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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

 
 
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Old October 6th, 2004, 08:02 AM

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Default Re: Cohen Mod 0.1 modifies.

Cohen,
I've absolutely nothing against you (we never played together), so maybe you'll trust me more than some other guys ; your mod is unbalanced in my opinion too - not all of it, but the pretender part is ludicrous : human mages become superhuman mages, Moloch becomes super-dooper SC, Alchemist is overabusable, etc..
Of the rest, many ideas/changes (btw you should write "changes" and not "modifies") come direct from Zen's ideas, either for Pretenders or items (Clam-Fetish-Bl. Thorn and Life drain weapons "nerfing" for example).
The unit changes, although badly documented, look more interesting.
Lastly, I don't understand your spell changes : you pretend to defend "national armies" and yet you make magic still more powerful ? I can understand some balance changes to spells - useless low level summons... - but this really require carefulness lest you ruin the game (marvelous) gameplay.

If I were you I would do modules indeed - because each part could be tried/tested independently, and start with less changes, then adjust, rather than throwing everything in right from the beginning.
As it stands I'll certainly not use it in any MP - and not out of "mod-defiance", I've just started a pbem using Zen mod - but because way too many things are changed at once, without enough rationale and documentation, nor proper forethinking of the impacts.
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