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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Yeah I think the kelp fortress change should definitely be something that's in every game.
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Re: Underwater gameplay enchantment mod (UWGEM) v0.6
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Also, I approve of the unit changes/adds - unfortunately, they weren't compatible w/ all ages. Any chance of making a future version with the units that is compatible? 2c |
Re: Underwater gameplay enchantment mod (UWGEM) v0.6
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I could make a global versio with recruits, but MA Atlantis and EA R'lyeh would be left out. |
Re: Underwater gameplay enchantment mod (UWGEM) v0.6
Okay, here's another preview. These will be independent mages from uncommon UW sites. In vanilla all independent UW mages are water mages, which are completely useless for UW nations, since all of the have good water magic already. You can probably guess which mages focus in what path.
http://xs942.xs.to/xs942/09325/uwgimpreview793.png Here are the paths & special abilites I've planned for them: -Albatross Mage 2A1W 10% A/W/N/S, lose all water magic on land -Drowned Captain 2D1W, big pillagebonus, stealthy, poor researcher -Sulphur Mage 2F1W1A, aquatic, some fire & poisonresistance -Coral Druid 1N1H 100% N/W/A, animalawe -Ictyid Stargazer 1S1H 100% S/N, prevent bad events, slightly insane (visions of R'lyeh) -Seasmith 1E 50% E/W/F/N pic, forgebonus 10 Expect the one on the far right. The draq troll, yeah. She'll be a cheap summon (level 3 conjuration, W2, costs 5 water gems) that can lead troop underwater like the sea troll king. Because of the coral armor, she will also be able to support in combat (poison spikes + regen + lots of hp). Here are the sites I'm going to add. The last ones listed per each path are the uncommon ones Fire (2 common, 2 uncommon) -Tropical Current, 1F 1W -Underwater Volcano, 2F -Fountain of Sulphur 2F 1A, Sulphur Mages, unq -The Flame that Shall Always Burn 2F 1S Air (2 common, 2 uncommon) -Air Bubble (2A) -Sea Wind (1A 1W) -Albatross Island 2A 1W, Albatross Mages, unq -Valley of the Electric Eels (2A 1W 1N), unq Water (1 common, 1 uncommon) -The Greatest Current, 2W, unq -Chaotic Current, 2W 1A Earth (1 uncommon) -Sea Forges, 1E 1F 1W, Seasmiths, unq Nature (1 uncommon) -Grove of Kelp, 2N 1W, Coral Druids, unq Death (1 common, 1 uncommon) -Ancient Kraken Carcass. 2D -Bermuda, 2D 1W, Drowned Captain, unq Astral (1 common, 1 uncommon) -The Island of the Lost, 3S, unq -Gorge of Visions, 2S 1N, Ichtyid Stargazer, unq |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8
Mod updated. Any feedback is greatly appreciated. Remember that my goal is to make it easier to get into and out of water. I have a long rant about this, but I'm too tired to type it now. Let's see how I feel tomorrow.
I'll likely soon start a MP game to test this mod to the fullest. |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8
Well I haven't tried this mod but thanks in advance - I whole-heartedly agree with the concept. I don't really enjoy playing as an UW nation, nor fighting them. I love the concept and the content of UWs but it's just too painful to fight them on their own turf and too dull to spend most of the game turtling below the waves.
/begin off-topic ramble - I was thinking about a game set up where there were not many UW provinces (and NO UW nations) and the oceans served more as a reward for whatever nation could get UW to grab them. It might add another strategic objective to contemplate (always a good thing to have more paths to victory to consider) - do I grab the UWs before my foes... Of course you'd then probably have to ban nations with amphibious units etc or worry about nations with no access to paths that lead to UW capabilities so it might not really be feasible in practice... |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8
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Unfortunately the DOM_3 beta testers never complained enough when the developers removed this ability and thus crippling what little assistance the AI opponents had for expanding into water provinces. As a result during our LAN games which include AI opponents we have no choice, but to play only land maps OR very specific and few AI opponents. :( Quote:
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Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8
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But yeah, it's a shame to see it gone. Quote:
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Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8
So I finally got around to DLing this because I generally don't play the UW nations at all due to the problems you listed in first post. I'll give my thoughts about my upcoming play test later. Instead, I have to ask, is there a difference between the UW Enhancement mod vs. the UW Improvement mod that is lumped into the rar file download. A cursory look thru both DM's shows no noticeable differences.
And thanks for your prolific mod work for this thoroughly enjoyable game! |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.8
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And thanks in advance for the feedback. If the water breathing item change isn't enough, I have some other plans to make water more accessible, like: 1) Revamping some summons to be more amphibious. Like Vine Men for example. They don't breathe, so why can't they go underwater? Same with Bane Lords and many other units. They deserve poor ampihibian tag at least. Why do ghosts have poor amphibian tag? They're ethereal, it's not like matter could hamper them, at least according to all common ghost lore. 2) More summons for UW accessible units (probably to nature, since it's available to everyone through indy shamans). Kelp Men, anyone? Sea Dogs could also be a pure nature summon, IMHO. 3) Turbo-charging water-breathing item access (sea king's goblet to level 0 and cost W1, Barrel of Air level 0 air 1, Manual of Water Breathing level 0 N1). If I get desperate that should do the trick. |
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