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Underwater Defence?
How do you mod in Underwater Defence for a new nation that doesn't start underwater. Like what EA Agartha, LA Atlantis or LA Jomon has? Thanks.
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Re: Underwater Defence?
You would have to overwrite the nation. The modding commands only allow for underwater PD for underwater nations.
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Re: Underwater Defence?
Haha, thanks, I tried about half a dozen different commands to get it to work. Oh well.
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Re: Underwater Defence?
I feel it might be more interesting to instead mod in a series of summonables, that could serve as an underwater defense-proxy. Something that would perhaps build up over time (there are some options for this), but that would eat gems, and mages, instead of gold.
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Re: Underwater Defence?
Shame that's not possible, though. Well... you can have summonables that kill the caster, thinking about it.
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Re: Underwater Defence?
Oh I didn't mean physically eat mages. I meant you'd assign mages the task of summoning the critters, using up their time, and potentially putting them, physically, in a vulnerable position on the map, until such time as their task was completed.
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Re: Underwater Defence?
the problem I see to using summonable alternatives to pd is that with normal pd it would cost more to go from 10 to 11 than 1 to 2, when summoning it always costs the same and there is no limit to how much you could have there. I feel there is a risk of it being abused giving excessive protection for little relative cost.
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Re: Underwater Defence?
Such a thing wouldn't be any more abusable than any other summonable.
If you want to be really harsh, in terms of balance, you could always require multiple one-way shapeshifting, to improve the "PD". Say, 10 rounds of shapeshift, and on the 11th round, the critters sortof "evolve". It's micro-hell, even for me, but it might be interesting, otherwise. |
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