Re: magic modding question
There's no way to get rid of the spellbooks without doing so for the other nations.
You also can't get rid of the base pretenders.
Er,... Well, you can't do either of these without doing some really extensive modding. Crazy amounts of modding, using crazy amounts of unit slots and spell slots. Maybe more than exist.
Unfortunately, all these dwarves wouldn't be forging. Which is a shame.
The tiered method doesn't work.
Commanders which summon other units are commanders, and units can't summon anything.
Even if it did work, it means that every time you play, you'd pretty much follow the same formula and moves you did last time. Furthermore, unless balanced precisely (since it uses a brancing method, each change of balance has exponential effects), it becomes a freespawn nation likely more powerful than Ermor/R'lyeh.
Researchscale is modded for the entire game (all nations). Though you can mod individual mages of any power down to have only 1 research.
I've given the no-magic idea a lot of thought before (thinking about a Macedon vs. Achaemenid mod), and it's really just not feasible. Dom3 is a fantasy high-magic game, and cutting out all the magic is like removing the torso from a zombie. All you get is a giant mess.
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