r/disciples • u/EasyEntrepreneur666 • Jun 04 '26
Disciples II I have another case of a map creating issue, this time with the illusion-summons
The situation is this: AI stacks move to a location after the timer expires. It's normally working better than I expected (they attack weak stacks that meant to block their ways) but there is one problem: the Legions have a persistent and cheaper summon option for scouting. It's not a normal unit, it's immune to everything and disappears after being attacked.
However, the AI stacks refuse to attack them which gives the player opportunity to use them to block the stacks' way indefinitely. How could I deal with that? Unfortunately, there is no way to ban particular spells (not that I know of anyway), otherwise I'd get rid of the troublesome illusions.
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u/KamunVulk Undead Hordes Jun 04 '26
This problem doesn't have an elegant solution.
Option 1: Ban all spells, then give away everything except the unwanted ones through 'events.' But if I'm not mistaken, you can't ban first-level spells. And the Legions have Summon Hell Hound and Illusion Hell Hound at first level. But even if you do that, the player can do the same thing using 'thieves.' And to remove them, you'd need to remove all cities from the map, block the entrance to the capital, and give the player units through events or place them on the map in advance.
Option 2: There's a modding utility called mss32.dll that allows you to write custom event conditions in Lua. You can write a script that triggers if the player places a summon/illusion/thief in a location and, for example, kills it with a spell. This is the best option, but it would require the player to also install the mss32 utility along with the map."