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  #101  
Old January 1st, 2009, 05:55 PM

rdonj rdonj is offline
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Default Re: Monster SCENARIO Project

Maybe if you gave it a #terrainshape? If it is supposed to be a different unit at the province it's at, it should change. Which might get rid of the hide command if said form can't hide.
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  #102  
Old January 1st, 2009, 06:04 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

That might work. But then Id have to know each time what terrain its in.
Hmmmm maybe if I gave it both a water shape and a land shape. That would force it to change no matter where it is
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  #103  
Old January 1st, 2009, 06:44 PM
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Default Re: Monster SCENARIO Project

Quote:
Originally Posted by Aezeal View Post
Anyway Ich since I read just now you are the creator of the spell guide I was wondering if you knew the answer to a question I put up somewhere on this forum about remote summons and getting commanders when summoning troops and vice versa.. can that be stopped?
I am not the author of the Spell Guide, DrPraetorius is. I just had a look at the data that he prepared and compared it against the other data tables that I already identified, since the design is pretty similar. I should get back to DrP about that at some time.

As I said before, if you want a question answered then either ask the whole question again in full, or give me a link to where that question is. I don't know what you're referring to and I can't read minds, yet.
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  #104  
Old January 1st, 2009, 06:59 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

well that was the whole question really: when I remote summon I get a commander with the troops (which I didn't specify, a trooper just as commander) and when I summon a commander I get a troops with it (the commander just as trooper) I don't really want either, can it stopped/helped?
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  #105  
Old January 1st, 2009, 07:32 PM
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Default Re: Monster SCENARIO Project

Well, it clearly makes no sense to farsummon units without a commander, as they'll instantly route then in the resulting battle. But you can of course farsummon only a single commander if you send the numeffects to 1, the spell "Send Horror" is an example of this. Does that answer the question?
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  #106  
Old January 1st, 2009, 07:41 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

hmm well the spell I had was summoning a commander... and then troops of a different type (clearly since unlike wolves we don't have commanders beloning to troops (well for me he does but probably not for the game)

one of the troopers thus automatically becomes a leader..

by setting commander summon to one I'm pretty sure I still got a trooper and a commander. I'll need to check it again though I guess since it's been a while

Quote:
#newspell
#name "Drop Pod Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school -1
#restricted 75
#researchlevel 0
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 1
#effect 10037
#fatiguecost 100
#damage 2583
#nreff 2
#end

#newspell
#name "Med Priest Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school -1
#restricted 75
#researchlevel 0
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 1
#effect 10037
#fatiguecost 100
#damage 2623
#nreff 1
#nextspell "Drop Pod Strike Force"
#end

#newspell
#name "General Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school -1
#restricted 75
#researchlevel 0
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 1
#effect 10037
#fatiguecost 100
#damage 2621
#nreff 1
#nextspell "Med Priest Strike Force"
#end

#newspell
#name "Deploy Black Knight Strike Force"
#descr "The Black Knights are the elite troops used in behind enemy lines drop pod attacks."
#school 2
#restricted 75
#researchlevel 7
#path 0 4
#pathlevel 0 1
#path 1 3
#pathlevel 1 3
#effect 10037
#fatiguecost 3000
#damage 2602
#nreff 15
#nextspell "General Strike Force"
#end
This was the spell, if I recall correctly I getmy black knights AND a black knight commander (which I don't want) a general (commander) and a general trooper (which I don't want) a med-priest (commander/mage) and a med priest trooper (which is also pretty useless) and then a droppod (which is a trooper and should be)

I guess the command I use for the summoning of commanders should be different and that might remove the troopers I don't want.. but I can't think how I could remove the excess black knight commander (which is just a trooper with leadership and who I don't want there since they are provided with ample leadership in the form of the general and med-priest.
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Last edited by Aezeal; January 1st, 2009 at 07:44 PM..
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  #107  
Old January 1st, 2009, 07:52 PM
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Default Re: Monster SCENARIO Project

The spells like Ghost Riders and Send Horror use #effect 10038, try that.
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  #108  
Old January 2nd, 2009, 06:40 AM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

I will, I've never used either spell but I was under the impression that it would summon multiple thingies at least with ghost riders, it won't be come independant then?.
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  #109  
Old January 2nd, 2009, 06:54 AM

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Default Re: Monster SCENARIO Project

I'm pretty sure you can farsummon a single commander unit that isn't an indy. I'll look it up when I get home from work.
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  #110  
Old January 2nd, 2009, 08:08 AM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

That would be great Sombre since I can't think of a spell which farsummons an owned commander (so I could check the spell guide for the code)

I just tested and Ich and I where both right: 10038 does summon single commanders, but they are not owned by you, they are "special monsters"
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