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Old July 8th, 2007, 04:35 AM
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Default Mods for lower-powered magic

Replying to a question from another thread where my answer would be off-topic:

Quote:
Saulot said:
...
On the other hand like you said, the ability to increase gold/resource/supplies and to lower magic sites, and increase research, really does change the game pretty dramatically in the direction you mentioned. (Not to mention what could be done on top of that with mods).

I'm just curious, do you feel like anything else should be done in that regard PvK? Perhaps some broader modding tools?
Again, I think there is a very wide range of enjoyable game styles available in Dominions 3, both from game settings, maps, and of course via mods. Dom 3 made some great strides with mod commands compared to Dom 2 which made my personal magic-rebalance mod project really possible (where it was tougher in Dom 3).

The balance-related mod commands I'd still like to see added at this point are ones that would also be useful for a mod for any magic level. That is, firstly, a way to adjust bless effects. Currently the main ways that can be done are limited: pretty much only to mod the sacred units, or mod the Blessing spells (which would tend to be an annoying nerf for players, no doubt).

As for my own personal tastes, I just today finally posted a mod I made during beta ( Price of Power mod).

I enjoy playing both unmodded, and with this mod, but my long-term project has been a much more extensive mod which changes the whole magic balance, basing power on magic level of characters far more than empire research level. Which, yes, is an enormous nerf to magic compared to the unmodded game, but still just makes mages more like they are in the RPG's I've played for many years - i.e., still very useful in unique ways, but only the really powerful ones are really powerful.

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