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Mod Project - Metaphysics - .com.unity Forums
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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 August 12th, 2009, 01:56 AM
Squirrelloid Squirrelloid is offline
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Default Re: Mod Project - Metaphysics

I have some questions

How does pretender research work? You claim they get a +15 bonus - do they still net +1 RP/magic path? Do 'mage' pretenders still get a research bonus (and the great sage a higher bonus yet?) relative to other pretenders? If these aren't the case, have pretender costs been rebalanced to accomodate these changes in the strengths and weaknesses of various chasses?

Have you playtested your changes to the magic scale? Is drain the same but in reverse? Does the magic scale feel underpowered now compared to other scale choices?
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Old August 12th, 2009, 03:30 AM

Illuminated One Illuminated One is offline
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Default Re: Mod Project - Metaphysics

Every god gets flat +15 on top of what he'd have in CBM (with the exception of the great sage, he has a bonus of 15 already and 25 is max - I think of making him immune to drain).
I actually don't know how it effects nation or pretender balance, and haven't done anything else.

Drain scale is -5 per tick, yes.
I don't think the magic scale is underpowered at all.
It doesn't give as much rp in the later stages of the game but your total research output will be lower, too. So as you can't force having level 8 or 9 in every path rp will be more valuable (and at magic3 15rp * 2 researchers * 60 turns = 1800 rp). Also you will get the full effect at turn 1 which has a huge impact on early game.
Hmm, maybe I should make it scale with the turn number, too, drain + bad research is no fun early on.
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