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  #11  
Old January 15th, 2007, 02:37 PM
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Default Re: \"Master of Magic: Dark Elves\" Mod

I am going to do all the races and all the spells I possibly can. Before you get too excited though, understand that for instance the dark elves comes to a whopping total of 8 new units. Since I am trying to stay close to Master of Magic, they are not balanced with Dom3 at all.

So far I have the following nations completely done:

Dark Elves
Klackons
Barbarians
Trolls

The Klackons only had five units so this gives you an idea of how much less variety there was in Master of Magic.

My plan to make them more diverse is adding as many of the Master of Magic spells as possible and restricting them to the Master of Magic races I mod in. I am hoping in a patch or two Illwinter will add the fixed name command for heroes, so we can have Zaldron the sage and Bshan the dervish
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  #12  
Old January 15th, 2007, 03:56 PM
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Default Re: \"Master of Magic: Dark Elves\" Mod

Sooo cool. Since noone else seems to have said it yet, thank you for taking the time to do this.
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  #13  
Old January 15th, 2007, 05:09 PM

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Default Re: \"Master of Magic: Dark Elves\" Mod

I like the non black outlines more, it just blends in with the rest a lot better. Im curious to see how they will fare against real nations.
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  #14  
Old January 15th, 2007, 05:52 PM
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Default Re: \"Master of Magic: Dark Elves\" Mod

So far they fair rather good against the real nations AI versus AI. The AI has a hard time casting the proper spells and such, so the fights usually come down to massed mundane armies which the Master of Magic nations are all about at this point.
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  #15  
Old January 16th, 2007, 07:27 AM

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Default Re: \"Master of Magic: Dark Elves\" Mod

Quote:
Foodstamp said:
I am going to do all the races and all the spells I possibly can. Before you get too excited though, understand that for instance the dark elves comes to a whopping total of 8 new units. Since I am trying to stay close to Master of Magic, they are not balanced with Dom3 at all.

So far I have the following nations completely done:

Dark Elves
Klackons
Barbarians
Trolls

The Klackons only had five units so this gives you an idea of how much less variety there was in Master of Magic.

My plan to make them more diverse is adding as many of the Master of Magic spells as possible and restricting them to the Master of Magic races I mod in. I am hoping in a patch or two Illwinter will add the fixed name command for heroes, so we can have Zaldron the sage and Bshan the dervish
AAAhh nostalgia ... Note that there was much less units choice in MoM that Dom but still there was a good number of summons, some of them "national", and lots of spells that have no equivalent.
Some won't be doable to port as in the original, such as all "unit enchantments" that gave special abilities to standard units (such as magic weapons, flight, invisibility), not only for a battle but "permanent" as long as you paid mana upkeep.
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  #16  
Old January 16th, 2007, 11:40 AM
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Default Re: \"Master of Magic: Dark Elves\" Mod

Looks great, I'll be following this mod eagerly

Thanks!
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  #17  
Old January 16th, 2007, 03:44 PM

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Default Re: \"Master of Magic: Dark Elves\" Mod

Me too. MoM rules, and no game so far has managed to beat it (even Dom ).
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  #18  
Old January 16th, 2007, 04:09 PM

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Default Re: \"Master of Magic: Dark Elves\" Mod

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aku666 said:
Me too. MoM rules, and no game so far has managed to beat it (even Dom ).
Burn the heretic!
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  #19  
Old January 18th, 2007, 05:35 PM

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Default Re: \"Master of Magic: Dark Elves\" Mod

Sorry, but IMHO no one has managed to beat the classic
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  #20  
Old January 18th, 2007, 06:34 PM
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Default Re: \"Master of Magic: Dark Elves\" Mod

I felt the same way as Aku666, but as I mod more and more nations into Dom3 from Master of Magic, it is easy to see how much more complex and how deep the Dominions series really is compared to Master of Magic.

It is also worth pointing out that Dominions 3 and Master of Magic are so different, that a comparison of the two really does not do them justice.


Here are the main differences as I see them-----------------

Dominions 3 is an army building game where the goal of the player is to create varied armies of different shapes and sizes to put against the AI or other players creations.

Dominions 3's only area of advancement is magic. This magic is used to augment the armies being fielded or to make the travel of those armies easier by weakening the enemies ability to field armies.

Master of Magic on the otherhand is a game of advancement, Hero progression and to a much smaller extent than Dominions 3, army construction.

Master of Magic becomes so personal to the player because your wizard progresses in his power, as well as your heroes. In Dominions 3 a bit of this is lost, the commander leveling and Pretender progression is there, but it is alot less personal and indepth.

After working on this mod, I have really gained an appreciation of just how different these two games really are, although they did not seem it to me when I first started working on the project.

Therefore, Dominions3 is my favorite strategy/army building game of all time, and Master of Magic is my favorite strategy/Hero/wizard development game of all time
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