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January 12th, 2007, 05:27 PM
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Re: \"Master of Magic: Dark Elves\" Mod
The warlocks HAVE doombolts. I modded the spell in for them  . Its an evocation 2 spell that does more damage than the standard firebolts, frostbolts etc and scales with the Mage's skill level.
Bah, posted before your edit 
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January 12th, 2007, 07:42 PM
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Re: \"Master of Magic: Dark Elves\" Mod
Hmm honestly the black outline looks way out of order and blend in no way with the rest of the game units.
But other than that, it sounds interesting.
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January 12th, 2007, 08:01 PM
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Re: \"Master of Magic: Dark Elves\" Mod
Yeah, I have no intention of modifying the graphics, as I want to keep them as close to the Master of Magic versions as possible. When I tried removing the inherent black outline, it thinned the units out a bit, making them less distinguishable.
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January 13th, 2007, 12:59 AM
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Re: \"Master of Magic: Dark Elves\" Mod
I tried removing the black outline again, I was able to without any problem, but they do not look like master of magic units anymore. In master of magic, that black outline was noticeable and taking it away changes the units appearance a bit more than I expected. I will post a screenshot for comparison.
In this screenshot, we see some Dark Elves casting their magic blasts at a Klackon force who are about to pwnzer them. (The blue swirlies are the magic blasts mid flight)
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January 15th, 2007, 02:29 PM
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Re: \"Master of Magic: Dark Elves\" Mod
This looks freakin' awesome! I was ecstatic when I discovered Dominions, because I've been waiting ten years to find a fantasy strategy game better/as good as Master of Magic...
Are you going to mod in the whole repetoire of dark elf units?
I'll happily beta test it for you as well.. 
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January 15th, 2007, 02:37 PM
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Re: \"Master of Magic: Dark Elves\" Mod
I am going to do all the races and all the spells I possibly can. Before you get too excited though, understand that for instance the dark elves comes to a whopping total of 8 new units. Since I am trying to stay close to Master of Magic, they are not balanced with Dom3 at all.
So far I have the following nations completely done:
Dark Elves
Klackons
Barbarians
Trolls
The Klackons only had five units so this gives you an idea of how much less variety there was in Master of Magic.
My plan to make them more diverse is adding as many of the Master of Magic spells as possible and restricting them to the Master of Magic races I mod in. I am hoping in a patch or two Illwinter will add the fixed name command for heroes, so we can have Zaldron the sage and Bshan the dervish 
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January 15th, 2007, 03:56 PM
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Re: \"Master of Magic: Dark Elves\" Mod
Sooo cool. Since noone else seems to have said it yet, thank you for taking the time to do this.
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January 16th, 2007, 07:27 AM
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Re: \"Master of Magic: Dark Elves\" Mod
Quote:
Foodstamp said:
I am going to do all the races and all the spells I possibly can. Before you get too excited though, understand that for instance the dark elves comes to a whopping total of 8 new units. Since I am trying to stay close to Master of Magic, they are not balanced with Dom3 at all.
So far I have the following nations completely done:
Dark Elves
Klackons
Barbarians
Trolls
The Klackons only had five units so this gives you an idea of how much less variety there was in Master of Magic.
My plan to make them more diverse is adding as many of the Master of Magic spells as possible and restricting them to the Master of Magic races I mod in. I am hoping in a patch or two Illwinter will add the fixed name command for heroes, so we can have Zaldron the sage and Bshan the dervish
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AAAhh nostalgia ... Note that there was much less units choice in MoM that Dom but still there was a good number of summons, some of them "national", and lots of spells that have no equivalent.
Some won't be doable to port as in the original, such as all "unit enchantments" that gave special abilities to standard units (such as magic weapons, flight, invisibility), not only for a battle but "permanent" as long as you paid mana upkeep.
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