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Old December 7th, 2008, 04:39 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Why magic paths are like mod Nations.

I think you're grossly underestimating the modding community. It would happen, in some form, if we had the tools to make it happen. Somebody, at some point, will mod something in, if it's possible to do. Just having the ability to clear spells and schools puts us a step closer. If the long standing modders don't want to, someone new will show up who does.

It would probably happen something like this:

Lots of people hate how the blesses currently work, not just me, so that would be the first thing to be modded, as a fix, but eventually someone would want to add new blesses, and since the only way to do that is to add new magic paths, eventually someone adding new blesses would want to add a handful of spells to their path, because-well, why not? If nothing else, it helps to legitimize the new path (it's not just to add a nifty bless effect, see it's got spells, too!). That effort would lead to more and more advanced efforts, and eventually I'd guess we'd probably end up with atleast 4 new, quality paths. 33% more isn't such a high figure, considering we've accounted, with mod Nations, for atleast 20% of the total Nations available to play, while having 60 vanillas to choose from.

Since there's only 8 paths available, the total number of additional mods is likely to be higher.

And ofcourse, as far as random effects go, we would want to have those tools. That's what I'm asking for, though, the tools to make this happen.
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