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  #21  
Old November 18th, 2008, 09:20 PM
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Default Re: Banned Spells

Actually, if a bunch of decent SC chassis were opened up to the different schools, it would have some very wide reaching effects -

-More diversity beyond Tartarians, Seraphs, and Royalty

-Less reliance on Astral (and Death) for late game

-The ability to deactivate Wish entirely for large games

-More versatility and usability of major blesses - all paths could have some SC access


I think they shouldn't all be unique, though. Maybe the really awesome ones could be unique, but the slightly weaker picks could be multi-cast. Can we make multiple uniques to cast from one spell? Like the 6 Arch Devils and 5 Ice Devils? Having some sort of limit that is higher than 1, could be ideal. Just thinking if 30 nations survive to the "late game", it would be nice if they all had a reasonable chance at something they could make use of in the SC role, or at least access to affordable thugs of some kind - something on a similar level of power as the Bane Lord or Gargoyle that can come to good use.
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  #22  
Old November 22nd, 2008, 12:22 AM

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Default Re: Banned Spells

If I could make a small suggestion Zeldor about these banned spells.

Instead of banning them, replace them?

So for example utterdark, boT really do benefit a handful of nations. So to compensate, change the level of utter dark and change the spell effect - so perhaps it becomes a cloud of darkness lasting 3 rounds on the battlefield.

Perhaps Burden of Time could be changed to to a BE - with a decay all units effect.....
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  #23  
Old November 22nd, 2008, 01:18 AM
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Default Re: Banned Spells

I like the spell 'Utterdark' too, and some of my mod Nations anticipate it. I'd personally rather see it kept. Maybe it could be an effect that lasted perhaps 3 turns duration, but that would have to be cast over and over to maintain, draining death gems and mage time?
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  #24  
Old November 22nd, 2008, 12:59 PM
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Default Re: Banned Spells

I think that changing the spell would change the purpose of the mod.
At the moment its a quick and easy way to take a spell from an MP game. But if it modifies the spells then people would have to agree with the modifications. I think that would be more in the area of a discussion for the CBM mod.
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  #25  
Old November 22nd, 2008, 05:30 PM
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Default Re: Banned Spells

You're probably right about that, Gandalf.

JimMorrison: How about 12 unique SC chassis based on the Zodiac? They could all be powerful Astral mages, with lesser power in their elemental signs, and possess etherialness and greater strength in darkness (to help against Utterdark). In addition, they could have Spring, Summer, Fall, Winter strength, to represent their yearly trek across the heavens. Admittedly, it doesn't get away from astral magic, but they could be astral + elemental summons, which would help, and it would atleast get away from Seraphs, Tarts, and Royalty.
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Last edited by HoneyBadger; November 22nd, 2008 at 05:32 PM..
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  #26  
Old November 23rd, 2008, 12:12 AM
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Default Re: Banned Spells

Seems like many of these spells become unbalanced for large games. Perhaps if in a future version of Dominions 3, certain world-effect spells like Utterdark cost gems in proportion to the size of the world (number of provinces)...
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