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Old 12-26-2011, 08:20 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default 1 Phoenix per side

Quote:
Originally Posted by Fatt_Shade View Post
It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
Summoned units don't effect Leadership cap?! Wow I didn't know that one! I know that they are treated differently (they are not affectd by morale, for example), but didn't realize summon cap was also in the list! I'll see if there is a way to fix that - I know that morale is ignored on temporary (and all enemy) units no matter what you set it to.

I think the rule is 1 Phoenix per side - I saw in the code where it checks which side it's on. It is probably best that way, otherwise, it would be easy to kill the other's side's Phoenix by casting your own.

Also with Gift, I agree with you there - I'll increase its cost a bit.

With Archdemon, it looks like Pygmy just won't work for a post-hit effect as I can't get it to be small no matter what I do. I'm now thinking about whether I should give them both Sheep and Pygmy as abilities and still have the other spells as post-hit effects if I can't figure out a way for Pygmy to work properly as a post-hit effect...

/C\/C\
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