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Old October 17th, 2008, 07:03 AM

Aezeal Aezeal is offline
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Default Re: New Nation: Dragons, Magic Incarnate now with preview

Jim & Honey
On your suggestion for another type of unit: there will be no draconians, there are just dragons in this dragon nation. It's either militia like wyrmlings or the steeldragons etc If needed I could weakend the bone biter dragon a bit but I'm not sure what would be the ebst way. If he's good then I might need to give him a higher resource cost though that seems the best way to limit his usefullness. I might give the wyrmling a lil better att and def value if they are that bad, that might be the best way to get some chaff that isn't too weak to be used

I agree with Honey that wanting to have all summons might be wanting a bit too much, some focus would indeed be better. I'm not about to change the mod that much but if you just focus on 3 paths and what your basic mages already have you can get pretty far. he idea was that you'd need to invest a lil to get mages to cast the summons. I'm pretty sure the summons will be worth it though. I also don't think you'll need use all summons since if you have acces to 1-2 of the elders and ancients that will be pretty much enough for a lot of purposes

I already had relatively low path needs and relatively low research levels for most of the summons since I knew research wasn't the strongest point of the nation. I was also under the impression that except for the elder wyrms the cross path requirements where not that high. I kinda aimed on it so that most summons should be cast with just 1-2 boosters or empowerments. (am I very much off the path here?) For the most powerfull summons I'd guess you'd either need your pretender or one of the lower level summons to cast it. PS it is such a problem to have one caster empowerd/boosted to cast a certain spell?

The cap only stargazer is sacred so he's a decent researcher IMHO but maybe I should give him a lil research bonus though that sort of makes it very obvious and pretty much the only choice. (but it would fit thematically so it's not that much of a problem, to be honest in my zeal not to overpower the nation (which seems to have worked I nearly gave all dragons a research malus , I guess I'll forget about that) I think the nation can do with less research than most since you have higher strenght and HP units and need buffs less, and can take the combats spells better when used against you, also they can deal damage pretty nicely so you'll need less combat spells your self. In just researching in conjuration and evocation gives you pretty good stuff to use I'd say.

There are a few dragon with a magicbonus (for example our stargazer) though so empowering them once would give a relatively high result (at least that is the intention I've not tested it yet.)
I was thinking about giving all commanders and higher magic boost 1 (the highest have magic boost 2)

If it still doesn't work out I might give a random path (a 25% chance I think) to the commanders but since there are a few levels of dragons above them and I want those to be clearly better I don't want to boost to much so the summons won't be worth it.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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