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  #11  
Old December 10th, 2008, 05:12 AM
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Default Re: Shadow Magic

And why you need a new magic path for this Endo? Can't it be done via secondshapes and new weapons with those secondary effects as the styles?
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  #12  
Old December 10th, 2008, 06:05 AM
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Default Re: Shadow Magic

Quote:
Originally Posted by Tifone View Post
And why you need a new magic path for this Endo? Can't it be done via secondshapes and new weapons with those secondary effects as the styles?
What do secondshapes have to do with Five Elements?
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there are many things we could and I'd like to try out.

Dom3 Total Conversion [with Chinese Five Elements and stuff]
It would replace (Totally Convert) existing paths and spells with new ones, and alter what's available from schools, and multipath combinations would be different.

There are probably enough Asian/close enough nations to have a single Age with nearly 10 nation. LA Arcos, several out of the monkey nations, Jomon and Bakemono and perhaps Yomi too, two or three of the Tien Chi ages, Shangri La mod would also fit in...).

I'm not going to do that. At least not before I've finished all my other projects, and taken a break from modding. Probably not even then.
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  #13  
Old December 10th, 2008, 06:47 AM
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Default Re: Shadow Magic

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Originally Posted by Endoperez View Post
Snake Style Eye Gouge: range 0, fatigue 0, defence evades; 2 AN dam + Blindness (as per spell, so MR negates)
8 Trigrams Battle Stance: personal, fatigue 0; Quickness
Flaming Fist: range 0, fatigue 0, AoE 1; Burning Hands
Leap of Faith: range 5, fatigue 0; Farstrike
Death Touch: range 0, fatigue 0; 10+ AP damage, Seven Year Fever
I was referring to this, I thought you could do a commander with several "shapes" of the different stances, each one with the proper attack - I was not getting why do you need new paths for those above (like the first lines of post n.10 seemed to suggest). Sorry if I misunderstood.
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  #14  
Old December 10th, 2008, 07:58 AM
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Default Re: Shadow Magic

I see. I forgot to mention why I made the list...

They are supposed to be spell examples, with better "stances" and "attacks" available at higher research. Here's the same list reformatted to show the inspiration spells.


Blindness
-> Snake Style Eye Gouge: range 0, fatigue 0, defence evades; 2 AN dam + Blindness (as per spell, so MR negates)
Quickness
-> 8 Trigrams Battle Stance: personal, fatigue 0
Burning Hands
-> Flaming Fist: range 0, fatigue 0, AoE 1 fire dam as Burning Hands
Farstrike
-> Leap of Faith: range 5, fatigue 0; Farstrike


Ooh, all assassins would have to be "martial artists"! It'd be rather cool. Imagine Jomon Assassin entering a battlefield, starting it with "Swarm of Flying Daggers" that shoots 5 Blade Wind projectiles.


Oh, and incidentally, I just realized how to make Blink combat-useful! It would have to be changed from personal buff to AoE 1 or 2, range 1 or 2 combat spell, quite unprecise and unaffected by Magic Resistance. That way, it will only be cast if there are enemies right next to the caster, and it will always work if it hits, but if it misses it can also throw the caster away. I'm not sure if we can mod Blink to not be a buff, though.
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  #15  
Old December 10th, 2008, 09:21 AM

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Default Re: Shadow Magic

Ideas can be useful. Usually in order for them to be useful there has to be a realistic chance anything whatsoever will come from them.
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  #16  
Old December 10th, 2008, 11:50 AM
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Default Re: Shadow Magic

Yay, I humbly suggested some regulation of the spell in the Blink thread too (http://forum.shrapnelgames.com/showthread.php?t=40733)
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  #17  
Old December 10th, 2008, 02:16 PM

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Default Re: Shadow Magic

Endo.. just clear all magic from existing paths and only use 5 of them to reset your new spells.. no need for new mod options.. just a lto of work (and the paths would still be called the way they are now)
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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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  #18  
Old December 10th, 2008, 03:40 PM
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Default Re: Shadow Magic

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Originally Posted by Aezeal View Post
Endo.. just clear all magic from existing paths and only use 5 of them to reset your new spells.. no need for new mod options.. just a lto of work (and the paths would still be called the way they are now)
I kept telling HoneyBadger the same thing, and gave an example of converting Astral and Earth into Metal and Mentalism, in the other thread. Wait, what do you mean everyone doesn't read every post in every thread? Blasphemy!
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