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  #21  
Old December 14th, 2006, 05:01 PM
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Default Re: New Mod: Magoserium

The latest version will from now on be locatable in the first post of this thread, as per your quite logical request.

I have a couple of small changes I might make, but the mod is mostly done I think. I've been playing it, more or less, for weeks now, and it is a lot of fun!
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  #22  
Old January 13th, 2007, 10:15 PM
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Default Re: New Mod: Magoserium

This is really very good, Uh-Nu-Buh.

Ignore the complaint about the "long descriptions" I say-if they're what's currently present in the game, they're excellent, and not overly long at all.

Visually it's quite decent.

A couple of things, if I may:
1 it would be nice if blood magic were a bit less ever-present, since I'd think Magoserium, with their extensive knowledge of magic and the dangers of blood-magic, would probably restrict blood-magic if not outlaw it, but that's just an opinion.

2 it would be nice if they had some national summons. With all those little magical servants running around, certainly it seems reasonable that Magoserium would have access to larger and more powerful types.

If possible it would be great if these were added to the school of Construction, since no nation that I'm aware of currently has national construction summons, and from the descriptions of the servants, it seems like they're manufactured like a magical item, rather than summoned from somewhere else.

Another idea is for a summonable sacred Lich-like unit, since Magoserium is all about living longer than they should. The ones who actually have beaten Death and become liches or demi-liches might be looked upon as sacred teachers by even the Archmage Citizens.

The same thing can be said of national spells-it seems reasonable that Magoserium would have developed more than two exclusive spells and some improved versions of the spells currently present.

They might also have come up with an expensive but non-blood spell capable of restoring youth. Maybe Nature plus Astral, level 7 alteration, cost 25 astral pearls, 25 nature gems.
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  #23  
Old June 10th, 2007, 03:35 PM

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Default Re: Honey

My very very late post:
1. Or just add a bit of lore to it (Any chance of nation more descriptive nation desc.?)
2. Definitely! This has a lot of potential if modder is willing to put in even more time and work (a LOT of time).

3. I thought the air servants were very overpowered as well as they took 3x sized armies without losses and at a VERY low cost(gold/resources). The precision could be lowered to 8-12 and have glamour taken out in favor of 3-5 more protection (add some lore for it, I loved the descriptions)
4. Before trying mod, I gave pretender +10 air, making holy spirits the best missle fodder I've had yet.
5. Some units look a bit too dark (specifically Archmage Citizen, Mage Duke, Priest Magi and Holy Servant). The artwork's great, a little more contrast and brightness would go a great way towards helping me appreciate it. Earth servant, Spectral servant and bone servant could use a tad bit of brightness too maybe.
6. *very nitpicky* The spells' names are in lowercase. Eff the linux users (or post a separate link) and enter the world of standardization.
7. Uhhhh.... Same flag as Yomi? Hard to fight what you can't distinguish.
8. Pretender list is fairly limited, just bringing it up.
9. With Honey again, this nation really needs a youth spell for its' archmage citizens.
10. More of all spells really, it's a mage nation, most work should go into this.
11. National summon for elementals? Maybe bonus for Archmages summoning magic beings?
12. Elementarium produces 0 fire gems per turn. A typo or bug?
13. Wasn't really fond of archmages producing astral gems. It greatly adds to micromanagement. Nation-specific battlefield spells would help in this.
14. Drown is kind of weak, paralyze would make more sense if someone was drowning and it'd be much more useful then holding a unit in place (especially with a length of 1)


This mod is great though and has crazy potential, I just hope you update it again soon.

Cheers!
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  #24  
Old May 21st, 2008, 02:31 PM

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Default Re: Honey

Quote:
Gooles said:
My very very late post:

14. Drown is kind of weak, paralyze would make more sense if someone was drowning and it'd be much more useful then holding a unit in place (especially with a length of 1)

Cheers!
And now an even latter post that is a bit tangent to the mod discussion, but since you mention drowning....

I have found that drowning prevents dying spell casters (who were previously enchanted with "Twiceborn") from being reborn as a wight and returned to their capitol. It is a permanent death even if they die in their own dominion. Perhaps the spell is weaker than a real drowning.

Getting back to the mod itself, I was unable to get the mod to work on my MAC. The mod folder name doesn't match the (.dm) file name and this may the source of the problem. I tried both attachment listing and neither one worked, so I removed this mod from the mods folder and put it in the trash bin. This was the first mod that I have tried that hasn't worked.
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  #25  
Old May 29th, 2008, 05:34 PM
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Default Re: Honey

Hmmm...although it's likely a bug, consider that spirits tended to have a lot of trouble crossing running water. Maybe it's actually a feature?
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  #26  
Old May 30th, 2008, 06:19 PM
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Default Re: Honey

By the way, I really like this mod. It had a lot of potential, and was-to my mind-very evocative of Ars Magica, the movie The Raven, and the play The tempest/the film Prospero's Books. I even detect an almost imperceptible hint of StarWars-the powerful mages equating Jedi masters and the spirits equating droids.

I hope-even if Uh-Nu-Buh is well and truly gone, that someone will take this up and roll with it. It's a very worthy theme for a nation, and could be extremely cool.
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