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View Poll Results: How should magic be handled in the Master of Magic Mod?
Units should keep their magic paths. 8 27.59%
Units should lose their magic paths and have ranged attacks with ammo. Heroes keep magic. 13 44.83%
Magic should be removed from everyone except wizards. 8 27.59%
Voters: 29. You may not vote on this poll

 
 
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Old September 25th, 2009, 03:41 PM
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Stavis_L Stavis_L is offline
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Default Re: Master of Magic Mod

Quote:
Originally Posted by Foodstamp View Post
The storyline for the nation/unit descriptions centers around the 14 wizards and races being banished by someone on Arcanus casting the spell of Mastery. While rotting away in the void, the wizards worked together to form a rift and landed in the Dominions universe. The idea is that the Wizards and the races they led on Arcanus and Myrror serve a fledging god in order to establish themselves in this new world.
Er...so the wizards themselves are not pretenders, then? Are you aligning particular wizards with particular races, then? (I always used the custom option, myself, so I no longer remember what the MoM "defaults" are.) So in this case, race == nation, with a preselected wizard as (presumably non-recruitable) starting scout?

Personally, I'd go with the Wizards == Pretenders option, as you're quite likely to lose your wizard pretty quickly otherwise, and no way to summon them back from the void.
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