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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old April 29th, 2005, 02:20 AM

Huzurdaddi Huzurdaddi is offline
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Default Expensive Mages Mod

Saber Cherry noted in a previous thread that ~1/10 of the troops in an efficient army ( or more! ) are mages and that it seems a little non-thematic.

So in response I made the following mod. It takes the magic path cost ( from Illwinter's guidelines ) and then multiplies that cost by x4 and multiplies the holy/unholy cost by x2.

I did not change the national summoning spells which summon units with magic paths ( I think the only ones are Ermor's spells and BF ulm but I'm not sure ).

Added all mages created by special sites to the mod. Also modified all sacred.

Next up: the summoning spells.
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  #2  
Old April 29th, 2005, 02:39 AM

quantum_mechani quantum_mechani is offline
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Default Re: Expensive Mages Mod

You missed some independents:

Sages
Hydromancers
Azure mages
Pyromancer
Adept of Pyriphlegeton
Gnomes
Ice Duids
Frost Fathers
Conjurers
Circle Masters
Necromancers
Bloodhenge Druids
Alchemists
Magus and Arch Magus
Enchantress
Sorceresess
Witches
Animists
Enchanters
Moon Mages
Lore Masters
Wizards
Warrior Mages
Cloud Mages
Wind Masters
Fire Lord

And probably a few I missed. Also, don't summoned mages become almost a must?
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  #3  
Old April 29th, 2005, 03:06 AM

Huzurdaddi Huzurdaddi is offline
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Default Re: Expensive Mages Mod

Crud I missed all of the mages which are made by magic sites. OOPS. I'll fix that. Oh and I missed the Philosopher.

And yes I agree that I would probably research as hard as I possibly could to get summoned mages of some type. But most of them take a little time to get to ( exception: Create Reverant ).

What I would probably really do in a game like this is go for sacred units. I guess I'll work on them next.
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  #4  
Old April 29th, 2005, 04:20 PM

Ironhawk Ironhawk is offline
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Default Re: Expensive Mages Mod

One side effect I forsee for this mod is that SC's will become even more dominant. Since mages are more expensive, players will be less likely to risk them in uncertain situations on the battlefield. This, in turn, means that mages will stay at home in thier labs just summoning, forging, and casting overland spells.
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  #5  
Old April 29th, 2005, 04:26 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Expensive Mages Mod

Perhaps, but I think this will be part of my series: "I love to nerf things just cuz people hate it when things are nerfed!"

Next up Sacred units get a cost hike of x2.
Followed by: bu-bye life drain
Followed by: hello enc 1 minimum on all units.
Followed by: bu-bye hoarding stratgies
Followed by: bu-bye battle field spells.

Actually of the bu-byes the one thing that really gets a bu-bye is life drain. As the FaerunTest game showed even if you pump up the cost of life drain weapons people still make them ( the blood point costs 80 points and people still make them like they are going out of style ). Everything else just gets bumped in cost.

Not exactly sure what the end result will be but I figure that mortal troops will be used more!
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  #6  
Old April 29th, 2005, 06:23 PM
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The_Tauren13 The_Tauren13 is offline
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Default Re: Expensive Mages Mod

Quote:
Huzurdaddi said:
Perhaps, but I think this will be part of my series: "I love to nerf things just cuz people hate it when things are nerfed!"
sounds good to me...
I love a good healthy nerf once in a while.
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Old April 29th, 2005, 07:39 PM

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Default Re: Expensive Mages Mod

Huh, I don't mind the idea of more expensive mages, but take for example
Anath Dragon at 960 gold - ouch !
H Priest of Sun at 1170 gold - super dooper ouch !!!

Looks a bit extreme/overdone... [img]/threads/images/Graemlins/Cold.gif[/img]
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Old April 29th, 2005, 08:32 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Expensive Mages Mod

The high costs from the High Preist of the Sun, The Anathemant Dragon, and the Arch Thurg is due to the cost of Holy-4 as per Illwinter's site. You'll note that each of these mages is crazy expensive in the normal game as well.

The mod was created by multiplying the cost of the magic paths by x4 and the cost of holy by x2 and by keeping the cost of the base chassis the same.
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  #9  
Old April 29th, 2005, 10:26 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Expensive Mages Mod

I find it strange that people would argue that it is "unthematic" that there be many mages on the battlefield or elsewhere.
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  #10  
Old April 29th, 2005, 11:15 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Expensive Mages Mod

Quote:
Graeme Dice said:
I find it strange that people would argue that it is "unthematic" that there be many mages on the battlefield or elsewhere.
I see no reason why it would be weird to say it is "unthematic". If someone said "unrealistic" then sure that would be weird ( although we would all know the person meant unthematic).
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