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Old December 7th, 2008, 06:01 PM
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JimMorrison JimMorrison is offline
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Default Re: Why magic paths are like mod Nations.

To be fair, what you've said so far is "wouldn't it be great if we could do some really interesting things, that we can't even do".

And I've not said that it would be impossible to do it, IF you had everything open to modding (which I don't think is possible with Dom3's architecture), only that it would be an incredible amount of effort to take to the level you are suggesting, and would be profoundly hard to rebalance, once implemented on the level you are suggesting. Nothing is impossible, but things can approach a degree of difficulty approaching 100%, when certain factors are looked at realistically - such as your likelihood of having access to implement the sorts of changes you want to discuss. Because let's be honest here, essentially what you are saying is that you want to change much of the fundamental foundation of the magic system. It's fine and good if you say it's because you want to expand on it and play with it, rather than simply replace it, but whichever way you look at it, you still lack the tools, and it's a valid assumption that those tools are not going be provided. Therefore you don't need modders to actualize this, you need hackers and coders.
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