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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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  #11  
Old September 28th, 2009, 06:46 AM
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Gregstrom Gregstrom is offline
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Default Re: Master of Magic Mod

I'm with having wizards as the pretenders. This is heading towards a TC anyway, so I support going the whole hog and making it play as much like the original as possible.
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  #12  
Old September 28th, 2009, 09:20 AM
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Default Re: Master of Magic Mod

I think the wizards should be pretenders too. Why not make the MOM nations only have wizards as available pretenders. You could still chose type of wizard and magic paths and so on yourself, much like MOM.
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  #13  
Old September 30th, 2009, 02:28 AM
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Default Re: Master of Magic Mod

Agree that wizards should be pretenders.

Also, if this is going to be the case we need more variety in wizard chasses. There are many more favored path combinations than exist, and MoM shouldn't really favor some combinations over others.
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  #14  
Old October 2nd, 2009, 06:53 PM
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Default Re: Master of Magic Mod

I think what I will do is make the wizards be the pretenders, then assign different start paths according to what the wizards had in game. For instance, if you choose the one that looks like Sharee, you will have 1 death / 1 fire and a 10 or 20 point cost to branch into other paths. The wizards may have other abilities as well that mimic as best as I can the abilities they had in MoM such as Warlord, Conjurer etc.
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  #15  
Old October 3rd, 2009, 03:19 AM
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Default Re: Master of Magic Mod

I think that´s a good approach. Can´t wait to see this!
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  #16  
Old October 6th, 2009, 07:13 AM

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Default Re: Master of Magic Mod

So is each wizard tied to a race as a pretender option, or can each race pick each wizard?
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  #17  
Old October 7th, 2009, 09:38 AM
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Default Re: Master of Magic Mod

Right now one wizard is tied to each race. I am going to change it where you can pick any wizard for any race. The differences will primarily be aesthetic but there will be differences in starting magic and some special abiltiies: forgebonus, banner, gem production etc.
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  #18  
Old November 4th, 2009, 06:15 PM

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Thumbs up Re: Master of Magic Mod

Quote:
Originally Posted by Foodstamp View Post
The Master of Magic Mod is nearing the first round of beta. All the units, wizards and heroes are in the game.

I am trying to decide how to implement magic. Here is how I am doing it now:

Wizards are ridiculously powerful. For instance, Tauron has 10 fire magic while Merlin has 5 astral, 5 nature.

Shamans usually get 1 holy and 1 to 2 in paths thematic to the nation.

Priests get 2 holy.

Engineers get 2 earth or 1 fire 1 earth depending on the race.

Magicians and warlocks get 3 magic in paths thematic to the nation.

There is a problem with the above system. Some nations have none of those units, or may only have shamans etc. For instance, the Gnolls have 0 magic users beyond their starting wizard and their heroes they have a chance to get.

So I am at a crossroads with this mod. Right now I want to strip all the casting units of their magic paths and give them magic attacks with ammo like they had in Master of Magic. If I go down this path, this pretty much makes them completely out of balance with the existing Dominions nations, but to be honest I had little chance of accomplishing that and staying true to the original anyway.

So what do you guys think?
Sounds good.It's Master of Magic.
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  #19  
Old November 12th, 2009, 11:49 AM

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Default Re: Master of Magic Mod

I like the idea that the wizards are fixed with their paths. Making it very different from dominions.
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  #20  
Old January 10th, 2011, 10:03 AM

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Default Re: Master of Magic Mod

Did this Mod get published somewhere?
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