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

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  #1  
Old March 29th, 2005, 07:40 PM
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Default Re: ArcoBlood Mod Finished

Most of what I've seen in this thread (believe me, I didn't read the whole thing), seems to be a boiler-plate argument between the Freddie N's and the JC's. If, of course, you ascribe to the merits of "Relativism" you can wash away milleia worth of Dogma and logical thought and claim that everyone is correct, and no one group or faction can be more or less right than any other

As for the rules of Holy/Unholy magic.... Raising the dead is not necessarily a nefarious act. It is quite possible that the dead want to come back and serve a/the god. Obviously, those who raise the dead will want their followers to believe it righteous and those who do not will desire their followers to believe it blasphemous (Relativism raises it's ugly head oncemore). It is best to simply consider them empirically rather than using the connotation of their naming. We shall call "Holy" magic "Living" magic and Unholy, "Dead". Races that lean toward "Living" sacred units will be more thematically suited to "Holy" magic while those who tend toward "Dead" units or who require additional (low-rank) troops to flesh out their ranks will be benefitted more by "Unholy" magic.

If we examine the traits of blood magic, we find that it includes no sacred units, 3 types of undead units, and most of it's units have high morale, but are generally lower in population than say...Nature. Thusly, Blood magic finds its niche with "Unholy" because of a) little need for Courage magic, b) no need for Blessings on non-undead units, c) a need for rank-and-file troops (not, really, but one could make an argument), and d) an interest in using the general undead "buff" spells for vampires/bone fiends.

Thus, Blood magic is both empirically and thematically suited for Unholy
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Old March 29th, 2005, 08:02 PM

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Default Re: ArcoBlood Mod Finished

Quote:
Verjigorm said:
Most of what I've seen in this thread (believe me, I didn't read the whole thing), seems to be a boiler-plate argument between the Freddie N's and the JC's. If, of course, you ascribe to the merits of "Relativism" you can wash away milleia worth of Dogma and logical thought and claim that everyone is correct, and no one group or faction can be more or less right than any other

As for the rules of Holy/Unholy magic.... Raising the dead is not necessarily a nefarious act. It is quite possible that the dead want to come back and serve a/the god. Obviously, those who raise the dead will want their followers to believe it righteous and those who do not will desire their followers to believe it blasphemous (Relativism raises it's ugly head oncemore). It is best to simply consider them empirically rather than using the connotation of their naming. We shall call "Holy" magic "Living" magic and Unholy, "Dead". Races that lean toward "Living" sacred units will be more thematically suited to "Holy" magic while those who tend toward "Dead" units or who require additional (low-rank) troops to flesh out their ranks will be benefitted more by "Unholy" magic.

If we examine the traits of blood magic, we find that it includes no sacred units, 3 types of undead units, and most of it's units have high morale, but are generally lower in population than say...Nature. Thusly, Blood magic finds its niche with "Unholy" because of a) little need for Courage magic, b) no need for Blessings on non-undead units, c) a need for rank-and-file troops (not, really, but one could make an argument), and d) an interest in using the general undead "buff" spells for vampires/bone fiends.

Thus, Blood magic is both empirically and thematically suited for Unholy
It is all fine and good if some nations have unholy and blood magic. But I don't think they should be linked together any more than say, astral and holy. You argument could just as well be used to say that nations with blood magic should all have earth magic, since they work so well together.
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Old March 29th, 2005, 08:23 PM
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Default Re: ArcoBlood Mod Finished

Indeed, but I wansn't stating that the two should be inextricably linked. Simply that nations favoring blood should prefer Unholy to Holy.
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Old March 29th, 2005, 08:28 PM
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Default Re: ArcoBlood Mod Finished

Take, thematically, the nation of Marignon in it's blood aspect. The veneration of demons yields a certain "sacred" air to blood magic resulting in a thematic preference to "Holy" which ignores the empirical evidence suggesting that Blood and Holy be disjoint. A sacred demonic unit would help to solidify this relationship...
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Old March 29th, 2005, 09:15 PM
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Default Re: ArcoBlood Mod Finished

You could give a nation Blood and Unholy, but it may "unbalance" the nation. Unholy adds fodder to the punch of demonic units, so Unholy "fits" better with Demons.
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Old March 29th, 2005, 11:22 PM
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Default Re: ArcoBlood Mod Finished

Unholy also allows leadership of demons, while holy does not, strongly indicating a positive relationship.
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Old March 30th, 2005, 04:17 AM
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Default Re: ArcoBlood Mod Finished

Ah yes. I missed that point. By the way... (Back on topic after 11 pages of tangents) I thought the mod was interesting, but a little vaporous--I'd like to see more stuff. Maybe a different National spell or something to replace the Heart Companions....
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