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Old April 17th, 2008, 05:56 PM

Aezeal Aezeal is offline
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Default Re: magic modding question

well then they would get no spells which cost gems.. not a problem earthquake holy and w/o gems.. dwarfs wouldn't mind I think.

Well maybe earth magic isn't such a problem for dwarves, I can see earth magic as rune magic in a way. being able to get some indies through labs isn't that much of a deal either really, you could hire mages in "reality" too.

On my research I've not been thinkin straight either since the spell could be placed within any research group so to get them you'd still need to research different paths.. (though the gains would not be that great with only earth available)

I'd still make the pretender holy/earth only and not really able to get other paths AND I'd need something vital that needs the combo of HIGH earth/HIGH holy (5/5 at least) to force the players not to use other pretenders..

a unique summon would do the trick.. if I can find a reason why that would be used --> I could force pplz to use an IMMOBILE pretender some "holy rune of divine dwarven power" which could produce a unit/turn --> a SC which would be used a bit like a regular pretender.. or would that create the same unit turn after turn so you can't use it (instead of only summoning it when it's dead again)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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