skeleton exploit

Quetz

The Tallest Lilliputian
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Aug 21, 2006
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Found an exploit I thought you guys might want to know about. If your leader has the Summoner trait, and a Conjurer summons an Imp, that Imp gets a promotion on its 2nd turn. If you promote it to Death I, and use it to summon a skeleton, the Imp still expires properly after its 3rd turn, but the skeleton remains.. leading to a handy source of limitless skeletons.

thats all :)

edit: oops, just noticed the bugs thread.. if a moderator could move this there, would be much obliged.
 
Quetz said:
Found an exploit I thought you guys might want to know about. If your leader has the Summoner trait, and a Conjurer summons an Imp, that Imp gets a promotion on its 2nd turn. If you promote it to Death I, and use it to summon a skeleton, the Imp still expires properly after its 3rd turn, but the skeleton remains.. leading to a handy source of limitless skeletons.

thats all :)

edit: oops, just noticed the bugs thread.. if a moderator could move this there, would be much obliged.

Its not actaully an exploit for limitless skeletons, just one skeleton.

Your 2nd imp wouldnt be able to summon another skeleton because a skeleton already existed.
 
actually, he can.. Have a game alt-tabbed right now with about 20 skeletons I got using only 3 conjurers. Will screenshot and post it as soon as I get back from the gym and figure out how :)

edit: Ok, you are right, it stopped working. Forgot to add in my Adepts contributions :) Still, 4 for free!
 
Quetz said:
actually, he can.. Have a game alt-tabbed right now with about 20 skeletons I got using only 3 conjurers. Will screenshot and post it as soon as I get back from the gym and figure out how :)

edit: Ok, you are right, it stopped working. Forgot to add in my Adepts contributions :) Still, 4 for free!

Yeah, you cant summon skeletons if you already have as many (or more) skeletons as you so units capable of summoning skeletons. So you can boost your numbers a bit by filling up on units but its no big deal.

If you REALLY want to mass produce skeletons use Govannon to start teaching Raise Skeleton to every warrior, worker, slave, archer, axeman, etc that you own. Then you will have some skeleton hordes.
 
Kael said:
Yeah, you cant summon skeletons if you already have as many (or more) skeletons as you so units capable of summoning skeletons. So you can boost your numbers a bit by filling up on units but its no big deal.

If you REALLY want to mass produce skeletons use Govannon to start teaching Raise Skeleton to every warrior, worker, slave, archer, axeman, etc that you own. Then you will have some skeleton hordes.

Who is Govannon and where can i sign up for massive undead hordes?
-Qes
 
QES said:
Who is Govannoon and where can i sign up for massive undead hordes?
-Qes

Govannon is the Amurite hero. He can teach other units to cast spells. Even non-spellcasters. If he knows the spell he can teach other units to cast Escape, Raise Skeleton, Dance of Blades or Haste.
 
Kael said:
Govannon is the Amurite hero. He can teach other units to cast spells. Even non-spellcasters. If he knows the spell he can teach other units to cast Escape, Raise Skeleton, Dance of Blades or Haste.

There are civs i've still yet to play, the Lanun, the Amurites, i understand the Lanun flavor, but the Amurites are a bit of a mystery, what.... is they're purpose /theme/flavor? Hippus are calvary, races are...races. Kuriotates have their cool thing going, golem makers, vampires, world destroyers, barbarians, ice-norse raider barbarians, then the random Amurites. Que?
-Qes
 
QES said:
There are civs i've still yet to play, the Lanun, the Amurites, i understand the Lanun flavor, but the Amurites are a bit of a mystery, what.... is they're purpose /theme/flavor? Hippus are calvary, races are...races. Kuriotates have their cool thing going, golem makers, vampires, world destroyers, barbarians, ice-norse raider barbarians, then the random Amurites. Que?
-Qes

Amurites are the best sorcorers in the FfH world. Their Longbowmen are replaced by Firebows (as longbowmen but they can learn to cast fireballs and start with the flaming arrows promotion). They have a special building called the cave of ansestors that gives adepts built in the city +1 xp for every node resource that city has access to (come to think of it that become a bit cooler with the new palaces). And of course Govannon.
 
Kael said:
Amurites are the best sorcorers in the FfH world. Their Longbowmen are replaced by Firebows (as longbowmen but they can learn to cast firebakks and start with the flaming arrows promotion). They have a special building call the cave of ansestors that gives adept built in the city +1 xp for every node resource that city has access to (come to think of it that become a bit cooler with the new palaces). And of course Govannon.

Holy crap im starting a game.
-Qes
 
Chandrasekhar said:
You forgot to mention that their mages (wizards) start with spell staves... :mischief:

Oh yeah. But I think thats everything. They dont have any disadvantages, they can build all normal units and buildings.
 
I like the Amurites a lot. Think they are my favorite civ, if only for flavor reasons. Being a wizard is just so much cooler than a mage :P
 
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