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View Poll Results: How should magic be handled in the Master of Magic Mod?
Units should keep their magic paths. 8 27.59%
Units should lose their magic paths and have ranged attacks with ammo. Heroes keep magic. 13 44.83%
Magic should be removed from everyone except wizards. 8 27.59%
Voters: 29. You may not vote on this poll

 
 
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Old September 22nd, 2009, 09:05 PM
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Default Master of Magic Mod

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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