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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 January 12th, 2010, 01:19 PM

Sombre Sombre is offline
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Default Re: Warhammer MA: Empire

The spreading of the schools throughout paths is tricky. 8 mages spread throughout 5 paths (discounting construction and blood). This is what I figure at the moment:

Alteration - Gold
Evocation - Bright, Light
Enchantment - Grey
Thaumaturgy - Amethyst
Conjuration - Amber, Jade
?????????? - Celestial

Just don't know where to put Celestial.

Re: Steam Tanks - Definitely going to be construction summon, not a recruitable. The war wagon will be recruitable but will not be suitable for rushes/expansion due to the resource cost. I'm not going to make steam tanks unique because I think they're pretty boring doodads with the cannon removed. Tempted to remove them entirely.
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Old January 12th, 2010, 04:30 PM

Calchet Calchet is offline
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Default Re: Warhammer MA: Empire

I find the idea of Death magic on bright wizards a bit odd. They're all about sudden violence and destruction, brightly-burning anger and violent temper. Not subtle in the least, but direct, forceful and effective.

Death magic, meanwhile, feels like a long-term path, fairly subtle, using summoned beings to do your work for you, some of them sneaking about, crippling your opponents to make them easier to kill later, ageing them, making them sick, and so on - the only point where it makes sense for a Bright Wizard is that it contains the fear spells, but leaving death out of Aqshy and giving the Empire a national "The Burning Head" F-spell for scaring people would feel far more thematic... or so I see it.
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Old January 12th, 2010, 04:35 PM

rdonj rdonj is offline
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Default Re: Warhammer MA: Empire

My suggestion for where to put celestials, after looking at your list, is probably into either alteration or thaumaturgy.
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