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Old February 28th, 2009, 12:54 PM

pyg pyg is offline
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Default Re: CPCS v. 0.4 - adds 46 new spells.

I've been playing CPCS for a while now in SP and I like it a lot. I think I would like more spells in general esp. low level ones. It's fun to watch a battle where the AI busts out a new spell you haven't seen before. Whoa, what was that?!?
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Old March 5th, 2009, 12:04 PM
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Default Re: CPCS v. 0.4 - adds 46 new spells.

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Originally Posted by pyg View Post
I've been playing CPCS for a while now in SP and I like it a lot. I think I would like more spells in general esp. low level ones. It's fun to watch a battle where the AI busts out a new spell you haven't seen before. Whoa, what was that?!?
Oh, It seems that I've somehow managed to miss this post. Well, better late than never.

Firstly, thanks for the feedback. It's always appreciated. Do you happen to remember what the spell was that AI used to bewilder you? The AI seems to love the new summoning spells, so I'm quessing it's one of them.

My intention really wasn't to add spells just for the sake of adding spells, just some low-path requiment combat spells to give the nations secondary mages some use in combat. It now makes sure that each path combo has at least 2 usable combat spells. It might not be enough, thought. What if those spells are in schools you just won't be able to research?

But I'm kinda against adding new spells at this point. I really aimed this mod to be a minor-add on to fix a minor issue that bugged me since I started playing Dom3*. Adding spells would make the impact of this mod larger and more problematic to balance. IMHO, CBM has done a great job in making numereous low-level combat spells worthwhile, so I don't think that there is much need for fixing in that end.

But if more players raise their voices for adding spells, I think that I could go to 60 spells, adding some more spells to especially sucky path-combos.

* I think the exact moment was in Dom:PPP as I made F6A6 phoenix and then tried to find some awesome battle spells for him. "Sulphur Haze" was cool and all that, but kinda downer. Then I figured out that F/A didn't even have any forgeable items!
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If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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Old March 5th, 2009, 01:20 PM

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Default Re: CPCS v. 0.4 - adds 46 new spells.

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Originally Posted by Burnsaber View Post
My intention really wasn't to add spells just for the sake of adding spells, just some low-path requiment combat spells to give the nations secondary mages some use in combat. It now makes sure that each path combo has at least 2 usable combat spells. It might not be enough, thought. What if those spells are in schools you just won't be able to research?
What I'm trying to say is that I like it for an additional reason than those you intended... but I'm a big fan of more anyway
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