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  #1  
Old December 8th, 2008, 07:45 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Why magic paths are like mod Nations.

Well, I disagree, and will continue to disagree, especially since there's yet to be presented any particularly convincing evidence. I've been playing Dom3 as long as anyone who isn't from Sweden, and I can make educated guesses of my own about what will throw off balance, and what's simply reactionary. Maybe not as well as some of the top MP players, but well enough to keep my own council.

And honestly, I've been on these boards longer than you have, Llamabeast, so there's no need to put on a patronizing tone.
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Last edited by HoneyBadger; December 8th, 2008 at 07:51 PM..
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Old December 9th, 2008, 01:15 AM

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Default Re: Why magic paths are like mod Nations.

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Originally Posted by HoneyBadger View Post
And honestly, I've been on these boards longer than you have, Llamabeast, so there's no need to put on a patronizing tone.
I believe Llamabeast was speaking from a programming-experience perspective, not a length-of-time-on-the-boards perspective.

I'm impressed that dominions is as moddable as it is, but remember where mod commands come from: KO comes up with cool ideas (like your Shadow Magic), JK codes them up, and if we're lucky JK adds in some extra code to attach a mode command and make the new abilities moddable so we can (re-)use them in new units. Even KO can't create new spells without code changes.

-Max
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Old December 9th, 2008, 02:08 AM
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Default Re: Why magic paths are like mod Nations.

Penetration +5 is way overpowered.
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Old December 9th, 2008, 06:13 AM
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Default Re: Why magic paths are like mod Nations.

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Penetration +5 is way overpowered.
I'm sure the blue... ehm... "W gems" can help you
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