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  #1  
Old January 3rd, 2009, 09:34 AM

Aezeal Aezeal is offline
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Default Re: Mod command request

I'd love all the suggestions in here I must say I'm not that annoyed by having spells (I'd just create my own spell if I where you and ignore the other, but I don't know you whole reasoning) but removing pretenders would be great.. some (to be honest for me it's MOST) mod nations you just want played with your thematic pretenders and not with the standard cyclops since he's the best earthblesser around.

I've always wondered why there are so few holy spells (but going a bit off topic) maybe I'll need to find a few more uses for holy magic.

I'd say a holy magic mod with like 10 decent spells in holy 1-3 and some superspells in 4 and 5 might be nice (I find the higher power holy spells pretty useless actually, comparing them to say level 4/5 fire spells.) I even think it might be a mod that would be relatively easy to make (once you have the idea's) and might find a large attraction in the community. Actually I'd say it's for balancing holy magic and might find it's way into CBM eventually if done correctly.

Anyone interested in picking up that idea?
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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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  #2  
Old January 3rd, 2009, 09:57 AM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: Mod command request

Quote:
(I'd just create my own spell if I where you and ignore the other, but I don't know you whole reasoning)
But doing so it may contribute to unbalance the nation mod and/or ruin the "feeling" you try to create with your mod.

My exampels I showed in the first post comes from the mod I'm building. If the priest have access to the holy spells (the default ones), it may put stuff out of balance as I have created some unholy spells to them instead.
So by letting them have both holy (default) and unholy (custom made - undead nation) spells they become overpowered which will ruin the gameplay.

Quote:
some (to be honest for me it's MOST) mod nations you just want played with your thematic pretenders and not with the standard cyclops since he's the best earthblesser around.
Sure, but it's the modders intention to give you something that goes with the nation theme or somehow a specific default prentender would make the mod nation overpowered.
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  #3  
Old January 3rd, 2009, 03:00 PM

MaxWilson MaxWilson is offline
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Default Re: Mod command request

Quote:
Originally Posted by Aezeal View Post
I've always wondered why there are so few holy spells (but going a bit off topic) maybe I'll need to find a few more uses for holy magic.

I'd say a holy magic mod with like 10 decent spells in holy 1-3 and some superspells in 4 and 5 might be nice (I find the higher power holy spells pretty useless actually, comparing them to say level 4/5 fire spells.) I even think it might be a mod that would be relatively easy to make (once you have the idea's) and might find a large attraction in the community. Actually I'd say it's for balancing holy magic and might find it's way into CBM eventually if done correctly.

Anyone interested in picking up that idea?
I've been thinking lately that the Ark's effects really ought to be a Holy BE. Obviously there's a #spelleffect there so modding it into an H8 spell or something wouldn't be impossible, although casting it obviously *would* be pretty close to impossible. (H3 Prophet with Crystal Shield and 16 communion slaves could do it. Better hope those slaves are all sacred...)

-Max
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