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December 9th, 2008, 03:53 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Shadow Magic
Honey, you know I like you.. but some of your idea's... not so.. IMHO the thread you where referring too should've make clear that not much pplz think it's needed to be able to mod magic paths and even less think it's worth the effort for our valued game programmer... even less again think it would be worth for him working on this instead of the innumerable (IMHO) things he could better be working on.
If you then decide to push the point and come with an example.. fine but IF you do that you should think it over well and give us the best of the best example you can give to convince us (especially if you don't put it in the mod forum I'd say). If the first replies you give are "it was done quickly" and "it's not meant to be perfect" etc etc then you are probably just wasting your and everyone elses time since you won't convice anyone (this thread doesn't add new stuff compared to your first thread except and example that even you think isn't very good).
Now I'm not saying you can't waste pplz time on this forum.. about 50% of the posts here and about 90% of my own are a waste of time.. but I think you should know that is what it is  a waste of time.
If you want to give this another shot (no need though) then give us the BEST OF THE BEST IDEA'S and arguments to implement this (and do it in the mod forum  )
PS better work on a dom 3 K nation 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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The Following User Says Thank You to Aezeal For This Useful Post:
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December 10th, 2008, 04:42 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Shadow Magic
Quote:
Originally Posted by Aezeal
If you want to give this another shot (no need though) then give us the BEST OF THE BEST IDEA'S and arguments to implement this (and do it in the mod forum  )
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Shadow Magic isn't a bad idea, and the "paths like nations" thread was full of good ideas. While it's a pity that we can't implement everything HoneyBadger and others suggested, there are many things we could and I'd like to try out.
Dom3 Total Conversion with, say, Chinese Five Elements as magic paths (rituals, combat spells) and (urgh) sex magic and animism... Hmm, perhaps Five Elements/Holy combination paths for martial arts masters. It could be cool. A Tartarian Monstrum attacked your researcher province, but the Masters of the Way tore him apart!
Blindness, Quickness, Burning Hands, Farstrike ->
Snake Style Eye Gouge: range 0, fatigue 0, defence evades; 2 AN dam + Blindness (as per spell, so MR negates)
8 Trigrams Battle Stance: personal, fatigue 0; Quickness
Flaming Fist: range 0, fatigue 0, AoE 1; Burning Hands
Leap of Faith: range 5, fatigue 0; Farstrike
Death Touch: range 0, fatigue 0; 10+ AP damage, Seven Year Fever
It could be fun!
Last edited by Endoperez; December 10th, 2008 at 04:44 AM..
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December 10th, 2008, 06:47 AM
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Lieutenant Colonel
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Re: Shadow Magic
Quote:
Originally Posted by Endoperez
Snake Style Eye Gouge: range 0, fatigue 0, defence evades; 2 AN dam + Blindness (as per spell, so MR negates)
8 Trigrams Battle Stance: personal, fatigue 0; Quickness
Flaming Fist: range 0, fatigue 0, AoE 1; Burning Hands
Leap of Faith: range 5, fatigue 0; Farstrike
Death Touch: range 0, fatigue 0; 10+ AP damage, Seven Year Fever
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I was referring to this, I thought you could do a commander with several "shapes" of the different stances, each one with the proper attack - I was not getting why do you need new paths for those above (like the first lines of post n.10 seemed to suggest). Sorry if I misunderstood.
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December 10th, 2008, 07:58 AM
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National Security Advisor
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Location: Eastern Finland
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Re: Shadow Magic
I see. I forgot to mention why I made the list...
They are supposed to be spell examples, with better "stances" and "attacks" available at higher research. Here's the same list reformatted to show the inspiration spells.
Blindness
-> Snake Style Eye Gouge: range 0, fatigue 0, defence evades; 2 AN dam + Blindness (as per spell, so MR negates)
Quickness
-> 8 Trigrams Battle Stance: personal, fatigue 0
Burning Hands
-> Flaming Fist: range 0, fatigue 0, AoE 1 fire dam as Burning Hands
Farstrike
-> Leap of Faith: range 5, fatigue 0; Farstrike
Ooh, all assassins would have to be "martial artists"! It'd be rather cool. Imagine Jomon Assassin entering a battlefield, starting it with "Swarm of Flying Daggers" that shoots 5 Blade Wind projectiles.
Oh, and incidentally, I just realized how to make Blink combat-useful! It would have to be changed from personal buff to AoE 1 or 2, range 1 or 2 combat spell, quite unprecise and unaffected by Magic Resistance. That way, it will only be cast if there are enemies right next to the caster, and it will always work if it hits, but if it misses it can also throw the caster away. I'm not sure if we can mod Blink to not be a buff, though.
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