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  #1  
Old July 15th, 2002, 11:28 PM
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Default Magic Mod

I will shortly begin work on a new mod. It will focus on Wizards and Magic. "Systems" shall represent an entire planet. "Planets" shall be various sized cities. There population levels range from 1 to 15 million. You do not colonize planets. Instead, you send a "Subjugation Force" to take control of the already populated city. This is done using "Colony Modules". New "colonies" are filled with population by default. Very few weapons will be able to target cities. The only ones so far are going to be Plagues and such, which will be extremely expensive to research and build. The "Stars" will become Mana Nodes. Some planets will be inherently more Mana Rich than others. The way to get Mana will be to build Solar Resource generators that make Rads. I am not sure what I'll call them yet.

The mod will be designed to play on very small maps, like 10-20 systems.

The planet types are changed to:
Rock = Surface Cities
Ice = Subterranean Cities
Gas Giant = Ariel Cities

I am not sure yet what Atmospheres will be.

Resources are as follows:
Minerals = Basic Building Materials: stone, lumber, metal, etc. They will mostly be used for facilities and physical weapons.
Organics = Food: will be used to build facilities, and almost all units.
Radioactives = Mana (magical energy): used for casting spells, summoning monsters, etc.

The vehicle types are (of course) drastically altered:
Ships = Wizards. The only way to travel to other planets is by using teleportation spells at specific locations (warp points). Ship weapons will be very weak, forcing the usage of Spells (drones) and Monsters (fighters). They will have 1 engine, called a Spell of Mobility or something.
Fighters = Monsters, Illusions, Shadows, etc. Fighters become Summoned Creatures. I want to make these the main fighting forces. They will cost Mana and Food to summon.
Drones = Spells. Wizards will fight primarily by casting spells (launching drones). They will cost Mana exclusively. There will be 5 levels of spells. Higher level magics will be larger, requiring a larger drone (higher level spell).
Satellites = Traps, Wards, etc. They will be placed by Wizards and Cities as immobile defenses.
Weapon Platforms = Not quite sure yet.
Bases = Not quite sure yet.
Troops = Soldiers. Basic human (or other races) ground troops used to protect cities and invade enemy cities.

I have set this post up as a poll to see what kind of interest there is in this type of mod.
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  #2  
Old July 15th, 2002, 11:48 PM

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Default Re: Magic Mod

ooh, i was thinking about something like this today, here's what i came up with regarding cities and colonizing:
First from a gameplay point of view,
Colonizing would work in 2 stages, first the construction stage, and then the settling stage.
The construction stage would be done by units like engineers, they are able to builf certain size cities, ranging from tiny to huge, after the cities are built, colonist unit go and settle the cities with the first population, and get thing running. After that other people can be brought there by using conventional transports.

Now from a modding point of view:
Every system map would contain lots of asteroid fields, an asteroid field would represent a location suitable for citybuilding.
Then there would be some kind of engineer "component" with the stellar manip ability to create planets.
Suns could represent dangerous points on a planet, a volcano for example, then the "star destroyer" would be used on a component to trigger the volcano, and destroy the system.

Regarding bases, use them as fortresses, makes sense too, you can build 'm everywhere, it can store/house fighters/soldiers and resupply them.
Weapon platforms, guard towers perhaps?

Ships would have no weapons then, right?
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Old July 15th, 2002, 11:49 PM

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Default Re: Magic Mod

oh, and where do i sign up to help with this mod?
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  #4  
Old July 15th, 2002, 11:58 PM
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Default Re: Magic Mod

Those are some good ideas.

Ships would not at first have weapons. I think that they will be able to be outfitted with Magic Staffs and such, which would be rather large, taking up room that could be used for spell casting comps.

You can sign up here!
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Old July 16th, 2002, 12:53 AM
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Default Re: Magic Mod

I definately LIKE this idea. I'm thinking Racial tech's could be set for Class, like Druid (nature type magic and weapons), sorcerer (inherent type magic), wizard (scrolls and potions), Paladin (religion is on his side), etc.
Let me know how I can help.

PS - I am not graphically inclined but can do some minor work in that area.
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Old July 16th, 2002, 12:55 AM
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Default Re: Magic Mod

I think if pictures can be found elsewhere and copied into the mod, that would be easiest.

Post any ideas you have here. Have much experience playing RPGs and such?
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  #7  
Old July 16th, 2002, 01:09 AM
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Default Re: Magic Mod

lordy, some people certainly like to iceskate uphill. these are all clever ideas that have been joked about in the past, but you guys could just buy a copy of Warlords or one of the hundreds of other fantasy strategy games out there.

well, more power to you, i suppose.
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  #8  
Old July 16th, 2002, 01:11 AM
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Default Re: Magic Mod

Nuts to you Puke!

This won't be too hard to do. More like iceskating on a very slight uphill slope.
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Old July 16th, 2002, 01:28 AM
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Default Re: Magic Mod

Puke - I DO buy as many of the fantasy and RPG games my budget can afford. I still think modding this game into that world would be cool!

Imperator Fyron - My first RPG was Might and Magic (the first one) and it is that game that turned me into the person I am today (PC/Network Tech with a vivid love of gaming). I believe that was 1987 and I have played mostly RPG and RTS since that time.
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  #10  
Old July 16th, 2002, 01:38 AM
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Default Re: Magic Mod

Ok. That is a lot of RPG history.

Gandalph and Lemmy:
What would you guys want to work on? Any particular areas of interest?
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