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-   -   Oceania - Let's fix it. Mod discussion (http://forum.shrapnelgames.com/showthread.php?t=43125)

Swan May 19th, 2009 12:56 PM

Re: Oceania - Let's fix it. Mod discussion
 
1)About the "flood" spell, why you don't make it as a global that gives amphibian to all aquatic creatures?
like the fish amulet created by a/w, just on big scale.

2)Maybe another idea could be "dema alliance", an high level global that spawn dema's soldier on your coastal provincies?
if you do so, look at warcraftian troll berserk from warcraft: the frozen throne(spelling?): they are perfet(inmo) for some savagecrazysonofabeetchmaneatervicious headhunter.
they even came with comic relief already packed in if you need!

3)Never played mp, but if the problem is late game, why not a level 8-9 conj spell, that summon a random big (very big) and angry(very angry) something from the sea? you know, kraken,giant snake,giant turtle, giant hydra,giant walrus,giant worm/wyrm,giant kraken, giant Nessie,good ol'Cthulhu(xxl size,ofc),giant wet teddybear and stuff like that.

chrispedersen May 19th, 2009 06:08 PM

Re: Oceania - Let's fix it. Mod discussion
 
I like quagmire I think it fits on the idea of ice and water....

I could also see a battlefield version of haste - where the entire battlefield was covered in ice.

Hrm looking over the stuff I did - I also created Scylla and Charybdis two monster summons for Oceania. Way over the top tho.

Burnsaber May 20th, 2009 12:37 AM

Re: Oceania - Let's fix it. Mod discussion
 
Quote:

Originally Posted by Burnsaber (Post 691760)
Actually, I really don't know. I was thinking of #clearing the nation and then giving the recruitables.. I'll have to test this. I'll be sure to tell the results.

So yeah. You can only mod one of the recruitment lists. So Dema alliance is absolutely out of the picture (it's probably for the best, the less units I add, the better). Is this already added to the mod wishlist? I'd absolutely LOVE to see #landrecunit/com & #waterrecunit/com commands.

Quote:

Originally Posted by Swan (Post 691792)
1)About the "flood" spell, why you don't make it as a global that gives amphibian to all aquatic creatures?
like the fish amulet created by a/w, just on big scale.

Not possible with current modding tools, I'm afraid.

Quote:

Originally Posted by Swan (Post 691792)
2)Maybe another idea could be "dema alliance", an high level global that spawn dema's soldier on your coastal provincies?
if you do so, look at warcraftian troll berserk from warcraft: the frozen throne(spelling?): they are perfet(inmo) for some savagecrazysonofabeetchmaneatervicious headhunter.
they even came with comic relief already packed in if you need!

Actually the Dema alliance too is out of the picture, due to some modding quirks.

Quote:

Originally Posted by Swan (Post 691792)
3)Never played mp, but if the problem is late game, why not a level 8-9 conj spell, that summon a random big (very big) and angry(very angry) something from the sea? you know, kraken,giant snake,giant turtle, giant hydra,giant walrus,giant worm/wyrm,giant kraken, giant Nessie,good ol'Cthulhu(xxl size,ofc),giant wet teddybear and stuff like that.

Well, Oceania will get the queens. Their graphics states them as at least size 5 and they'll probably have stats along the lines of Draikana pretender, so very thuggable, perhaps even minor SC's. Since they'll also diversify your magic, they'll make for a very nice late-game summon (costing water gems, to disencourage clamming)

Quote:

Originally Posted by chrispedersen (Post 691843)
I like quagmire I think it fits on the idea of ice and water....

I could also see a battlefield version of haste - where the entire battlefield was covered in ice.

Hrm looking over the stuff I did - I also created Scylla and Charybdis two monster summons for Oceania. Way over the top tho.

It seems that the crowd has spoken, the Quaqmire-effect stays.

Don't know, ice really isn't Oceanias forte. Besides, I probably have enough national spells for now. (Damn you spell limit, damn you! *shakes fist*)

I also thought about Charybdis, but since he'd be clearly aquatic, mjeh. Oceania doesn't need any more UW power, it needs something to wield on land (other than independents). Scylla is also somewhat implemented already (the Draikana pretender), so I just took heed from the legend and created the cursed queens.

Trumanator May 20th, 2009 01:39 AM

Re: Oceania - Let's fix it. Mod discussion
 
Well the water queens are pretty weak. 2 of them are aquatic, and the third one is mediocre on land.

Burnsaber May 20th, 2009 02:00 AM

Re: Oceania - Let's fix it. Mod discussion
 
Quote:

Originally Posted by Trumanator (Post 691900)
Well the water queens are pretty weak. 2 of them are aquatic, and the third one is mediocre on land.

I meant the cursed triton queens, which I mentioned in this post

http://forum.shrapnelgames.com/showp...9&postcount=24

chrispedersen May 20th, 2009 02:22 AM

Re: Oceania - Let's fix it. Mod discussion
 
Hmmmmm...

it would be interesting to add the swamp icon to the ocean land form; combined with the quagmire national spell.

Not immediatly obvious but it would make the oceania cavlary quagmire immune.................

As for the land recunit... Replace the turtle units with other units, and or freespawns?

Burnsaber May 20th, 2009 02:47 AM

Re: Oceania - Let's fix it. Mod discussion
 
Quote:

Originally Posted by chrispedersen (Post 691907)
As for the land recunit... Replace the turtle units with other units, and or freespawns?

I'm going to replace the land recruits with the Son of Selkie and Daughter of Selkie, as I detailed in the post I mentioned in my previous post. The turtle infantry will stay recruitable underwater (I just make the Sons & daughter replace the land form of turtle infantry and make new turtle units to replica the land forms for the UW turles).

Freespawn is a good idea thought. I'll perhaps give the turtle commander & Merman priest & Wave Lords land forms some weak freespawn.

"Oceanian turtle raids are well known in coastal lands and the coastal merman villages are quite prone to counter-raids from the vengeful humans. Many mermen have lost their homes and families to the vile humans. Thus, Turtle chiefs do not have much trouble finding recruits in land."

Swan May 20th, 2009 08:20 AM

Re: Oceania - Let's fix it. Mod discussion
 
Quote:

Quote:

Originally Posted by Swan (Post 691792)
1)About the "flood" spell, why you don't make it as a global that gives amphibian to all aquatic creatures?
like the fish amulet created by a/w, just on big scale.

Not possible with current modding tools, I'm afraid.
:( too bad

Quote:

Well, Oceania will get the queens. Their graphics states them as at least size 5
Why so small? make 'em really huge.

Quote:

Freespawn is a good idea thought. I'll perhaps give the turtle commander & Merman priest & Wave Lords land forms some weak freespawn.
that's what i meant for my global, just make it like mechanical militia( or quirk doesn't mean " technical/modding dificulties?)

BandarLover May 20th, 2009 04:50 PM

Re: Oceania - Let's fix it. Mod discussion
 
Aaawwww...so no possibility of human head hunters helping them out on land? You could take a page from Sombre and have a national summon spell that summons a Dema chieftain, who can then be set to summon allies for Dema troops, maybe?

chrispedersen May 20th, 2009 05:29 PM

Re: Oceania - Let's fix it. Mod discussion
 
I just don't see how headhunters are at all thematic for Oceania.
MUCH more appropriate for machaka.

I would love to give the melqarts ability to eat commanders to machaka sorcerers. I wouldn't makeit gluttonous. But occasionally it *would* result in magic increases.

I wonder if you copied the melqart and just redid all his stats, fixed gluttony and unrest if you could retain the eat commander function.

I also wonder if they just said.. if gluttony > x then there is a possibility of eating a commander....

Another interesting thing would be to allow a headhunter unit which starts with a shrunken head miscellaneous item.

In combat the head would animate ala carcator.


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