Re: Why magic paths are like mod Nations.
Your request is on the "divine intervention" level.
--> seems how it is too me, and I really think it wouldn't be the effort. If you want to change something you CAN delete all spells and make new ones in the paths that exist. I mean especially when on of the replies to the idea is to make "adding mod nations with access to warrens like Kurald Galain, Kurald Thyrllan, Ruse, Serc, Tellann, etc" which could probably PERFECTLY fit in the existing path system. As I said before I'd rather have them spending time on giving me a "space" terrain type and a space form, fort modding, decent magic item modding to be honest.. but I might be biased there.
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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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