Expansive Trait and Smokehouse

Well, if you could change the unitcombat through a promotion you could, but that is another one which can't be done sadly.

And yeah, I'd have to change the Imps, Balors & Chaos Marauders around if I were able to assign a Summoned unitcombat, but I don't think there is any way to get a treant that I wouldn't consider summoned (chaos marauder sorta fits the same case since Planar gate is just a nice way to summon something).
 
You can achieve Summoned status by making the various Summon spells add a Summoned promotion to the units they produce. This in turn can be countered by Anti-promotion promotions (like Dragon Slayer etc.).

Using this myself in addition with a Raised promotion for the 'summoned' undead types.

In theory you could add (ie.) Archery and Melee promotion as well for Mounted (or other types) and make special Anti-promotion promotions to counter these mixed 'unitcombat' units - and then give these various promotions (and anti-promotions) as a free promotion to the appropriate units.
 
I'm don't think that you would be able to make the summoning spells grant summoning without either making them work through python or making changes to the SDK. It does seem like it could be a good idea (I'm thinking of adding a metamagic "summoning" spell that is actually an "un-summoning" spell, destroying all rival summons nearby. I'll also probably make one that lets you extend a summon's duration. I could probably just check for units that have limited duration, but if I decide to implement a mercenary contracting method using duration then I'd need a new way for the spells to work.)
 
You can though - there is already a function for giving units created by a spell a new promotion (<CreateUnitPromotion> in CivSpellInfos) and only Maruaders use this function for anything atm (the effect of this promotion could just as easily be added as a free promotion the normal way - unless I am missing the point of it being giving by the spell alone).
 
Yeah, that would definitely work. I feel guilty about abusing Promotions to get mechanics though (one of my new summons has 10 promotions just so it can capture units. Can't figure out any other way to do it :()

You are missing the easy way to do it: Just have the Promotion: Summoning also happen to have a Summoning Bonus (like Combat line does) which grants the promotion: Summoned Unit
 
Ok, so I didn't check the spell infos xml carefully enough to see the for the CreateUnitPromotion tag.

Giving out the promotion from to all units summoned by units with the summoning promotion does seem much better though. I'm surprised I overlooked it. It would also prevent my spell from destroying fireballs and floating eyes, which I think is appropriate.

So how do 10 promotions let it capture units? What was stopping them from capturing units in the first place?

One thing I really want is for HN units to be able to capture units (but not cities)/spawn the appropriate units from combat (I want Esus recon units to kidnap slaves, and my HN werewolves and spiders to spawn) again. I've looked through the SDK a little, commented out the portions that I thought were stopping it, put these files in the SDK folder (I was doing this together with the UnitStats mod), and noticed no difference.

@ xienwolf: where is this modular modmod? There is no link in the Summoned Unit Redesign thread, and no thread in the modmod. I probably don't have time to play it anyway, but I was still thinking of downloading it just to look through the pedia.
 
The 10 Promotions were because one of the settings in the Promotion file is to have it capture a certain UNITCOMBAT type, and since there are 10 of those...

Very bruteforce, and I don't like how it looks overall. But it was the only thing I could figure out. I thought Magnadine could capture any Barbarian or something like that, but I didn't see how he did it through his UnitInfo file. Now that I think about it though, wasn't there a promotion (Command?) that allowed you to capture units 100% of the time? I don't remember that being limited to a single unitcombat...
 
Command gives a 50% chance of capturing units (I'm not sure, but there might be some exceptions like non-living units). Of course, it doesn't work when the unit is HN. :(

The 50% is set in xml; a similar promotion could be created with a 100% chance very easily.

Magnadine could capture any living barbarian unit before BtS, but this hasn't been reimplemented; it relied on the same python call as goblins->wolf riders used, which is not called because it can slow the game down a lot. I'm hoping that Kael will go ahead and add a pyOnVictory and pyOnDefeat python call/tag to the unit infos and promotion infos xml files, whihc could solve both problems. In the mean time, Magnadine was given command.
 
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