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Re: Oceania - Let's fix it. Mod discussion
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http://www.associatedcontent.com/art...primitive.html Burnsaber's reasoning earlier in the thread worked well for me. Quote:
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Re: Oceania - Let's fix it. Mod discussion
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In a way a personal totem! Make it a national spell, as well as a #onebattle. Animated head: ?1 {B/D} with a one path bonus. The animated heads whisper totemic advice: Autocast Bloodslave It would ALSO be cool if there were various totemic spirits progressively stronger Ravenous Wolf Bear of Sloth Archer of Dusk (human) Mage of Despair Nightmare of Terror.... Demon Etc. they are all called Totem; they all disappear after a fight. However, since they are all called the same, each summons gets a progressively stronger totem. I liiike it!!!! |
Re: Oceania - Let's fix it. Mod discussion
If your adding a Polynesian feel to Oceania. You have cannibalistic tribesmen, who are excellent navigators. Magic being nature, with possible blood, fire, water. And small chance of maybe astral.
And in the small chance that you gave the tribesmen a mount. You would have two choices, early ages possible a Moa. While later ages the would use horses. You could also maybe add something like the Tengu. As we have birdmen mythos as well. Taniwha, which depending on where your from. Are great sharks, eels, sea serpents. Vampires was also mentioned by someone. I can't remember what they are called. But the head or whole upper body seperated from the rest. And could fly, and most victims were children or pregnant women. |
Re: Oceania - Let's fix it. Mod discussion
Damn! Just when I noticerd that the Dema alliance can't be done (line of summons would just take up spell slots and be quite a "less-than-optimal" solution), I get all these nice sounding suggestions. If I ever get around to making LA Oceania, I'll be 100% sure to introduce these themes. Polynesian myth lore was a very intresting read.
I actually have the .dm file about 60% complete. Graphics about 95% complete. I'm starting for the EA Oceania one (due to thematic stuff, I'll make a different mod for EA and MA Oceania) The changes to EA Oceania in a nut-shell: -- Land recruitables changed to Son of Selkie & Daughter of Selkie -- Knights of the Deep will get nerfed. Reduced stats & capitol only. -- Triton Kings get H1 (to make bless somewhat useful) -- A3W1 Summoning spell for Selkie (mage A3W2N1 seducer on land, A1W2N3 animal spawning seal on water) and the Cursed Queen summon spell W5H1 (size 5, 100hp, W2N2 with 210% S/D and 100 W/N/E picks) -- 1N1W & 2N1W Land summons for ichtysatyrs and ichtycentaurs respectively. -- The Flood national spells. A2W1 spell that gives mist & rain, W5A2 coming of the flood by llamabeast and W4 "Will of the Kings" that sends a Tidal Wave event, if I find a way to make it only target coastal provinces. -- 1E1W land summon for "Merman Knights", they are rich sons of merman traders who can afford iron equipment (on sea the armor will rust however). |
Re: Oceania - Let's fix it. Mod discussion
glamored on land?
quagmire? |
Re: Oceania - Let's fix it. Mod discussion
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The Coming of the Flood brings Quaqmire. I really don't see any reason for a national quaqmire, since Oceania is already more than able to cast it with nationals. |
Re: Oceania - Let's fix it. Mod discussion
Personnally, I like Oceania. The key is to start with an improsoned rainbow pretender, such as the master lich. By the time he breaks free, you should control all the under water provinces. You also should have lots of researchers. Triton Kings are good and automatically summon good underwater troops. Build armies of wave warriors. They are a decent on-land army. Lead them with mermages equipped with sceptres of authority. When your pretender is free, have him cast acashic record to find the magic sites your site searcher couldn't. FInding death sites is the key. Then follow the skull mentor strategy suggested by Baalz in his guide to Hellheim. You should have no trouble getting to 300 RP which will get you to conjuration six in short order. Then cast streams of Hades. Have this commander summon ghosts. Crush a weak land province and build a lab. Recruit any mercenaries available to the land province and conjure like crazy. Have your pretender teleport in and cast Troll King's court. As your research builds up, you can get to the elemental royalty. Tarraresque. Tartarians. You can build a quite formidable land army if you can get to Conjure 8 before anyone else.
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Re: Oceania - Let's fix it. Mod discussion
I should have checked out this thread sooner - I <i>just</i> posted my EA Alchera mod, drawing on Australian Aboriginal and Maori myth - there's a lot of overlap with the Dema alliance stuff. If anyone continues working on the Dema, they should feel free to take whatever they like from my mod (if so, I'd appreciate a credit or at least a heads-up).
I feel a little less original now, but that's part of the price of knowledge. |
Re: Oceania - Let's fix it. Mod discussion
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A few problems: You lose to R'ylleh. You don't have the astral income to support acashic record. You cannot count on mercenaries MP. You will not win the research race to Con-8 before other nations. |
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