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 compulsed units

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sarkan



Posts : 81
Join date : 2012-10-16

PostSubject: compulsed units   Mon Mar 23, 2015 6:58 pm

do comp units "die/expire" after a certain time or only if they are killed and type transfer

also could it be possible to rename the comp units ourselves? imagine having 6-7 units and wanting to spell them up but losing count which one you've spelled (if not could it be implemented!?)

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Motoko



Posts : 1229
Join date : 2009-09-14

PostSubject: Re: compulsed units   Mon Mar 23, 2015 7:44 pm

They expire after 30 minutes.

the other changes... meh.

Compulse is already overpowered.

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Kane



Posts : 65
Join date : 2010-03-05

PostSubject: Re: compulsed units   Mon Mar 23, 2015 7:55 pm

Not sure if it still works or is viable but, compulsing 3 gargs near a pent and telling them to wait works wonders as you roam around and collect pents. You only have to spell 3 at a time and you can essentially grab all the pents you want with no resistance.
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Thrice



Posts : 212
Join date : 2010-02-07

PostSubject: Re: compulsed units   Tue Mar 24, 2015 1:23 am

^
Kane smart
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Lordlava

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Posts : 3955
Join date : 2009-08-23
Location : The Land Down Under

PostSubject: Re: compulsed units   Sat Mar 28, 2015 9:41 am

I agree.
Compulse is already over powered.
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Forsight



Posts : 47
Join date : 2009-12-08

PostSubject: Re: compulsed units   Thu Apr 02, 2015 11:23 pm

Lordlava wrote:
I agree.
Compulse is already over powered.

So fix it?Razz
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Motoko



Posts : 1229
Join date : 2009-09-14

PostSubject: Re: compulsed units   Fri Apr 03, 2015 4:01 am

Forsight wrote:
Lordlava wrote:
I agree.
Compulse is already over powered.

So fix it?Razz

It's already been nerfed pretty hard recently.
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