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-   -   Master of Magic Mod (http://forum.shrapnelgames.com/showthread.php?t=43997)

Gregstrom September 28th, 2009 06:46 AM

Re: Master of Magic Mod
 
I'm with having wizards as the pretenders. This is heading towards a TC anyway, so I support going the whole hog and making it play as much like the original as possible.

Fantomen September 28th, 2009 09:20 AM

Re: Master of Magic Mod
 
I think the wizards should be pretenders too. Why not make the MOM nations only have wizards as available pretenders. You could still chose type of wizard and magic paths and so on yourself, much like MOM.

Squirrelloid September 30th, 2009 02:28 AM

Re: Master of Magic Mod
 
Agree that wizards should be pretenders.

Also, if this is going to be the case we need more variety in wizard chasses. There are many more favored path combinations than exist, and MoM shouldn't really favor some combinations over others.

Foodstamp October 2nd, 2009 06:53 PM

Re: Master of Magic Mod
 
I think what I will do is make the wizards be the pretenders, then assign different start paths according to what the wizards had in game. For instance, if you choose the one that looks like Sharee, you will have 1 death / 1 fire and a 10 or 20 point cost to branch into other paths. The wizards may have other abilities as well that mimic as best as I can the abilities they had in MoM such as Warlord, Conjurer etc.

Fantomen October 3rd, 2009 03:19 AM

Re: Master of Magic Mod
 
I think that´s a good approach. Can´t wait to see this!:)

Sombre October 6th, 2009 07:13 AM

Re: Master of Magic Mod
 
So is each wizard tied to a race as a pretender option, or can each race pick each wizard?

Foodstamp October 7th, 2009 09:38 AM

Re: Master of Magic Mod
 
Right now one wizard is tied to each race. I am going to change it where you can pick any wizard for any race. The differences will primarily be aesthetic but there will be differences in starting magic and some special abiltiies: forgebonus, banner, gem production etc.

grimogre November 4th, 2009 06:15 PM

Re: Master of Magic Mod
 
Quote:

Originally Posted by Foodstamp (Post 711680)
The Master of Magic Mod is nearing the first round of beta. All the units, wizards and heroes are in the game.

I am trying to decide how to implement magic. Here is how I am doing it now:

Wizards are ridiculously powerful. For instance, Tauron has 10 fire magic while Merlin has 5 astral, 5 nature.

Shamans usually get 1 holy and 1 to 2 in paths thematic to the nation.

Priests get 2 holy.

Engineers get 2 earth or 1 fire 1 earth depending on the race.

Magicians and warlocks get 3 magic in paths thematic to the nation.

There is a problem with the above system. Some nations have none of those units, or may only have shamans etc. For instance, the Gnolls have 0 magic users beyond their starting wizard and their heroes they have a chance to get.

So I am at a crossroads with this mod. Right now I want to strip all the casting units of their magic paths and give them magic attacks with ammo like they had in Master of Magic. If I go down this path, this pretty much makes them completely out of balance with the existing Dominions nations, but to be honest I had little chance of accomplishing that and staying true to the original anyway.

So what do you guys think?

Sounds good.It's Master of Magic.

Folket November 12th, 2009 11:49 AM

Re: Master of Magic Mod
 
I like the idea that the wizards are fixed with their paths. Making it very different from dominions.

Korwin January 10th, 2011 10:03 AM

Re: Master of Magic Mod
 
Did this Mod get published somewhere?


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