
November 4th, 2009, 06:15 PM
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Join Date: Jul 2009
Location: Brantford
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Re: Master of Magic Mod
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Originally Posted by Foodstamp
The Master of Magic Mod is nearing the first round of beta. All the units, wizards and heroes are in the game.
I am trying to decide how to implement magic. Here is how I am doing it now:
Wizards are ridiculously powerful. For instance, Tauron has 10 fire magic while Merlin has 5 astral, 5 nature.
Shamans usually get 1 holy and 1 to 2 in paths thematic to the nation.
Priests get 2 holy.
Engineers get 2 earth or 1 fire 1 earth depending on the race.
Magicians and warlocks get 3 magic in paths thematic to the nation.
There is a problem with the above system. Some nations have none of those units, or may only have shamans etc. For instance, the Gnolls have 0 magic users beyond their starting wizard and their heroes they have a chance to get.
So I am at a crossroads with this mod. Right now I want to strip all the casting units of their magic paths and give them magic attacks with ammo like they had in Master of Magic. If I go down this path, this pretty much makes them completely out of balance with the existing Dominions nations, but to be honest I had little chance of accomplishing that and staying true to the original anyway.
So what do you guys think?
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Sounds good.It's Master of Magic.
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