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January 12th, 2009, 06:42 AM
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BANNED USER
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Re: Warhammer MA: Empire
Well the summons in this mod cost gems (and have upkeep). I was just saying you could have summons which cost no gems, as an example of using summons in a way that isn't supernatural.
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January 12th, 2009, 06:47 AM
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Lieutenant General
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Re: Warhammer MA: Empire
Then again it's not unreasonable for the most powerfull wizards to cost gems.. they'd need some magical investments to buy all their stuff and components and of course their patron needs to pay that, and they'd only work in a somewhat magically advanced place, wizards have their pride too so SOME research limit needs to be there. I'd say the most powerfull wizards might only come to lands where there was at least research level 6 in the paths they use most .
You'd just need to have some acceptable level of recruitable mages and since you insist on having all paths inboth nations (a topic on which I'm completely neutral there is a lot to be said for both options (more diversity between the nations and smaller recruitmentlines vs lore)) that would mean a line of 9 mages
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January 12th, 2009, 06:55 AM
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Re: Warhammer MA: Empire
The summons are restricted by their gem cost and by research. There is only one recruitable mage, the 3rp 100 gold initiate used to summon College Wizards.
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January 12th, 2009, 05:28 PM
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Re: Warhammer MA: Empire
hmmm if there is a gem cost that is of course a restriction.. I'm not sure how happy a nation will be if all their research needs to come from summons though and IMHO it will be pretty hard to balance but with your experience it'll probably end up ok anyway
Are you working actively on Empire again btw?
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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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January 23rd, 2009, 06:06 PM
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National Security Advisor
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Re: Warhammer MA: Empire
I had a thought. How about having the heads of the colleges, whatever they're called, available as pretenders? Them going for godhood would make about as much sense as anyone one else for the Empire (apart from the Emperor of course).
The reason for my thought was this. As we were discussing the other day, saying "I'm going to play Empire and concentrate on Bright Mages" is all very well, but in general you're best to site search for all paths, and so once your research has got fairly advanced you might as well get all the mages from all the colleges.
However, and here's the key bit, you could have the head of college be not especially strong/rather expensive for a pretender but, like the Mother of Rivers in CBM, give gems of the appropriate colour. So if you wanted to really concentrate on Bright Mages you'd take the Bright guy as your pretender and get an extra 6 gems a turn of fire gems, research straight up evocation and dominate with the Bright wizards while having only small numbers of the other colleges. So it would allow more explicit choice in how you play the nation.
What do you reckon?
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January 23rd, 2009, 06:31 PM
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Re: Warhammer MA: Empire
Idea is nice, though I have the feeling Sombre has it all figured out allready and won't be making much changes.
After having said the idea is all right I have to say I think giving 6 gems might be a lil too much
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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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January 23rd, 2009, 06:37 PM
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Re: Warhammer MA: Empire
Yeah, well 6 was just an arbitrary number, you could use whatever value seemed appropriate. 6 is what the Mother of Rivers gives in CBM though - seemed quite extreme to me!
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January 23rd, 2009, 06:52 PM
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Lieutenant General
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Re: Warhammer MA: Empire
well I don't play much, so certainly no CBM but it still seems a hell of a lot to me
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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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January 23rd, 2009, 07:17 PM
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Corporal
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Re: Warhammer MA: Empire
I think making each of the leaders of the magic colleges a pretender choice really limits what the Empire is and can be in the game. You could do exactly what you are proposing by simply summoning the one master of the magic college that you want and just working within their magic paths and ignoring the others.
I would rather have them all as choices to summon. Who knows you might just need those other college heads later on to give the Empire a splash of a certain color here or there
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January 24th, 2009, 03:20 AM
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Re: Warhammer MA: Empire
Quote:
You could do exactly what you are proposing by simply summoning the one master of the magic college that you want and just working within their magic paths and ignoring the others.
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Er, what. No. The point with a pretender is that you start off with them and they could be a source of gems. Summoning a high level mage is a very different matter.
Anyway, say you took the Bright pretender, that wouldn't limit you from the other colleges at all. You'd be in the same position with respect to, say, the Amethyst college as if you'd just taken one of the vanilla pretenders. It's just that you'd have a boost getting started with the Bright wizards because of your extra fire gems.
I wasn't proposing limiting the available summons depending on who your pretender is. Just adding some pretenders which supply gems.
Anyhoo, this is an irrelevant discussion in a sense. We will have to see what Mr. Sombre is thinking!
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