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Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
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Land players can enter the mini-game, but it's really really difficult and usually really not worth the bother. The players in the mini-game can try to get to the real game on land, but none of the sea nations can really compare or manage any kind land dominance, they are just too handicapped. (the exception of MA/LA R'lyeh, though) Besides, all the fun of the MP comes from interacting with players. What's the point of making it nigh-impossible to interact with some players? Quote:
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EA Oceania, another Hinnom? Seriously? No really, I mean are you really serious? Are you 100% sure that you want to stand behind that statement? I just want to be sure before I post my intese rant about how EA Oceania sucks major balls. I'd also like you to specify if you are talking about UWGIM version of EA Oceania, or the vanilla one. (trust me, big difference) Quote:
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2) EA R'lyeh. The nation just has to have access to that item in order to have any chance in winning the game. Reguring you to spend valuable pretender points in taking air magic and then using even more valuable pretender turns to search air sites and to forge a ****ty items is just absurd. Note that you do all these ridicilious things just to act as any other nation, there is no real subjective benefit to you by doing these things. 3) The air reguirement is non-thematic. The amulet just creates a bubble of water around you. Why would you need air magic to do that? I have tons of other reasons, but I really don't have the time to list them all. Quote:
Also, if you are really bothered about making AotF cost W1 to forge, you should likely try to argument in the CBM 1.6 thread, since it now does the exact same change (and is leagues above the popularity of this mod). If you were talking about SP, you are free to alter your own version of the mod to keep the item as it is. As a fellow modder, that shouldn't prove difficult for you. |
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
I'm not talking about troops, I'm talking about commanders. I realize that troops are beyond our capabilities.
EA R'lyeh is broken, in terms of MP. Changing AOTF will help, a little, but isn't going to fix it. The air requirement I can explain, thematically, about a dozen different ways. Do you prefer the air pressure theory, the chemical element theory, or the osmosis theory? Suffice to say that water can go stale over time, as the oxygen leaves it. The oxygen content in a given volume of water isn't unlimited, and can fluctuate greatly even in oceans and lakes. Considering that you've got a decent sized being breathing said oxygen, that amulet will quickly become a murder weapon unless something more substantial than a passing breeze is replenishing that oxygen. Add to that concerns about maintaining the balance between water and air pressure. EA Oceania only sucks because it's aquatic. There isn't another EA underwater Nation that can compete with it, if confined to the water only. It's crappy because land Nations exist, not out of any real fault of it's own. Whatever the state of the game happens to be in practice, in theory Knights of the Deep should be able to go on land with an AOTF. It doesn't happen, but I'm not satisfied that there's any real reasoning behind that decision. If an Ancient Kraken can do it, there's no good reason a KOTD shouldn't be able to. As far as it never happening, there's probably a way to mod in a landform that still retains it's aquatic nature, thus allowing them to go on land, while still requiring the AOTF. Since this is a modding thread anyway, I don't see any reason the vanilla game should be the final say on what makes good balancing. If AOTF is the only possibility, then sadly my argument is moot, and I might as well stop. Not much I can do about arbitrary modding restrictions, especially now that the Devs haven't been heard from in months. Considering such a restriction, then yes, the best thing left to us would be to remove the air requirement. It's certainly far from what I would consider ideal, however. I know I can mod it in easily enough. The reason I'm debating it on the boards is because I want some discussion and some different viewpoints. CBM is great, but I don't consider it a very good environment for discussion. |
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
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Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
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I neither think it's the lack of access into the water that's a problem nor the lack of uw summons (so no to 1, 2, 4). Seriously you don't just start a war because you can but because you want to profit (and you'll certainly wait until you either have good summons, thugs or some powerful magic, I really see noone attacking an uw nation with const-0 gear and nationals and winning, if there is any balance). The problem is simply that after you have won the war (or invested into labs and temples in the course of your conquest) you risk loosing everything to the next best uw sneak attack (oceania?) without PD and castles - easier access actually makes this worse (because if you can tir can also). So I'd suggest simply making the kelp forest spell reasonably cheap - not cheap and accesible enough to make it spammable, though. It's fine if it's castable uw only, since this requires you to hold a uw province for a couple of turns (instead of stealth take + instafort). |
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
I don't have any problem with change. I want to know that it's change for the better. Are you afraid of asking questions? I'd rather be wrong than blind, quite frankly.
I am very familiar with what the AOTF does. Making it cheaper won't by itself fix EA Aboleths. The fact that it doesn't affect troops doesn't necessarily solve the problem of giving Nations that are nearly invulnerable at the start of the game, the ability to indiscriminately raid the surface. Imagine just the possibility of a 10 Dominion Ancient Kraken with say 4 earth, 4 death, and 4 nature, that can raid from any shore, and then escape without any fear of retaliation. You're talking about shifting the dynamic of the whole game, where outlying shore provinces will need to be fortified. I'm not saying it's a wrong decision, but I think it deserves atleast some discussion. Magic weapons in the early age? Are you at all familiar with the early age of the game? It's a free magical weapon on top of the attacks the unit already gets, on top of self healing, sacredness, and the fact that it's tough calvalry commander. I was suggesting the nature/water item as an alternative to the amulet of the fish, to let Oceania get on land more easily than they already can--as a choice, for them and for any other Nation that can take advantage of the situation. Not as a replacement for the AOTF. I never said that it was, in any way. |
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
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Magic weapons are only better than regular weapons if the opponent is ethereal or mistformed. |
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
Well, my biggest issue was having more possibilities than just the AOTF. If that's impossible, then there's really not a lot to argue about.
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Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
Ah, I think I've found a difference between RoWB and Sea Kings Goblet.
You cannot rout with Sea Kings Goblet (that is if someone carrying it routs he's autokilled) - so always use RoWB for SCs. |
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
Would it be at all reasonable to make Asp Turtles commanders out of the box? There's precedent with the Kithaironic Lion summon, it would make Asp Turtles more attractive because you can actually get them out of the water with an Amulet of the Fish(!), and it would definitely give more options semi-late game for Underwater nations. It's not like they would be spammed, either. In that same level of Conj, you get Catoblepases(Catoblepi?), which are for many purposes way better.
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Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix
It's an interesting idea, kianduatha, but there already exists the Leviathan in the game, which is an undead amphibious version of the asp turtle. Making the asp turtle a commander would kind of overshadow the Leviathan in the game, I would think?
Aside from that, there are a host of other critters that could be added to the game, to make the later game more interesting, underwater. Personally, I was very surprised not to see *any* crocodiles in the game. It seems like a giant saltwater croc would make for an excellent lategame summon, and we know they're amphibious. Crocodiles are one of the most important animals ever, in historical mythology, and they really deserve some place in the game. For that matter, their are whales which don't appear anywhere in the game (Japanese myth gives us the Bake-kujira, according to Wikipedia, "a ghostly whale skeleton that drifts along the coastline", and which was accompanied by a host of strange and ominous birds, fish, and other creatures--sounds like a perfect lategame summon to me, and could maybe even be a commander?), as well as an enormous variety of prehistoric creatures, and plenty of strange beings from mythology as well. I'm sold on the idea of the AOTF being water only (because we've been given no choice, really), but with units, we know for certain that they can be added, copied, and modified, in nearly infinite variety. It seems to me that the asp turtle already fulfills a function in the game, rather admirably, and that the fault lies more with an underpopulated lategame ocean, with a lot of spaces left in it to fill, than it does with what we've already been given. |
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