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				April 29th, 2005, 02:20 AM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Expensive Mages Mod
	
			 
             
			
		
		
		
		Saber Cherry noted in a previous thread that ~1/10 of the troops in an efficient army ( or more! ) are mages and that it seems a little non-thematic.  
 
So in response I made the following mod. It takes the magic path cost ( from Illwinter's guidelines ) and then multiplies that cost by x4 and multiplies the holy/unholy cost by x2.  
 
I did not change the national summoning spells which summon units with magic paths ( I think the only ones are Ermor's spells and BF ulm but I'm not sure ). 
 
Added all mages created by special sites to the mod. Also modified all sacred.  
 
Next up: the summoning spells. 
		
	
		
		
			
		
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 02:39 AM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		You missed some independents: 
 
Sages 
Hydromancers 
Azure mages 
Pyromancer 
Adept of Pyriphlegeton 
Gnomes 
Ice Duids 
Frost Fathers 
Conjurers 
Circle Masters 
Necromancers 
Bloodhenge Druids 
Alchemists 
Magus and Arch Magus 
Enchantress 
Sorceresess 
Witches 
Animists 
Enchanters 
Moon Mages 
Lore Masters 
Wizards 
Warrior Mages 
Cloud Mages 
Wind Masters 
Fire Lord 
 
And probably a few I missed. Also, don't summoned mages become almost a must? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 03:06 AM
			
			
			
		  
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		Crud I missed all of the mages which are made by magic sites. OOPS. I'll fix that. Oh and I missed the Philosopher.  
 
And yes I agree that I would probably research as hard as I possibly could to get summoned mages of some type. But most of them take a little time to get to ( exception: Create Reverant ).  
 
What I would probably really do in a game like this is go for sacred units. I guess I'll work on them next. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 04:20 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		One side effect I forsee for this mod is that SC's will become even more dominant.  Since mages are more expensive, players will be less likely to risk them in uncertain situations on the battlefield.  This, in turn, means that mages will stay at home in thier labs just summoning, forging, and casting overland spells. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 04:26 PM
			
			
			
		  
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		Perhaps, but I think this will be part of my series: "I love to nerf things just cuz people hate it when things are nerfed!" 
 
Next up Sacred units get a cost hike of x2.  
Followed by: bu-bye life drain 
Followed by: hello enc 1 minimum on all units. 
Followed by: bu-bye hoarding stratgies 
Followed by: bu-bye battle field spells. 
 
Actually of the bu-byes the one thing that really gets a bu-bye is life drain. As the FaerunTest game showed even if you pump up the cost of life drain weapons people still make them ( the blood point costs 80 points and people still make them like they are going out of style ). Everything else just gets bumped in cost. 
 
Not exactly sure what the end result will be but I figure that mortal troops will be used more! 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 06:23 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Huzurdaddi said: 
Perhaps, but I think this will be part of my series: "I love to nerf things just cuz people hate it when things are nerfed!" 
			
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 sounds good to me...   
I love a good healthy nerf once in a while.  
		
	
		
		
		
		
		
		
			
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				April 29th, 2005, 07:39 PM
			
			
			
		  
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				Colonel 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		Huh, I don't mind the idea of more expensive mages, but take for example 
Anath Dragon at 960 gold - ouch ! 
H Priest of Sun at 1170 gold - super dooper ouch !!! 
 
Looks a bit extreme/overdone...  [img]/threads/images/Graemlins/Cold.gif[/img] 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 08:32 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		The high costs from the High Preist of the Sun, The Anathemant Dragon, and the Arch Thurg is due to the cost of Holy-4 as per Illwinter's site. You'll note that each of these mages is crazy expensive in the normal game as well. 
 
The mod was created by multiplying the cost of the magic paths by x4 and the cost of holy by x2 and by keeping the cost of the base chassis the same. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 10:26 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		I find it strange that people would argue that it is "unthematic" that there be many mages on the battlefield or elsewhere. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 29th, 2005, 11:15 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Expensive Mages Mod
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Graeme Dice said: 
I find it strange that people would argue that it is "unthematic" that there be many mages on the battlefield or elsewhere.  
			
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 I see no reason why it would be weird to say it is "unthematic". If someone said "unrealistic" then sure that would be weird ( although we would all know the person meant unthematic).  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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