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Old December 7th, 2008, 02:54 PM
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Endoperez Endoperez is offline
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Default Re: Why magic paths are like mod Nations.

It's a nice theory, but even Dominions 3000 mod doesn't try that. Unless and until someone tries to change an existing path into something else, I claim that this would be totally unnecessary.
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Old December 7th, 2008, 03:10 PM
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Default Re: Why magic paths are like mod Nations.

Quote:
Originally Posted by Endoperez View Post
It's a nice theory, but even Dominions 3000 mod doesn't try that. Unless and until someone tries to change an existing path into something else, I claim that this would be totally unnecessary.
I actually tried to steer Dom3K in that direction, but I have this phobic aversion to scripting, so I lacked in the creative control department.

It was a daunting task, to replace what, 700 spells? Most wouldn't have an analogue in the new system, but still, the game would need at least 200 or so to justify the effort, and make the game feel somewhat "complete".
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Old December 7th, 2008, 03:52 PM
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Default Re: Why magic paths are like mod Nations.

Quote:
Originally Posted by Endoperez View Post
It's a nice theory, but even Dominions 3000 mod doesn't try that. Unless and until someone tries to change an existing path into something else, I claim that this would be totally unnecessary.
I also suggested that, but I'm a chronic procrastinator and and even if we take only one spell per path per level per school, that's 1*7*9*7=441 (not counting blood as a path, but counting the school as quite a few blood spells have secondary requirements). That is, needless to say, quite a few. Even if we only replace the summons (which we might do), that's still, well, quite a few.

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