Dominions 6

Dominions 6

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Magic Explodes
   
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29 Aug @ 1:09am
23 Oct @ 12:30pm
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Magic Explodes

Description
Magic Explodes (MEX) is a mod that has been around since dominions 4. Originally made by Summer, Bloax, and Not-Lola, a lot of people have worked on it since then and it's morphed intensely. Currently it's made by Not-Lola, Friggodin, and I. In simplest terms, Magic Explodes is a mod that makes Magic.. explode. Originally designed as a way to make evocations Suck Less, it instead ended up balancing much of dominions content to a higher balance standard. Use of cast time changes, number of targets, makes weaker effects and spells still a good idea to cast sometimes. Massive amounts of path scaling added to all kinds of things means that a fire-4 mage is a vastly different battlefield proposition to a fire-1 one, able to bathe the world in flame where the f1 might be dangerous on a personal level but isn't able to delete armies.

The typical form of a Magic Explodes army is summoned units (crabs, animals, claymen, imps, who knows) backed by mages doing various things while their summoned hordes die horribly. Gold-bought units are secondary to simply making more forts for mages, and rarely used outside of the first 6 turns. Clever use of mages and positioning of your evocation-batteries or summoning circles matters hugely, and both weight of mages and scripting matter far more than bless or weight of units.

It's a bit of a love letter to evocation and dom3's cbm lategame, but it has turned out to be rather fun in actual play, being a 'faster' dominions game with more fantastical units and spells being tossed around.

So it's a monster mash, x10 mod?

It does function as that, but I and others wanted to step away from the meta where losing an army was a massive loss that potentially ruined your chances of winning the game - make a game where losing things wasn't as big a deal, and clever plays could make up the gap more easily. It's not perfect, but Magic Explodes actually does this to some degree. It took a greater amount of changes than I had thought, or anyone did
really, but the meta is definitively changed.
21 Comments
superresistant 23 Oct @ 11:59pm 
it looks fun !
All Hail Britannia! 23 Oct @ 2:14pm 
Holy blessing to you for mexxing holy magic
Gono  [author] 23 Oct @ 12:39pm 
New version out now TM
Gono  [author] 21 Oct @ 6:28am 
New version coming soon TM
Джесси Пинкман 13 Oct @ 7:04pm 
Okay, thank you for explaining! I thought it was just a bug, but now i get it. Items that increase magic power are way more needed, that's why they cost so much. Loving this mod
Gono  [author] 13 Oct @ 6:42pm 
yes items are meant to generally cost no gems, there are standout and in this version there are a few things that should cost gems that dont. the cost of making an item is spending the mages turn doing it
Джесси Пинкман 13 Oct @ 6:19pm 
Are low-level magic items supposed to cost 0 gems? Like half of the items that previously costed 5, cost 0 for some reason. Is this supposed to happen?
All Hail Britannia! 28 Sep @ 7:03am 
Incredibly, this mod launched with The Forgotten Realms. Balance? Haha, enemies will know the power of Thay.
All Hail Britannia! 17 Sep @ 2:45pm 
I played with Divinutus and Improved Casting, and I didn't have any problems. I understand that Improved Casting was created for vanilla, but I think it's better with it than without it.
Then I'll try Warhammer and see how it goes. Now I can't imagine playing without your mod. The original magic is too weak.
Gono  [author] 17 Sep @ 12:55pm 
same with divinitus might work might not, mod compatibility is in no way a focus with MEX