Re: Why magic paths are like mod Nations.
hmmmm a very very late fase in dom3K would be to remove all spells that don't fit in there thematically. Most damage spells could stay and it would mostly be the summons that would need to be removed. Also a lot of the globals should be renamed and or deleted. More importantly would be the magic item modding though (and even that would be something I'd only do in a very very very late phase) since those (in general) hardly fit with the setting. THe effects could stay but new names and sprites would be needed for the mod. I'd also love to delete all mercs (impossible now) and rename all magic sites (forest = space so that will give a somewhat unrealistic amount of space with "groves of this" and "tree of that" etc etc. Well enough on dom3K since it wasn't really the topic but since it was brought up....
On topic:
New magicpaths might be a nice idea but I think the problem would be that the AI wouldn't recognize the new spells and wouldn't use them anywayso ti would severly demolish SP gaming. And if JK was going to put effort in something I can think of a few things higher on my list... since.. let's face it magic CAN be modded quite extensively already and there are other things (see mu dom3K wishlist above) which need more love in the modding department. (can forts be modded now btw.. I've looked for it today but couldn't find it)
PS where is that thread where they keep us posted on what is going to be in the next edition?
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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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