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Old July 8th, 2007, 05:27 PM
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Saulot Saulot is offline
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Default Re: Mods for lower-powered magic

Thanks for putting a response not just into words but actions.

While I play a lot of smaller games to try out different nations and different strategies, to which Dom is really well-suited (which helps keep things fresh), I tend not to deal with as much late-game major magic power. If I ever do get there too often and get tired of it, I'll be sure to try your mod.
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Old July 8th, 2007, 10:19 PM

MaxWilson MaxWilson is offline
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Default Re: Mods for lower-powered magic

I really like the idea of making mage power level more important than research level, to make the game more RPG-ish. One thing I've considered along those lines is to make all spells pre-researched (fairly easy to do) but with increased path requirements, or else to eliminate all non-hero spellcasters from the game. You'd probably want to reduce the power of summonable mages (demilich, Tartarian, etc.) so that they can't easily replicate themselves. The goal would be to make mages few, mysterious and important. The research system runs counter to that goal because it requires you to pump out lots of mages to do research. And oh, I'd probably give individual mages a hefty maintenance cost, like around 100 gp per turn each, even the summonables and heroes.

Fortunately the Dominions modding system is powerful enough to handle this. Yay, Illwinter!

-Max
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