|
|
|
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% |
|
|
September 28th, 2009, 06:46 AM
|
|
Major General
|
|
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
|
|
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.
|
September 28th, 2009, 09:20 AM
|
|
Major
|
|
Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
|
|
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.
__________________
Voice of ***** and her spicy crew!
|
September 30th, 2009, 02:28 AM
|
Major General
|
|
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
|
|
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.
|
October 2nd, 2009, 06:53 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
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.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
The Following 4 Users Say Thank You to Foodstamp For This Useful Post:
|
|
October 3rd, 2009, 03:19 AM
|
|
Major
|
|
Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
|
|
Re: Master of Magic Mod
I think that´s a good approach. Can´t wait to see this!
__________________
Voice of ***** and her spicy crew!
|
October 6th, 2009, 07:13 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Master of Magic Mod
So is each wizard tied to a race as a pretender option, or can each race pick each wizard?
|
October 7th, 2009, 09:38 AM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
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.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
November 4th, 2009, 06:15 PM
|
Private
|
|
Join Date: Jul 2009
Location: Brantford
Posts: 22
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Master of Magic Mod
Quote:
Originally Posted by Foodstamp
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.
|
November 12th, 2009, 11:49 AM
|
Major
|
|
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Master of Magic Mod
I like the idea that the wizards are fixed with their paths. Making it very different from dominions.
|
January 10th, 2011, 10:03 AM
|
Second Lieutenant
|
|
Join Date: Oct 2010
Posts: 450
Thanks: 28
Thanked 11 Times in 9 Posts
|
|
Re: Master of Magic Mod
Did this Mod get published somewhere?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|