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  #1  
Old November 16th, 2008, 01:49 PM
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Default Exploits, New and Used

Hi, I was looking for a thread just on exploits and couldn't find one. So I will start one.

Here's a new one, equip a commander with items to boost his command, then load him up with troops, remove said items and send him off. The troops stay with the commander. I'm useing this to kill off LA Rylah krill.
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  #2  
Old November 16th, 2008, 04:10 PM
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Default Re: Exploits, New and Used

Here's another: Hell-bind heart or Charm Bogus and his crew. Then copy their scripted orders onto your commanders. Attack commander, fire commander. This is a proscribed exploit, ask your other players if its okay to use. I use it in SP games.


Anyone else have any?
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  #3  
Old November 16th, 2008, 06:45 PM
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Default Re: Exploits, New and Used

Quote:
Originally Posted by Bwaha View Post
Here's another: Hell-bind heart or Charm Bogus and his crew. Then copy their scripted orders onto your commanders. Attack commander, fire commander. This is a proscribed exploit, ask your other players if its okay to use. I use it in SP games.


Anyone else have any?
I wouldn't use that. Those orders were removed for a reason.

*remembering the heady days of Dominions (I)
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Old November 16th, 2008, 04:31 PM
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Default Re: Exploits, New and Used

I would consider life after deathing your mages in order to avoid upkeep as an exploit... but if a game doesn't proscribe it, I guess it's all fair. It's probably a bit of a pain to do, and likely you'll have some losses, but still...
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  #5  
Old November 16th, 2008, 07:16 PM

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Default Re: Exploits, New and Used

What was happening?
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Old November 17th, 2008, 02:25 AM
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Default Re: Exploits, New and Used

Imagine Call of the Winds, divided to ten squads, each squad of hawks commander to "Attack Mages". Imagine archer-army scripted to Fire Commanders.

Staff of Storms was a necessity, but on the other hand, Summon Lesser Air Elemental was A1 spell that didn't require a gem, so non-Air nations had troubles even if they managed to get a Storm somehow.
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Old November 17th, 2008, 06:37 AM

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Default Re: Exploits, New and Used

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Originally Posted by Endoperez View Post
Imagine Call of the Winds, divided to ten squads, each squad of hawks commander to "Attack Mages". Imagine archer-army scripted to Fire Commanders.
Dom2 had much fewer units, so being able to attack mages or commanders was a big deal. Back then, skele-spamming with a high death mage was a way to defeat whole armies; now it's just a diversionary tactic.

Having used these commands extensively in Dom3 in both MP and SP, I find that they don't really have much of an effect on human or AI players. Both kinds of players use guards far more than they ever did in Dom2 and there are far more commanders being used per battle.
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Old November 17th, 2008, 07:50 AM

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Default Re: Exploits, New and Used

Endoperez:

You cannot copy commander orders to troops [and afaik if you just enslave that company, they don't have their orders, I also don't know if they get them back if GoRed].
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Old November 17th, 2008, 08:55 AM
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Default Re: Exploits, New and Used

You can, however, set the commanding Giant Hawks to use the orders, and the accompanying Black Hawks to guard commander. They'll follow him everywhere and attack anything within range, so they'll attack what he attacks.
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  #10  
Old November 17th, 2008, 03:00 PM
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Default Re: Exploits, New and Used

I was answering Trumanator's question, which was about Dominions 1 (Dom:PPP). In there, any commander or unit could be given order to attack or fire enemy commanders or enemy mages.

I doubt that's what Bwaha meant by used exploits, though, so perhaps we should continue on Dom3 discussion.

Does anyone know how to avoid having your champion sent to the arena? I've tried taking away the champion's items, but that doesn't cancel his orders.
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