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Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
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Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
Looked over the spells today.
The Traverse the Sea spell being the same level as gateway and requiring W5 compared to Gateway's S4, while being more limited in effect, is really poor design. Yes, its 3 gems cheaper, but that doesn't even begin to make up for a more limited ability to use it. Why not give it the same limitation as the Ride the Currents - must be to a friendly province (without the lab requirement). Now it has some advantages over gateway, but is still strictly inferior to astral travel. (Honestly, Astral Travel is too high level as it is, because by the time you have it, you don't care about armies anymore). |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
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With W5 it can't be reached without boosters, requiring both thaumathurgy and construction research (there are some expections,like MA Atlantis and EA Oceania). The intention of the spell is to allow movement in UW over that non-moddable 1 province restriction. It is costed and pathed for that use. Quote:
As for you comparisons to Gateway and other astral travel spells: 1) Remember that these cost water gems. With gem gens out of the picture water gems will be perhaps the most useless gems in the game. If you can use the water version over the astral version, you will likely do so. 2) Water nations are a lot better at water magic than astral. (expect for R'lyeh, of course) 3) Water magic is a *lot* easier and cheaper to boost than astral magic. |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
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They'd have to know exactly where they were being attacked to use it thusly. And considering land nations can generally duplicate that effect (admittedly on a somewhat smaller scale) with strategic move 2 or even 3 (cavalry)... it really doesn't seem unreasonable to allow a larger effect when that effect requires gems, a mage turn casting, and a mage who can lead the army in the first place, gems spent on boosters, and having dedicated the RPs to acquiring it (and sufficient construction). Especially since water nations will often have more border territories than land nations because there is less water and its often strung out along the land (which they may or may not hold or be able to hold). Quote:
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2) Still irrelevant. Its pretty easy to get an S2 mage to S4 for gateway. You take ES on your pretender if you don't have ES naturally for crystal coin, especially if you've got astral to want the coin. W2 mages aren't really boostable to W5 in any reasonable way. MA oceania has a mere 1/4 of their casters who can reasonably be boosted high enough (W3 + 2 boosters, all their mages are W2 + 1/4 of ?100%), and doing so takes *construction 6*. EA Atlantis is no better off. Natural S3+ mages are a lot less rare than W4+ mages. 3) Sure, 2 boosters cost more gems for astral than water (20s 10e vs. 20w), but S2 is a lot more common for astral nations than W3 is even for many water nations, and boosting S is a lot better than boosting W. And astral has the RoS and RoW for even more boosting options - not that they're cheap, but you can do it. Water has... a unique trident? And we're talking about access to a spell that even without the lab limitation is still vastly more limited in the long term than gateway, since at some point that water nation needs to traverse the land if it expects to win. As written, the spell is more useful for EA Rlyeh than nations who actually need it like MA Oceania and EA Atlantis. That's just silly. |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
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You read the first post, right? Quote:
Traverse the Sea isn't intented in no shape or form to duplicate the stragedies and or uses of the Gateway or Astral Travel spells. It is a modded mid-game spell with the intention of allowing you to move your map move 1 troops around in your territory and is supposed to require some planning on your part to do so. It's not an offensive spell, it's not an defensive spell, it's just a movement spell. If you want astral travel or gateway, then just use those spells instead, perhaps take some astral on your pretender. |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
Strategies.
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Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
[quote=Burnsaber;709975]
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Also, many land provinces do connect to multiple water provinces. Map: Aran - see provinces 15, 17, 25, 27, 48, 56, 81, 89, 90. That's at least half the coastal provinces. Map: Cradle of Dominions - see provinces 85, 94, 103 for examples (not surveying the whole map - those were 3 of the first 4 coastal provinces i looked at). Map: Urraparand - 137, 142, 147, 148 were 4 of the first 5 provinces i looked at, all with at least 2 adj water provinces. And as I said, the effect of my proposed modified version is sort of like having map move 2-3 units and a nearby fortress on land, except slightly improved (which it should be, since it requires W5, mage time to cast from a mage capable of leading an army, and gems as opposed to just moving the units). Quote:
More heroes? Nice, but not really a balance change. I mean, its not like many land nations didn't already have a bunch of heroes anyway. And given MA Oceania needs to use their pretender to get actual good magic paths, taking luck scales is sort of out of the question. Coastal recruits/improve capricorn land performance: these were (1) essential anyway if MA Oceania wasn't going to suck, and (2) have absolutely nothing to do with making it easier for MA Oceania to repel invaders *in the water* who now have a much easier time doing so. So basically, MA Oceania is now easier to invade and got nothing to compensate for that. Quote:
Regardless, it is vastly overpriced for what it does in terms of mage skill, gem cost, and RPs. Either it needs improving or it needs to be easier to access and cast. |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
As of CBM 1.6, coral priests are now EA Atlantis' most cost efficient researcher(despite only a 50% chance at a pick, their rock-bottom cost and sacred status trump everything else). Not only that, but since only half of them can even research, you have an entire army of spare preachers and blessers. Since you're an underwater nation, you were going to need those preachers anyways...and this allows you to in turn take a lower dominion score if you want.
But alas, with UWGIM enabled, these tiny powerhouses don't even exist. Now, the coral shaman is amazing, and frankly does a ton for Atlantis' magic diversity...but it would be nice to have the coral priest around. |
Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
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Re: Underwater Gameplay Improvement Mod (UWGIM) v0.83
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Assuming Magic 1: Mage of the Deep(200g, 7 research) - 28.6 initial ,1.9g upkeep/point of research Basalt King(500g, 10.1 research, sacred) - 49.5 initial, 1.65 upkeep/point of research Coral Shaman(190g, 6.1 research, sacred) -31.1 initial, 1.04g upkeep/point of research Coral Priest(45g, 2 research, sacred) -22.5 initial, 0.75g upkeep/point of research That on its own doesn't seem too bad; there's the loss of extra 'freebie' H1 commanders, but you needed more castles to get out the priests, so it's about even. The real problem is that in UWGIM, your best researcher by almost a factor of 2 is coastal only. This can be...quite problematic. Unfortunately, I can't really think of a solution other than to shift the magic diversity over to the Mage of the Deep(they're even noted as being magically diverse) with another 25% random AN, then leave the coral priest alone. It doesn't get you level 2 nature, though. Edit: It does give you a ridiculously good communion master a decent chunk of the time, though. And I suppose you could make the first random 100% EWFSN, but it doesn't seem...right. |
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