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Post by Boaster on May 25, 2006 16:30:53 GMT -6
Even though I accidently re-added it to the Spell Book several updates ago, because I forgot to remove it once again after some tests, I have recently come up with a new method for the spell.
Whats so different about it?
Nearly everything. It has required me to use more Spell Code than with the regular Possession spell, which Mind Control was originally based off. The problem with the spell was that if you brainwashed a Lord unit, the Lord's AI would still be entact causing him or her to move by themselves.
The NEW Mind Control creates a new unit, exactly the same as the target. The target will then be removed from the game and his artifacts will be transfered over to the new unit as well. Also the name of the targeted unit will carry over to the "clone" as well as the experience points. To seal the deal, if the targeted unit is classified as a Leader or an Heir, the clone will become an heir.
Artifacts currently wielded will be transfered to the clone unit and automatically wielded, while unwielded artifacts will simply be transfered over to the clone.
I have not fully or completely engineered the spell, for I do not want it to be able to affect the units of a Human Player. So the spell would be completely useless versus another Human Player and completely useful versus AI players.
I'm close to finishing it, just have a few more tests to do.
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Post by l'Ancien on Jun 2, 2006 17:15:55 GMT -6
That sounds very interesting. I'm not sure what you mean by not having the spell affect human players though? Naturally, mind-controlling a human player's Lord would be unfair, although mind-controlling an AI Lord could be really fun. The question I have though, is are you planning to make this spell not work against any unit controlled by a human player, or just not work against special/legendary/Lord units controlled by a human player?
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Post by Boaster on Jun 2, 2006 17:33:04 GMT -6
To Mind Control any unit, your caster has to be 5 levels over it. Legendary's, except Spiders, are naturally level 15. So you'd have to be level 20 (which cannot be attained) to mind control a Legendary.
Humans players cannot have their units mind controlled, only AI units. So if you're playing Multiplayer and your Lord is +5 levels over their Lord and you cast Mind Control, it will fizzle regardless. Their Lord can be level 3 and yours be 15, it will always fizzle. I haven't been able to test this for multiplayer, but I believe it will work this way.
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Post by l'Ancien on Jun 6, 2006 18:29:15 GMT -6
To Mind Control any unit, your caster has to be 5 levels over it. Legendary's, except Spiders, are naturally level 15. So you'd have to be level 20 (which cannot be attained) to mind control a Legendary. Humans players cannot have their units mind controlled, only AI units. So if you're playing Multiplayer and your Lord is +5 levels over their Lord and you cast Mind Control, it will fizzle regardless. Their Lord can be level 3 and yours be 15, it will always fizzle. I haven't been able to test this for multiplayer, but I believe it will work this way. It sounds like you're only protecting the Lord unit, although Legendaries are usually safe. That's good. I was actually asking if you are planning on protecting a human's troops as well as his Lord.
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Post by Boaster on Jun 6, 2006 18:51:32 GMT -6
Just Human Leaders and Heirs will be protected from the spell.
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Post by l'Ancien on Jun 8, 2006 9:02:38 GMT -6
Just Human Leaders and Heirs. Perfect!
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