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Sakuro

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PostSubject: Mines   Mon Nov 14, 2011 10:07 pm

I had and idea for a structure that might be neat: static mines. Veruna could have water based mines, and perhaps Creon could have land mines. They'd likely be build like a strcuture, and remain immobile. When a unit gets too close they blow up causing damage over an area.

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$_Spagg

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PostSubject: Re: Mines   Tue Nov 15, 2011 8:49 am

Yea sounds easy to make, its like a Kamikaze Rat that cant move and remain cloaked
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Vaerun

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PostSubject: Re: Mines   Wed Nov 16, 2011 12:59 am

Good idea, however mines do not work in TA:K like in TA because the fbi command kamikaze = 1 appears to not work.
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PostSubject: Re: Mines   Wed Nov 16, 2011 2:14 pm

the mine could do a exsplotion with a small range atack that would kill itselth in the exsplotion so no need for:
kamikaze = 1.

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PostSubject: Re: Mines   Wed Nov 16, 2011 4:18 pm

I never saw any unit causing damage to itself without attacks from another unit. For example Lokken can't harm himself only with his own weapons, even if he's reached by the area of his Fire Ball.
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Vaerun

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PostSubject: Re: Mines   Wed Nov 16, 2011 6:14 pm

As wop said, units cannot hurt themselves with their own weapons.
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PostSubject: Re: Mines   Wed Nov 16, 2011 6:51 pm

Thats no problem at all

The unit would have to touch it in order to reveal it, so from natural instincts the unit would attack the mine and explode
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PostSubject: Re: Mines   Wed Nov 16, 2011 7:54 pm

Sure, units can be setup to do it that way, which is how the mines in Illohir work.
However, I was going along the lines of proximity mines, that would detonate at a certain range by another unit passing by it and not actively engaging the mine, like mines in TA.
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Sakuro

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PostSubject: Re: Mines   Wed Nov 16, 2011 9:02 pm

Could you give the mine a limited amount of mana? It uses all of it's mana for the attack, and then doesn't recharge.

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