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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old December 12th, 2006, 06:41 AM
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Default Re: New Mod: Magoserium

I tried your mod yesterday (before your update), and when looking at fire and air servent, the air servant seemed better that the other :

- stealth with glamour
- armor-negating ranged attack with 15 precision (versus a same-damage attack that is only armor-piercing and a precision of 8)

Exept for the fire resistance, the air servent seems much better.

Maybe the fire servant should have some other boost , such as more damage per attack, or a small area fire (unless he already have it and I missed ?)
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Old December 12th, 2006, 11:24 AM
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Default Re: New Mod: Magoserium

Earth Servant Sprite: I need to start completely over on it. I'll take a good look at it tonight and hope for inspiration. I like the current one very well, but it doesn't compress down in size very well, and the granite colors just make it too hard to see.

Air Servant Vs. Fire Servant: Shock Bolt singles an opponent out. It is similar to a light crossbow, except it does lightning damage, and fires every round! Shock Bolt does well against armor. Fire Carpet is an area of effect 2 weapon that does very little damage, but spreads it out; it does not need precision as much as the air attack does, and the damage is fire based. Fire Carpet does not do well against armor. They both have pros and cons.
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Old December 12th, 2006, 12:43 PM
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Default Re: New Mod: Magoserium

Ok, I missed the "area damage" part for fire.

Looks good as it is then : as you say both have their merits.
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Old December 12th, 2006, 11:14 PM
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Default Re: New Mod: Magoserium

Earth Servant sprite is done! Very nice, too, I think.

Working on a 32X32 canvas is really hard. I much prefer the 64x64 or 128x128 pictures. A lot more detail, better color choice, more contrast, sharper edges, etc.

Tell me what you think!
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File Type: zip 478822-magoserium.zip (104.4 KB, 165 views)
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Old December 13th, 2006, 05:55 AM
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Default Re: New Mod: Magoserium

You should update the first post whith the updated version, it will help to prevent confusion between versions.
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  #6  
Old December 14th, 2006, 05:01 PM
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Default Re: New Mod: Magoserium

The latest version will from now on be locatable in the first post of this thread, as per your quite logical request.

I have a couple of small changes I might make, but the mod is mostly done I think. I've been playing it, more or less, for weeks now, and it is a lot of fun!
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Old January 13th, 2007, 10:15 PM
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Default Re: New Mod: Magoserium

This is really very good, Uh-Nu-Buh.

Ignore the complaint about the "long descriptions" I say-if they're what's currently present in the game, they're excellent, and not overly long at all.

Visually it's quite decent.

A couple of things, if I may:
1 it would be nice if blood magic were a bit less ever-present, since I'd think Magoserium, with their extensive knowledge of magic and the dangers of blood-magic, would probably restrict blood-magic if not outlaw it, but that's just an opinion.

2 it would be nice if they had some national summons. With all those little magical servants running around, certainly it seems reasonable that Magoserium would have access to larger and more powerful types.

If possible it would be great if these were added to the school of Construction, since no nation that I'm aware of currently has national construction summons, and from the descriptions of the servants, it seems like they're manufactured like a magical item, rather than summoned from somewhere else.

Another idea is for a summonable sacred Lich-like unit, since Magoserium is all about living longer than they should. The ones who actually have beaten Death and become liches or demi-liches might be looked upon as sacred teachers by even the Archmage Citizens.

The same thing can be said of national spells-it seems reasonable that Magoserium would have developed more than two exclusive spells and some improved versions of the spells currently present.

They might also have come up with an expensive but non-blood spell capable of restoring youth. Maybe Nature plus Astral, level 7 alteration, cost 25 astral pearls, 25 nature gems.
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