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  #1  
Old December 9th, 2008, 01:15 AM

MaxWilson MaxWilson is offline
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Default Re: Why magic paths are like mod Nations.

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Originally Posted by HoneyBadger View Post
And honestly, I've been on these boards longer than you have, Llamabeast, so there's no need to put on a patronizing tone.
I believe Llamabeast was speaking from a programming-experience perspective, not a length-of-time-on-the-boards perspective.

I'm impressed that dominions is as moddable as it is, but remember where mod commands come from: KO comes up with cool ideas (like your Shadow Magic), JK codes them up, and if we're lucky JK adds in some extra code to attach a mode command and make the new abilities moddable so we can (re-)use them in new units. Even KO can't create new spells without code changes.

-Max
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Old December 9th, 2008, 02:08 AM
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JimMorrison JimMorrison is offline
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Default Re: Why magic paths are like mod Nations.

Penetration +5 is way overpowered.
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Old December 9th, 2008, 06:13 AM
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Tifone Tifone is offline
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Default Re: Why magic paths are like mod Nations.

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Originally Posted by JimMorrison View Post
Penetration +5 is way overpowered.
I'm sure the blue... ehm... "W gems" can help you
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