.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old December 18th, 2006, 10:53 AM

Saxon Saxon is offline
Captain
 
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
Saxon is on a distinguished road
Default Re: Boosting Air Magic?

Good thing I am playing SP then, isn’t it… I agree, short of designing a pretender around it, not many folks will get those boosters. Having the helmet at A3, allowing you to go for the bag at A4, if you really want it, is a nice progression, perhaps the devs will consider it. However, for now, my 100 A gems will go to two Contact Draconians, who can then summon more, and still leave change of 10A gems. For a mid level spell, it is pretty good and can add a nice mobile punch to non-Caleum nations.
Reply With Quote
  #2  
Old December 18th, 2006, 11:43 AM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: Boosting Air Magic?

Trade
__________________
www.illwinter.com
Reply With Quote
  #3  
Old December 18th, 2006, 02:11 PM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: Boosting Air Magic?


It's not just air - most of the path boosters were made more difficult to forge. Rings of Sorcery/Wizardry, elemental staffs, etc, were all made more difficult. Seems that anything that previously required three or more in a path to forge was increased by one, leaving a curious lack of level-3 boosters now.
__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
  #4  
Old December 18th, 2006, 02:19 PM
Jack_Trowell's Avatar

Jack_Trowell Jack_Trowell is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
Jack_Trowell is on a distinguished road
Default Re: Boosting Air Magic?

Maybe level2 path boosters should be changed to require level 3 now ?

From the discussions about the conceptual mod, it was also noted that site searching spells might need to need higher level, to prevent the end game were you always have good access to all type of gems and magic.

If site searching and path booster were to need level 3, the choice of the nation (and pretender) would have more impact on magical access.

But maybe increasing both path boosters and site searching spells would bu too much.
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
Reply With Quote
  #5  
Old December 18th, 2006, 02:34 PM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Boosting Air Magic?

IMO it's normal to have access to all magics in end game, for national spells there are... national spells.
Reply With Quote
  #6  
Old December 18th, 2006, 02:42 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Boosting Air Magic?

But the devs said they wanted to stop that happening.
Reply With Quote
  #7  
Old December 18th, 2006, 03:25 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Boosting Air Magic?

Quote:
Shovah32 said:
But the devs said they wanted to stop that happening.
Then the devs should probably also add items and spells to cover some of the gaping holes in some of the magic paths. Nations that lack astral access for example, are at a massive disadvantage to those with even an S1 mage because they can't make luck pendants, lucky coins, or antimagic amulets.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:39 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.