or vine ogres and vinemen with a druid leader, summoned from a circle site. Or phantom soldiers and wolves with an air mage leader summoned from an air site. If the units go away after one combat, it could even be relatively balanced if they're summoned to a friendly province, especially if the leader and/or toughest troops were unique.
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