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  #1  
Old March 26th, 2008, 09:06 AM
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Default Re: Indy spell casting levels

Thanks for your answer, Edi.

I also think that the grimoire needs some fix,like you, NTJedi. Especially in fire & earth, but probably also in water or blood. Perhaps it could improve with time in the game? Yes, as far as turns passe, there is less and less indies provinces, but it could be a great improvement for thematic or 'story telling / roleplay' maps.
And imagine an surprise attack by barbarians supported by mages casting nether darts or pillar of fire

But I am realistic and it is clear that it is not a priority.

I suppose that it is not moddable, as your answer suggested?

Q'Xel
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Old March 26th, 2008, 10:22 AM
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Default Re: Indy spell casting levels

No, it's not moddable. I wish it was...
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Old March 26th, 2008, 10:30 AM

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Default Re: Indy spell casting levels

In another Rpg game I played we where supposed to be controlling an empire. A few where decided by the GM to be "main opponents" and played every action every turns and got every income, other where decided neutrals. That means that played like every 3 turns and got only the income for this particular turn. They were supposed to be catering to internal problems during the other turns (to make micromanagement easier).

Transfered to Dominions, this would mean that every independant nation would be considered a player, but played only every few turns, and got their income only when they played (when they do not play, they get income 0). When they feel strong enough, they could go attack their neighbours. That would also means that every few turns independant would get bigger and bigger, and get better and better spells and research. Since they "play" we also could include a possibility to "buy" the "country" instead of conquering it by force (but only if they believe in you as a restriction ?) or giving funds to them (in case you want to have a indy as border with some of your neighbours.

It's probably too big a modification to be included in Dominions though...

This is a bit different from the subject but I'd like it if indy magicians got better and better as time went by.
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Old March 26th, 2008, 11:30 AM
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Default Re: Indy spell casting levels

In the beta test phase, the indies acted like a nation. Problem was, all independent provinces belonged to the same nation and it would move to attack players as soon as it could...
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Old March 26th, 2008, 12:17 PM
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Default Re: Indy spell casting levels

Making indies a Nation is clearly not a solution at all.

Well, I was not speaking about turning them into something like a nation, with income, recruitement ans so on, but just concentrate on spellcasting.

I've got my answer.

Hope that it could be ameliorate one day, or moddable.

It leads to the second question: is it a list of this grimoire? I think it could be very usefull for modders & map makers, to avoid useless work, as suggested by NTJedi.
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Old May 12th, 2008, 10:32 PM

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Default Re: Indy spell casting levels

Quote:
Edi said:
No, it's not moddable. I wish it was...
Couldn't you mod Fire Flies to be identical to Fireball, and mod Fireball to be identical to Fire Flies? I.e. pick spells which are known to be on the indy lists, and use those "slots" to give them better spells?

-Max
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